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Showing content with the highest reputation on 2014-03-12 in all areas

  1. There where some additional bugs: - My HeightPlacer() didn't work properly (I used [x, y] instead of [x][y] and if no constraint was given it failed) - You gave an actor to the painter but it only takes "terrains" and you don't want to add the actor to every tile (so I changed that) - The LayeredPainter() needs the "width" argument being an array of the length of the terrain array argument -1 (the center doesn't count. See: http://trac.wildfiregames.com/wiki/Rmgen_Library#Areapainters for an example) - The RandomTerrain() class argument has to be a string of a terrain and optionally, separated with a "|", an entity from 0ad/binaries/data/mods/public/simulation/templates and a subdirectory (like "medit_sand_wet|gaia/flora_tree_dead" so without the ".xml"). You cannot use actors (from 0ad/binaries/data/mods/public/art) or templates (0ad/binaries/data/mods/public/simulation/templates without a subdirectory). [This as a great inconvenience and one of the reasons why I try to avoid using the RandomTerrain() class and that includes painters etc.. Additionally doing simple things like adding a patch of terrain easily depends on 10 other functions/classes so it gets horrible to debug.] - Additionally you used the UPPER height limit of the lowest level as the LOWER height limit for the painter (same for the upper height limit). I changed this accordingly. Here's the map as far as possible working with your approach (Since actors cannot be used I placed trees representative but you should avoid placing trees in water. The unit AI can't handle them.): schwarzwald-fex_v1.zip Additionally you should flatten the terrain where you place the paths (should be the SmoothElevationPainter()).
    2 points
  2. http://trac.wildfiregames.com/ They Add a link to other web sites http://trac.wildfiregames.com/timeline
    1 point
  3. (I also removed the images from Lion's posts, image searching is starting to become good enough for it to be a possible issue - we don't want to get linked with these things at all. Though come to think of it the second post could probably have staid, not really important though. Just thought I should mention that I removed them so no one wonders where they're gone )
    1 point
  4. I deleted the tickets, BTW. Someone should also delete these users: clouchip butoijoh wecliapr .
    1 point
  5. Thanks for your work. Looks like the tickets are completely removed from history now.
    1 point
  6. Thnaks .You're right, there is improvement to be done (for some reason, it looks good on paper, but the scanned image looks crappy!). I'll post some more concepts soon.
    1 point
  7. By exactly typing that codebox. No need to put something in front. .sh files are comparable with .bat files in windows.
    1 point
  8. I'm opening a topic at last for an issue that we discovered a long time ago and that might finally be resolved (opening it to remember to check that it's actually fixed). The issue is that our old collada armatures don't load up nicely in Blender. A change in 2.68 should have fixed this, however now 2.68 can't load those old armatures. A ticket for that has been opened on the Blender Bug Report. Latest update is that it's been closed after a report that "I was getting the same crash with 2.68 on linux64 (whichever revision was packaged with Fedora 19), but the same model imported fine with the latest nightly build. So this issue has probably already been fixed." Ticket is here. I recommend we try again with Blender 2.69 to see if: A- our armatures load up B- they load up nicely.
    1 point
  9. I want share this one. I was made with a automatic photo editor, very easy to do. But the result is beautiful.
    1 point
  10. Yeah, the Blender default FBX Importer compatibility lists armature/animation/shape keys all under missing. During March-April 2014 a dev is sponsored to work on better FBX support with Valve's donation. I'm not sure what all he has planned exactly though; his weekly reports are here. Such promise. Wow.
    1 point
  11. Hi, I'm done with this one, here is the final render. You can improve the texture if you like, I provided the XCF with all the layers, If you use anything of it don't forget to give me credits. =) Gladiators.7z
    1 point
  12. Made a different material for the weeds, now they look better when the camera is turned where the shadows are showing. Before and after pics:
    1 point
  13. I disabled the shadow casting on the large central wheat tufts, see if it resolves a little bit of the shadowing issue
    1 point
  14. on the carthaginian set (havent versioned the farms to lose the carts on them just yet)
    1 point
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  17. After k776 asked for those stickers, it made me realize how ill-prepared we are for sudden PR issues needing artistic attention, especially if a lot of us are tight on time. I'd like to have more than just screenshots available for public relations, even though it is probably the most truthful outlet. anywho, I sketched a towered elly just because
    1 point
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