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Stan`

0 A.D. Project Leader
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Everything posted by Stan`

  1. See https://gitea.wildfiregames.com/0ad/0ad/wiki/ExportingErrors Either you have loose vertices or multiple materials, and neither are supported.
  2. Stan`

    Erechtheion

    Transparency should work in baking. You're right about variation, though
  3. Can you test since I gave you some extra rights ?
  4. I've added you to https://gitea.wildfiregames.com/org/0ad/teams/contributors can you try again with the main repo as lfs ?
  5. Just to check you could make the lfs point to your fork instead.
  6. @Itms updated Gitea yesterday could you try again @Cayleb-Ordo
  7. Stan`

    Erechtheion

    Usually when baking you should import the actual model.
  8. If you start the campaign automatically there might be a way to force gamesettings.
  9. Stan`

    Erechtheion

    Well it needs to be checked. Usually the least textures the better. They don't need it but it doesn't hurt to try. Also you might get away by tweaking the UV2 to give more space to some stuff.
  10. Well if you have questions do not hesitate Mmh if the map type is scenario and assuming it's correctly set in the XML you shouldn't be able to change it but I'm not sure. Maybe it only applies to civs.
  11. Well you could add it (copy the code) to a modded component and do some stuff on death. With a list of tokens (templates)
  12. To me the title is clear ^^. It's about catching exceptions. Initially that doesn't help performance but makes using threads simpler. (So more things might be moved to another thread in the long run.) To me this ticket was a mega ticket to keep track of all that was to be threaded hence my confusion
  13. Stan`

    Erechtheion

    You can bake at any resolution to get more crisp details. In the game though currently most textures are 1024*1024 and ideally we shouldn't go above this unless you have a 20k tris model. Small items should either have smaller textures, or to reduce fragmentation be baked in the same texture as the main mesh they are used on.
  14. `SpawnEntityOnDeath` Only creates local entities, it's meant for say debris, or an explosion decal. https://gitea.wildfiregames.com/0ad/0ad/src/commit/32edc28cda72d0c9cd70937d7c46c58322bcf040/binaries/data/mods/public/simulation/components/Health.js#L403
  15. Short answer: it depends. On lower end machines, graphics are gonna eat up your GPU causing your CPU to starve. So for those, graphics and model quality will be the bottleneck. Getting the state for unit selection is quite slow as it pulls a lot of data (https://code.wildfiregames.com/D1618). Querying interfaces, (e.g getting a component for an entity) might be faster with better data structures https://code.wildfiregames.com/D1739 / https://code.wildfiregames.com/D4718 Creating entities is a bit slow too IIRC. E.g our upgrade system could use not having to create and destroy entities https://code.wildfiregames.com/D4991 Other hints in patches by wraitii https://code.wildfiregames.com/search/query/1SOtiSQV9ik8/#R This looks interesting https://gitea.wildfiregames.com/0ad/0ad/pulls/8521 OUTDATED but maybe still interesting https://gitea.wildfiregames.com/0ad/0ad/wiki/GamePerformance EDIT: also https://gitea.wildfiregames.com/0ad/0ad/issues/5874 which has a weird title cc @phosit
  16. You might try to make a weathered version of the boat texture to make it look like it's been there a little while.
  17. Stan`

    Erechtheion

    Looks really cool! Maybe the stone wall could use a few more details to look less blocky but otherwise good job.
  18. If you can't take criticism, don't participate in a community project. Do you have a reference that would make a worthy addition to the wonder?
  19. Hey @nifa This looks pretty nice. Great work. Maybe we could somehow reduce the polycount by baking some of the stones into a decal with a normal map?(looks like it's already a texture but I can't check right now) Could save some tris by making the decorations transparent texture instead of little squares. Might be nice to find a way to have a hint of player color as well.
  20. I don't know much about the .CEM format. From my little understanding though, a tool exists that will allow you to export to .CEM from Blender. In Pyrogenesis, the engine behind 0 A.D. meshes only support one material at a time. So for that reason and for modularity meshes are split into lots of pieces. For static meshes I wrote an importer from the game to Blender assuming you use the development version of the game. For animated meshes, I would not recommend using the blender importer, so it's better to use the blend files, provided they exist in the art repository
  21. You can only do that by using simlinks. There is no option in the game to do that.
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