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Stan`

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

  1. We could but IIRC it was decided against . Could be reevaluated. The main issue was it was harder for non technical people to get changes in. Something I'd want to is to be able to translate it Couldn't find it
  2. Gitea is down again but basically you need to use the game's archivebuilder to compress and optimize your assets. If you don't it has to be done at runtime for all your users and they might have bugs you don't have or they might not be able to use your mod at all. DAE turn to PMD/PSA XML turn to XMB and PNGs TGA turn to DDS.
  3. That's the last time it was versioned. I'm not quite sure how it is versioned, but it's something that could be looked into i guess, if there is any interest.
  4. Do you have a link ? There are like 55 mods in the queue and i couldn't find it easily
  5. Can probably be patched, yes
  6. I see no file in your mod. https://github.com/StanleySweet/modaudit I've started, few problems still.
  7. I have to check things manually which is slow, I'm currently writing tools to help me be more efficient. Really sorry.
  8. mod.io link https://mod.io/g/0ad/m/moderngui looks like you're hitting the problem where it creates multiple folders because name don't match https://gitea.wildfiregames.com/0ad/0ad/wiki/Mod_Verification_Process
  9. Yeah they are I'm just really under water with all the recent security breaches :d
  10. There is no limit per se. Just depends on your hardware. At some point you'll probably run out of VRAM.
  11. I'd like to get these three animals finished up for 0 A.D. Each one should have its own issue, covering the model, rig and animations. For each animal, we need six animations: idle, walk, run, attack, feed and death. Each animation should be a separate Action in Blender and exported to its own .dae file. Walrus Mesh: https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/binaries/data/mods/public/art/meshes/skeletal/walrus.dae Texture: https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/binaries/data/mods/public/art/textures/skins/skeletal/animal_walrus.dds Reuse the existing mesh and texture if possible, but the walrus needs a new rig. The camel rig can be used as a reference: https://trac.wildfiregames.com/browser/art_source/trunk/art/meshes%20and%20animations/skeletal/animals/camel/camel_animations.zip Animations needed: Idle Walk Run Attack Feed Death Muskox Mesh: https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/binaries/data/mods/public/art/meshes/skeletal/muskox.dae Texture: https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/binaries/data/mods/public/art/textures/skins/skeletal/animal_muskox.png Entity: muskox.xml Same idea as the walrus: reuse the existing assets where possible, but make a new rig based on the camel rig reference. Animations needed: Idle Walk Run Attack Feed Death Dragon Mesh: https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/binaries/data/mods/public/art/meshes/skeletal/dragon.dae Texture: https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/binaries/data/mods/public/art/textures/skins/skeletal/animal_dragon.dds The dragon needs at least a new mesh, along with a rig that works for it. New textures are fine too if the existing ones aren't suitable. Animations needed: Idle Walk Run Attack Feed Death Camel The camel is a bit special, we have the mesh A few things to keep in mind Keep one material per mesh, and pack the textures into the .blend file. When exporting the animations, remove the material from the export setup so the .dae files don't end up with texture paths. One blend per animal LODs would be nice to have, but they're optional. To import DAEs in recent blender versions you need to enable the plugin If you want something different it would be nice to have this building made in modular pieces. I had started but never finished Villa-of-the-lions-in-ostia-antica.blend
  12. So to be clear opengl stopped working ?
  13. Sometimes when @vladislavbelov makes changes shaders need to be updated
  14. Do you know if you were using the vulkan or the opengl backend ? you could try running the game from the terminal with -conf:rendererbackend:vulkan or put rendererbackend=vulkan in your user.cfg
  15. Nah that's the correct one. Note that Atlas doesn't use Vulkan.
  16. If you're using the dev version you need to download the shaders.
  17. There is a non violent mod which swaps those icons IIRC
  18. I am not against it and it should only be done if someone is dedidcated. Else it's gonna be dead real quick
  19. 3.0 would be better (4.0 is not backward compatible), But I guess the only thing we'd have to do is to clearly state that it's 4.0 for it to work. E.g in license.md
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