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Stan`

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

  1. There is no limit per se. Just depends on your hardware. At some point you'll probably run out of VRAM.
  2. 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
  3. So to be clear opengl stopped working ?
  4. Sometimes when @vladislavbelov makes changes shaders need to be updated
  5. 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
  6. Nah that's the correct one. Note that Atlas doesn't use Vulkan.
  7. If you're using the dev version you need to download the shaders.
  8. There is a non violent mod which swaps those icons IIRC
  9. I am not against it and it should only be done if someone is dedidcated. Else it's gonna be dead real quick
  10. 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
  11. You might try to look at it from a game angle too to see if it's visible enough. Also there are many run animations, this one is only used in a mod called pyrogenesis 1877 which is misisng a lot of building and unit assets
  12. The repo is on Gitea so yes, there is nothing playable right now
  13. Can you provide a small gif of before after ?
  14. Yes we started working on Empires Besieged with @wowgetoffyourcellphone but we don't have much time these days so it's going slowly
  15. itms is quite busy atm, so I'm the only one who can sign mods ^^" I haven't been really doing it for a while.
  16. Well my proposal was adding a mod say aoe-shortcuts with just a config/mod.cfg but if you want to go the programming route, you can also bundle a json with a GUI change that gives you a drop down to switch.
  17. Indeed! my bad if that's the case. Some new vegetation might be nice I know @nifa had some stuff, maybe they also have buildings in mind
  18. Should be pretty easy to provide ignoreincompat checks mods with just the mod.cfg overriding them.
  19. Sadly, no, there isn't which is why I don't think it's a good first task. For the animations you can use this blend https://trac.wildfiregames.com/browser/art_source/trunk/art/meshes and animations/skeletal/biped_meshes_and_animations.zip
  20. You should check https://gitea.wildfiregames.com/0ad/0ad/wiki/BasicAnimationImplementation and https://gitea.wildfiregames.com/0ad/0ad/wiki/Basic3DImplementation depending on how technical you are. Do you have prefered means of communication ?
  21. As long as you give proper credits to Wildfire Games and respect CC BY SA 3.0 you're in the clear
  22. Do you have a portfolio ? Or anything you'd like to improve / work on on the game ? Welcome
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