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Stan`

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

  1. Saves are zip files, I haven't checked but the seed should definitely be in there
  2. That's not a limitation, that's a bug XD
  3. Here it's different faces, so that wouldn't work, (only for skin color) I don't think @Alexandermb kept the feature of transparent skin / hair
  4. @vladislavbelov btw per civ is it better to have 8 256x128 textures or one 2048x1024 for all 8 heads but with 8 separate meshes, with identical geometry but different UV. (Sadly we can't specify atlas position in actor)
  5. Hey @Kilouaare you on a special network like a school network where the server might be blocked? @Dunedan tls is on, any clue what could go wrong now ?
  6. What does the tex look like now ? (My guess is the top corners can be used for props)
  7. All our art allows commercial use, so we'd be breaking that license
  8. We could probably update it for R28
  9. Both work It's currently 45 degrees
  10. Can you make it so there is not so much wasted texture memory with transparency ? E.g bake on a 128x256 or something
  11. It's possible, however the pathfinder will totally ignore slow zones, so you'll have to avoid them manually
  12. There is something still missing, it feels a bit blurry compared to the wall itself, which kinda of degrade the visual quality
  13. Basically player placement option is the reason it would fail
  14. Usually it's because there is a stronghold placement type that's being set in the map options. But it might be persist match settings acting out again. CC @phosit
  15. No milestone in Trac was for deleted tickets.
  16. It's possible I made a poc for it on Gitea a while ago.
  17. We're working on this too. Not sure the search will be better tho. We're trying to get away from this proprietary software.
  18. It's pretty cool. I think maybe that the transition between stone and dirt could be improved with a better edge mask dunno.
  19. do you generate a normal for it ?
  20. Nice work @Alexandermb I believe that the earth is a bit too bright/saturated.
  21. https://github.com/StanleySweet/zeroad-mesh-rescaler/tree/main (it's still rough)
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