-
Posts
18.188 -
Joined
-
Last visited
-
Days Won
591
Posts posted by Stan`
-
-
4 hours ago, wowgetoffyourcellphone said:
Sure, but the trees are transparencies and have random heights.
Transparency should work in baking. You're right about variation, though
-
1
-
-
Can you test since I gave you some extra rights ?
-
1
-
-
15 minutes ago, Cayleb-Ordo said:
Oh nice
i already tested it before u added me , the git lfs pull 0ad-base main worked without errors. (unix fashion no complaint is all right)
Was it still pointing to 0ad/0ad ?
-
33 minutes ago, Cayleb-Ordo said:
@Stan` Thx for the quick response. Tried it today again, now it works if i set the url to my fork. fetching and pulling from the 0ad-main repository is working.
I've added you to https://gitea.wildfiregames.com/org/0ad/teams/contributors can you try again with the main repo as lfs ?
-
On 09/11/2025 at 6:51 PM, Cayleb-Ordo said:
Hello its me again. Having troubles again with the lfs... So fetching from the main repository works with the suggestion from the .lfsconfig. But i can no longer update my fork, its always trying to push directly to the main 0ad repository... Any ideas why? Same problem on windows and linux and on a clean checkout.
Also did try the suggestion from this thread, but the effect was that it would never update again from the main 0ad repo.actual error:
batch request: error:: 0% (0/1), 0 B | 0 B/s error: User: 1394:Cayleb-Ordo with Key: 34:Linux-PC is not authorized to write to 0ad/0ad. error:: exit status 1
local git config:core.repositoryformatversion=0 core.filemode=true core.bare=false core.logallrefupdates=true remote.origin.url=git@gitea.wildfiregames.com:Cayleb-Ordo/0ad.git remote.origin.fetch=+refs/heads/*:refs/remotes/origin/* branch.main.remote=origin branch.main.merge=refs/heads/main branch.main.vscode-merge-base=origin/main remote.0ad-base.url=git@gitea.wildfiregames.com:0ad/0ad.git remote.0ad-base.fetch=+refs/heads/*:refs/remotes/0ad-base/* user.name=Cayleb-Ordo branch.build-with-cmake.remote=origin branch.build-with-cmake.merge=refs/heads/build-with-cmake branch.build-with-cmake.vscode-merge-base=origin/build-with-cmake lfs.repositoryformatversion=0 lfs.url=git@gitea.wildfiregames.com:0ad/0ad.git branch.build-with-cmake-initial.remote=origin branch.build-with-cmake-initial.merge=refs/heads/build-with-cmake-initial branch.build-with-cmake-initial.vscode-merge-base=origin/build-with-cmake lfs.https://gitea.wildfiregames.com/0ad/0ad.git.locksverify=false lfs.https://gitea.wildfiregames.com/Cayleb-Ordo/0ad.git.locksverify=true branch.build-with-cmake-backup.vscode-merge-base=origin/build-with-cmake
remote configuration:0ad-base git@gitea.wildfiregames.com:0ad/0ad.git (fetch) 0ad-base git@gitea.wildfiregames.com:0ad/0ad.git (push) origin git@gitea.wildfiregames.com:Cayleb-Ordo/0ad.git (fetch) origin git@gitea.wildfiregames.com:Cayleb-Ordo/0ad.git (push)
Just to check you could make the lfs point to your fork instead.
-
@Itms updated Gitea yesterday could you try again @Cayleb-Ordo
-
Yeah it's old news now.
-
11 hours ago, wowgetoffyourcellphone said:
For the trees, it might be cool to put a dummy object there when baking to simulate the presence of the average sized or smallest size cypress that goes there, but that step is up to you.
Usually when baking you should import the actual model.
-
If you start the campaign automatically there might be a way to force gamesettings.
-
11 hours ago, nifa said:
Right now everything is baked on the same ao map. So it needs to be scaled down, which might increase the artifacts? So it's better to split it into two seperate ao maps, maybe one for the statue set and one for the rest?
Well it needs to be checked. Usually the least textures the better.
11 hours ago, nifa said:Nature props don't need ao or do they?
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.
-
13 minutes ago, Perzival12 said:
Yeah, I have no idea how to do that. I’m not much of a Java coder. My attempts at reverse engineering code succeed about 1/3 of the time.
Well if you have questions do not hesitate
11 minutes ago, Perzival12 said:Hey, on a different topic, how do I force an AI in a scenario or campaign? I set an AI (Petra bot) and added an AI seed, but it still doesn’t work.
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.
-
44 minutes ago, Perzival12 said:
Yeah, I’m not sure how to integrate QuickSpawn (which is a map program) into an entity. Thanks anyways!
Well you could add it (copy the code) to a modded component and do some stuff on death. With a list of tokens (templates)
-
14 hours ago, phosit said:18 hours ago, Stan` said:
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
-
2 minutes ago, nifa said:
For future purposes, what are the best settings for ambient occlusion baking? I baked on a 2048x2048 image with an island margin of 0.004. I excluded the nature props. It gave me some artifacts on the smallest faces of the statues, propably because resolution is so low that a single pixel is bigger than a face on the ao uv map.
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.
-
1
-
-
`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
-
5 hours ago, Bellaz89 said:
Hi!
I know this was probably asked lim -> infinity times: which are the parts that takes most of the computational time and contributes mostly to lag? Simulation? Pathfinding?
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
-
1
-
-
Could be a recent update to Gitea cc @Itms
-
You might try to make a weathered version of the boat texture to make it look like it's been there a little while.
-
1
-
-
Looks really cool! Maybe the stone wall could use a few more details to look less blocky but otherwise good job.
-
1
-
-
6 hours ago, Genava55 said:6 hours ago, nifa said:
.
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?
-
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.
-
2
-
-
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
-
You can only do that by using simlinks. There is no option in the game to do that.
-
macOS Tahoe?

Proper Way to import models into 0 AD?
in Tutorials & Guides
Posted
See https://gitea.wildfiregames.com/0ad/0ad/wiki/ExportingErrors
Either you have loose vertices or multiple materials, and neither are supported.