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Stan`

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Posts posted by Stan`

  1. 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.

  2. 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.

  3. 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.

  4. 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.

  5. 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.

    • Like 1
  6. 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

    • Thanks 1
  7. 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.

     

     

    • Like 2
  8. 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

     

     

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