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Everything posted by Stan`
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Will take months to import and rebake everything. Maybe we could just apply a filter on the texture or something using Image Magic.
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Now I'm wondering what sets the USE_INSTANCING and the USE_GPU_SKINNING defines, which seem to be required in the condition above. I have the hidden gpu skinning option enabled, but it's very likely you don't ; Experimental probably-non-working GPU skinning support; requires preferglsl; use at own risk gpuskinning = false Thanks only @vladislavbelov can review this one.
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Well it's pointless now since they removed the internal renderer of Blender in 2.8. But if we have to rebake every single AO in existence of the game, it's definitely A25+
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Well if you see the tutorial I linked earlier, blender ao's generation was always a bit grey. Which I why I have to cap Cycles with my emissive thing.
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player_trans_ao_parallax_spec 718 models.
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Materials are game wide not per building changing one material means changing all the helmets shields units animals trees structures siege engines that use it
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Fourth Option: I make a patch and we merge it along with some other improvements in A25. This way it gets done, no risk for now
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I'm not sure going over 1000+ models using AO is gonna be on time for the release
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Baking yes, but in game? I like to not reveal bugs before a release Makes it more enjoyable for the people
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Huh. it should I can fix the AO values now if that's wanted, but I'd like to be somehow sure it won't cause bad side effects for the release. (eg too strong AO)
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https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/art/materials
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No. Those XML files are materials used by other xml files called actors in art/actor/* That's where we control the intensity of the effects. Most models share the same materials. My point was that by tweaking those values you could make AO stronger.
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The one above is player_trans_parallax_spec <uniform name="effectSettings" value="1.0 50.0 0.0075 0.85"/> should be <uniform name="effectSettings" value="1.0 50.0 0.0075 0"/> Since there is no AO. But that doesn't seem to work. Buildings still have self shadows. This one is used by the left cc player_trans_ao_parallax_spec <?xml version="1.0" encoding="utf-8"?> <material> <alternative material="player_trans_ao_spec.xml" quality="8"/> <define name="USE_PLAYERCOLOR" value="1"/> <define name="USE_PARALLAX" value="1"/> <required_texture name="baseTex"/> <required_texture name="normTex" define="USE_NORMAL_MAP"/> <required_texture name="specTex" define="USE_SPECULAR_MAP"/> <required_texture name="aoTex" define="USE_AO"/> <shader effect="model"/> <uniform name="effectSettings" value="1.0 50.0 0.0075 0.6"/> </material> EDIT For the record <uniform name="effectSettings" value="Normal Specular Parallax AO"/>
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What is that map? Indeed disabling shadows we get It's just that our AO texture increase the emphasis. EDIT: I think I found the culprit <?xml version="1.0" encoding="utf-8"?> <material> <alternative material="player_trans_spec.xml" quality="8"/> <define name="USE_PLAYERCOLOR" value="1"/> <define name="USE_PARALLAX" value="1"/> <required_texture name="baseTex"/> <required_texture name="specTex" define="USE_SPECULAR_MAP"/> <required_texture name="normTex" define="USE_NORMAL_MAP"/> <shader effect="model"/> <uniform name="effectSettings" value="1.0 50.0 0.0075 0.85"/> </material>
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Because I use blender emissive channel to bake it without interference from other stuff. This way I'm sure whatever I bake is pure AO, not stuff with reflections and whatnot. EDIT: Goodnight It's multiplied in the game. https://trac.wildfiregames.com/wiki/MaterialSystem & https://trac.wildfiregames.com/wiki/MaterialFormat EDIT: Just saw your above post. One thing you can try is to replace the ptol struct by a white texture https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/art/textures/skins/structural/ptol_struct.png
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Fun fact, I'm porting it to A24 With their accord. I'll see if we can takle some of those, when the in game gui works again As for the money part Nephy has a patreon
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Happens sometimes, here is a little video, and the blend ptol-cc-ao.blend importing-ao.mp4 importing-plugin.mp4
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It's hard to tell. Maybe vladislav would tell you, he seemed to be interested in you uploading the patch to Phab. I never took the time to learn GLSL :/ Can you take a screenshot? I could send you a blend file with the ao applied if that helps Here is my plugin btw https://github.com/StanleySweet/blender_pyrogenesis_importer/releases/tag/1.3.6
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It has an AO texture. See https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/art/actors/structures/ptolemies/civic_centre.xml The material xml tag + “aoTex” tells you it does. If you want to see whether it does in Blender rather than in the game look whether a mesh has too UV sets (that's usually it) Just in case it could make it easier for you, I wrote a blender plugin to import actors directly it doesn't import AO maps yet but I suppose it could. Most people play without AO specular and normal maps and parallax normal maps of for performance reasons. (Using the shader quality slider in the options)
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Yep the game is currently broken on those. And on linux you need to recompile with a fix
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Do you have a Ryzen CPU?
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Interesting fix. Thanks for looking into it. I don't particularly like it because it doesn't fit the style of other buildings with such roofs but it might help us understand the problem and avoid it in the future. Can you elaborate on what edges you changed ? I suppose I should look into improving this model to a more greek style in a future lifetime as suggested in some other thread.
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For A25 I plan more realistic impact sounds depending on what is hit