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Stan`

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Everything posted by Stan`

  1. 1) Do you have any mods installed? If so which 2) Can you open the task manager and look if there is pyrogenesis.exe still running there 3) can you upload the crashlog.txt and crashlog.dmp from %localappdata%\0ad\logs
  2. Maybe you broke it with your changes in shaders (just spitballing here) Else could be something more pernicious, e.g the game Hwdetect.js detecting your machine is not fast enough to run them, and disabling it, but that would be strange, since it would disable GLSL in the option as well.
  3. Well they should be in that exact folder, else something is wrong with your repository... They're called player_trans_parallax_spec.xml and player_trans_ao_parallax_spec.xml (forgot the extension in my message) They are these kinds of files https://trac.wildfiregames.com/wiki/MaterialFormat and they are referenced in the <material> tags of files in art/actors/* Well as you saw it works on my machine, and I don't have done anything special with those files...
  4. I'm on Windows, but I prefer to limit the number of tools I use Well according to what I said earlier you should already see it, so I'm not sure what you mean? you can add that to your config file in ~/.config/0ad/config/user.cfg gpuskinning = true But it shouldn't change anything
  5. Since 2.5 I think you could bake with both internal and cycles.
  6. I'm not sure that's how it works, they probably only handle tickets on their Phabricator. We might be faster by writing a plugin. https://www.blendernation.com/2018/01/03/textools-for-blender/ might be interesting Probably not, since I don't know where it is, and for what renderer it is present.
  7. I have used XNormal for a while, sadly it's not cross platform. Also we still need blender to merge the meshes (cc has a few props such as the statues for instance), generate the UV's export, import as obj in xnormal reexport, split model by materials in blender, and reexport everything.
  8. Might want to try with Cycles, it's as white as you want it to be.
  9. /** * Renders all non-alpha-blended models with the given context. */ void CallModelRenderers(const CShaderDefines& context, int cullGroup, int flags) { CShaderDefines contextSkinned = context; if (g_RenderingOptions.GetGPUSkinning()) { contextSkinned.Add(str_USE_INSTANCING, str_1); contextSkinned.Add(str_USE_GPU_SKINNING, str_1); } Model.NormalSkinned->Render(Model.ModShader, contextSkinned, cullGroup, flags); if (Model.NormalUnskinned != Model.NormalSkinned) { CShaderDefines contextUnskinned = context; contextUnskinned.Add(str_USE_INSTANCING, str_1); Model.NormalUnskinned->Render(Model.ModShader, contextUnskinned, cullGroup, flags); } } void CallTranspModelRenderers(const CShaderDefines& context, int cullGroup, int flags) { CShaderDefines contextSkinned = context; if (g_RenderingOptions.GetGPUSkinning()) { contextSkinned.Add(str_USE_INSTANCING, str_1); contextSkinned.Add(str_USE_GPU_SKINNING, str_1); } Model.TranspSkinned->Render(Model.ModShader, contextSkinned, cullGroup, flags); if (Model.TranspUnskinned != Model.TranspSkinned) { CShaderDefines contextUnskinned = context; contextUnskinned.Add(str_USE_INSTANCING, str_1); Model.TranspUnskinned->Render(Model.ModShader, contextUnskinned, cullGroup, flags); } } Renderer.cpp Seems like INSTANCING is true for everything that's not transparent, or not skinned (read not having animations): buildings fit that criteria. You guessed it str_1 is = "1" Interned in the memory.
  10. Will take months to import and rebake everything. Maybe we could just apply a filter on the texture or something using Image Magic.
  11. 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.
  12. 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+
  13. 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.
  14. player_trans_ao_parallax_spec 718 models.
  15. 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
  16. 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
  17. I'm not sure going over 1000+ models using AO is gonna be on time for the release
  18. Baking yes, but in game? I like to not reveal bugs before a release Makes it more enjoyable for the people
  19. 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)
  20. https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/art/materials
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