Jump to content

Stan`

0 A.D. Project Leader
  • Posts

    18.123
  • Joined

  • Last visited

  • Days Won

    587

Everything posted by Stan`

  1. 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
  2. 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)
  3. Yep the game is currently broken on those. And on linux you need to recompile with a fix
  4. 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.
  5. For A25 I plan more realistic impact sounds depending on what is hit
  6. I find ALT+J to work pretty good. Sure it sometimes need adjustments but it work well enough.
  7. All models are triangulated prior to getting into the game. I believe they need to for PMD / PSA conversions. https://trac.wildfiregames.com/wiki/PMD_File_Format https://trac.wildfiregames.com/wiki/PSA_File_Format
  8. I'm pinging @user1 again as he handles the lobby alone.
  9. What if you use PrntScreen instead of F2?
  10. Can you take screenshots? Sounds use soundgroups and do play a variety of sounds randomly with random pitch and random gain @Samulis worked on those sounds so he might be able to fix the problems. I think it sounds better than A23B less clickety. @wraitii @Freagarach @Angen @vladislavbelov any idea?
  11. No good reason: It was not added.
  12. Ya can't. If you are really determined you can do some stuff, but it's gonna take some patience.
  13. Cause I spoke with him Well we only dropped XP this year And yeah Intel GL drivers are crap. Their GPU work much better on linux
  14. → https://feedback.wildfiregames.com/results/ (For stats, hopefully more soon, with CPU caps and supported resolutions) GL1 1992 FTW
  15. Well... just see the slightly snarky answer there EDIT: There too https://code.wildfiregames.com/D3237
  16. I'm sorry it felt that way. You shouldn't feel attacked by me I believe it's a side effect of text based communication
  17. Problem with doing that other than stripping mappers like @wowgetoffyourcellphone from their freedom is that you need a lot of new skyboxes. So far those textures have mostly been left unchanged for 10 years and we have no way to create new ones. The code there isn't that great as the dds are hardcoded.
  18. Windows link https://www.mediafire.com/file/impg1nstotftnga/0ad-0.0.24-24841-alpha-win32.exe/file
  19. Mac Bundle: https://www.mediafire.com/file/8sjwsc3vo2s2nph/0ad-0.0.24-24841-alpha-osx64.dmg/file Windows bundle still uploading.
  20. AO Maps are baked using a second UVMap. We use texture Atlases to reduce the number of textures loaded for a single civilisation. Maybe you forgot to tick "Import Units" That's to save polygons.
  21. Pretty nice You might want to fill the part above the door with props / or wooden beams or a medieval sign hanging.
  22. binaries/data/mods/public/art/meshes/structural/ptol_civic_centre.dae
×
×
  • Create New...