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Stan`

0 A.D. Project Leader
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Everything posted by Stan`

  1. Yeah Also forest floor textures and river bank ones Not currently at least. Best thing is to use default rotation in atlas.
  2. IIRC that function uses the current directory as reference. So for Random maps it's fine, cause the folders are in mod/maps/random, but for skirmishes it isn't.
  3. If it's not fixed by using ^ then it would be nice for you to share the logs
  4. Well to fit it in that square, you need to split the model's faces and separate them, so that everything fits. The process is called UV Unwrapping. Another solution would be to bake the texture on a different UV texture, but it's a bit tricky to explain here. (As in writing the tutorial might take some time I do not have right now)
  5. The rev can be the same, but if he didn't rebuild, or got a more recent autobuild, then it won't work. (The Github version doesn't have the autobuilt pyrogenesis.exe)
  6. He was talking to me in a PM as well. I believe he hit the GCC7 crash, as he is using an older Ubuntu version. I'm waiting for his answer.
  7. Hi, And welcome to the forums! Nice to have more mapmakers around. I would suggest for you to use more texture variation in your map to try to kill the repetitive grass pattern Also you might want to alternate between tree groves and paths
  8. You can save terrain data in the js file I believe. But I don't think you can open the pmp directly. Check jebel barca for an example on how to use a height array.
  9. I need to see the uvmap to tell you. From what I can see it's because it's going out of bounds and 0 A.D. doesn't support tiling.
  10. I do not know much about the GUI save from the very basics. I'm hoping @Nescio @nani @badosu and @ffffffff can give you some pointers. Maybe help us improve the documentation so it's easier to find information.
  11. Hey try disabling tls in the lobby tab of the game options. What OS are you on?
  12. Show off Would be nice to see that map with those textures
  13. The last link is fine for me. We're having some HW issues so once they are resolved it should work fine.
  14. Well you need to delete the materials. And if they somehow use different textures you have to either Merge all the textures into one and tweak the uvs. Select your model go to edit mode press P and select split by material then export every different pieces one by one.
  15. You need to somehow randomize the buildings owners by group. I assume there is a method for this in triggers
  16. Can you upload a zip with your logs folder when it crashes ? See https://trac.wildfiregames.com/wiki/GameDataPaths
  17. You can only have 1 material. Recommended is 0.
  18. Do you know how to edit text files? If so the next step is asking questions
  19. Sure but it should instead be a barrier shape or something using a field sounds a bit hacky
  20. @LordGood do you want / have time to help with the textures/models?
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