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Everything posted by Stan`
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===[TASK]=== Greek Unit Texture (General Thread)
Stan` replied to wackyserious's topic in Official tasks
Sweet ! The details, though if you want to do more armors, why not For some reason they look better than yours (no offense, also not all of them) but I can't pinpoint why they look better, maybe it's because they have a normal map, which you can by the way enable on animated meshes by setting gpuskinning = "true" in your game options, or maybe it's because they have more details, or different shadows. Maybe @wowgetoffyourcellphone or @LordGood could give you a better insight. -
===[TASK]=== Greek Unit Texture (General Thread)
Stan` replied to wackyserious's topic in Official tasks
@wackyserious Some ideas for you https://www.artstation.com/artwork/94ZkR https://forums.taleworlds.com/index.php?topic=72668.0 http://www.twcenter.net/forums/showthread.php?633346-Lines-of-Battle-New-textures-unit-Previews/page2&styleid=41 Can you try to add more details like this ? (From the 3rd link) EDIT: I believe we have no special texture for Ptolemy IV, a very brief description can be found here: https://trac.wildfiregames.com/wiki/Civ%3A_Ptolemies -
AI, Pathfinding and Performance
Stan` replied to Crynux's topic in Game Development & Technical Discussion
You know what to do -
Oh okay. Isn't cheating though to know everybody's scores ?
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Oh I thought it was a complete screen. I guess it's pretty easy to add. But you can already access that information I think in the menus.
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AI, Pathfinding and Performance
Stan` replied to Crynux's topic in Game Development & Technical Discussion
I pinged him he will look when he has some time -
The word you are looking for is polycount (though triscount would be more accurate) You can find some guidelines here https://trac.wildfiregames.com/wiki/ArtPolyCountGuidelines
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@Crynux There is no real justification for the number itself. The only part where it may be important is to know there has been a battle. To see potentially which of your enemies is the weakest. One of the reason of the lag might be the blood decals which alpha transparency which will have a performance hit. To test that theory just download the no blood mod.
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I haven't played AoE 2 that much so maybe a screenshot would help. However my answer is probably not gonna change. There is currently no mod that changes the interface to be that of AoE 2 but I'm sure someone with a little patience could do it.
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I assumed you wanted people on board to switch
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https://code.wildfiregames.com/D1332 Probably won't get committed though because the performance is too poor. Requires #2577 and #252
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AI, Pathfinding and Performance
Stan` replied to Crynux's topic in Game Development & Technical Discussion
That's @vladislavbelov -
AI, Pathfinding and Performance
Stan` replied to Crynux's topic in Game Development & Technical Discussion
Who is who? -
AI, Pathfinding and Performance
Stan` replied to Crynux's topic in Game Development & Technical Discussion
Well we could use Godot Make the game a gdnative plugin and rewrite things as we go. Yeah might very likely be. I'm using what I can gather from the wiki and a few recent threads Thanks for clarifying things. a bit. -
AI, Pathfinding and Performance
Stan` replied to Crynux's topic in Game Development & Technical Discussion
That would be @wraitii's domain -
Famous last words.
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AI, Pathfinding and Performance
Stan` replied to Crynux's topic in Game Development & Technical Discussion
I think we use the SDL to render the 2D UI, but I might be wrong. If we start to use cairo, we could use it to render fonts atlas depending on resolution as well see: https://github.com/StanleySweet/sdl2-text-renderer -
Sure. What can you do ?
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Not sure you can choose the building animation for a specific building. The voice for building is the same than for repairing cause it's the same code.
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Yes there is progress being made. Well not really this is mostly C++ changes which can't be bundled in a mod. Depending on your computer specs though, the new art might slow the game for you.
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I never had to bake before, though I didn't use any complex drivers either. I'm currently extracting tools from buildings so they can be used as props later on.
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Should save you about 10 hours Would be nice to have a plugin to export every anim It shouldn't even be hard to write On a side note, I wanted a plugin to do the converse, to import a given actor XML file in Blender, so that we could test how it looks in Godot for Instance, since there is a direct export plugin now I started writing the script, but I don't think I'll finish it any time soon.
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Why not use the append menu in Blender and pick the actions you need ?
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Well the issue is that Mainland and Anatolian Plateau aren't exactly the prettiest maps... I don't think this will be committed, I haven't seen @aeonios around for a while now. Well if that 20% are Linux users maybe not. I believe Mesa doesn't support high GL versions... Cheers Mates, thanks for keeping the community alive ! @feneur Maybe we should post those on twitter + facebook on Sundays mornings to get more people to watch them...