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Stan`

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Everything posted by Stan`

  1. For some reason, the "Same texture per variant" looks nicer, even though it's more repetitive. For the weird texturing the wood lateral pane looking bland, it nicer with little planks. I mean this:
  2. pers_ship sail textures missing Weird texturing on mace_ship_bireme Need more variations on the cart shields More variations on roman shields Copy pasta for sail textures helenistic and some others cart bireme + quinquereme + trireme sails messed up indent. Install vscode and the xml plugin and just forget about indent all together:) Or just use my new Actor Editor, and open and save the file. Messed up indent macedonian_trireme No need for two groups when there is only one variant I believe you could use variants more ex <?xml version="1.0" encoding="utf-8"?> <actor version="1"> <castshadow/> <float/> <group> <variant name="Trireme Sail"> <animations> <animation file="other/main_sail_idle.dae" name="idle" speed="100"/> <animation file="other/main_sail_move.dae" name="Walk" speed="10"/> </animations> <mesh>props/rome_trireme_main_sail.dae</mesh> </variant> </group> <group> <variant frequency="1" name="sail-spqr"> <textures> <texture file="props/rome_sail_1.png" name="baseTex"/> <texture file="props/sail_norm_1.png" name="normTex"/> <texture file="props/sail_spec_1.png" name="specTex"/> </textures> </variant> </group> <material>player_trans_parallax_spec.xml</material> </actor> could be <?xml version="1.0" encoding="utf-8"?> <actor version="1"> <castshadow/> <float/> <group> <variant name="Trireme Sail"> <animations> <animation file="other/main_sail_idle.dae" name="idle" speed="100"/> <animation file="other/main_sail_move.dae" name="Walk" speed="10"/> </animations> <mesh>props/rome_trireme_main_sail.dae</mesh> <textures> <texture file="props/rome_sail_1.png" name="baseTex"/> <texture file="props/sail_norm_1.png" name="normTex"/> <texture file="props/sail_spec_1.png" name="specTex"/> </textures> </variant> </group> <material>player_trans_parallax_spec.xml</material> </actor> NICE WORK. Keep it up.
  3. Hello @JonathanG. and welcome to the forums. In order to help you I will need the files the error message prompted you to attach. In the meantime you can try to disable GLSL and Postprocessing in the game graphic options. See https://trac.wildfiregames.com/wiki/GameDataPaths
  4. I'm working on a solution on my GitHub to generate fonts at runtime. I need to do some performance testing. We can't use fonts on the system because we can't assume they will be there. In the future once I'm done with my experiment. I could use some help as well for now It only supports 255 chars instead of all.
  5. Sure that's the point of variants. Reducing duplications.
  6. Yeah he knows he tried to make it work for two hours ;D
  7. You need to download a mod to get Asian fonts They are too big to be bundled with the game. Sorry for the inconvenience.
  8. You can try to contact them I guess Let me know if you have any further questions
  9. Awesome work as always. I'll have a look at the zip file Feeling like doing the Kush bireme ? dont forget to upload the source files
  10. Use the texture sail_blank_nettinh_new.png file. To add the old patterns open an old texture in gimp as a layer. Click add mask (select alpha channel) copy the mask. Past it as a mask for the new texture. In case it appears black in the game add another layer filled with full white below the sail layer and set the opacity to 2%
  11. Thank you for your work. Hope people will like the mod and that it makes the game more fun to play.
  12. @LordGood can you give us the files ?
  13. Better ! Would be great to use the HD sails everywhere though. I'll check something tonight
  14. Hello and welcome to the forums. As @Loki1950 said we mostly use open source solutions for the price and convenience. Also because they are less likely to have shady conditions such as the one that makes the student version of 3Dsmax incompatible with our license. So blender gimp krita is good. For us to use your art you will have to sign the legal waiver. For the programming part just look at simple tickets on Trac. I'm not available on audio chats due to time constraints but you can ask all your questions here or on Irc and soon on matrix and discord. Clion is up to your liking and your finances. Windows devs use mostly visual studio so you're more likely to get help with it
  15. Yes sorry the option needs to be adjusted.
  16. Hello and welcome to the forums. If you want to help with programming you do not need an application as you can start working right away by reading the documentation on https://trac.wildfiregames.com Depending on what you mean by scenario designer (campaign or mapmaking) I will either way direct you to @elexis and @FeXoR who gather most of the work force when it comes to maps. We have a few different types of maps, scenario, skirmish, random. They can be divided mostly into random and the rest as random maps are generated using JavaScript code and the RMS library (Which is also in JavaScript) The rest of the maps are made using the map editor called "Atlas" Depending on your preferences you might either work on the cpp side of the code or the Js side, or both sometimes. Let me know if you have any questions. Oh and by the way you will work for some time as an external contributor until you will have gained trustworthiness with your contributions and are welcomed about a part of our team. Don't take this as a personal offense but more of testing period. That only means you won't be able to commit to the SVN repository if you feel like helping other people get their patches into the game you can also review code on https://code.wildfiregames.com To do a proper review apply the patch on your working copy test that the test still pass that the code follows the coding conventions you will find on the Trac wiki and more importantly that the logic is not flawed. You can then either accept the patch or request changes. if you haven't already I'd suggest you create an account on both these websites. I will add you to the contributors list this way when you submit a patch to code.wildfiregames.com you'll get an autobuild and Jenkins will run the tests. hope you're not too overwhelmed and thanks for your interest. Looking forward to seeing your contributions. Don't forget to have fun pinging @Itms in case I forgot something.
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