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Everything posted by Stan`
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I want this a lot too as well, that is why I keep harassing @bb_ about #2577 and #252
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===[TASK]=== 0 A.D Ships Update.
Stan` replied to Alexandermb's topic in Eyecandy, custom projects and misc.
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: -
===[TASK]=== 0 A.D Ships Update.
Stan` replied to Alexandermb's topic in Eyecandy, custom projects and misc.
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. -
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
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Could be nice
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Yes awesome !
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Needs to be accepted by @Itms first.
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Why my 0 A.D. the GUI's character string is error encode
Stan` replied to 梨子的艺仁's topic in Applications and Contributions
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. -
===[TASK]=== 0 A.D Ships Update.
Stan` replied to Alexandermb's topic in Eyecandy, custom projects and misc.
Sure that's the point of variants. Reducing duplications. -
Yeah he knows he tried to make it work for two hours ;D
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Why my 0 A.D. the GUI's character string is error encode
Stan` replied to 梨子的艺仁's topic in Applications and Contributions
You need to download a mod to get Asian fonts They are too big to be bundled with the game. Sorry for the inconvenience. -
===[TASK]=== 0 A.D Ships Update.
Stan` replied to Alexandermb's topic in Eyecandy, custom projects and misc.
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 -
===[TASK]=== 0 A.D Ships Update.
Stan` replied to Alexandermb's topic in Eyecandy, custom projects and misc.
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% -
Linking the AI scripts (Javascript) To a Python work environment
Stan` replied to ramtzok1's topic in Game Modification
@ramtzok1 Have you guys given up ? -
Thank you for your work. Hope people will like the mod and that it makes the game more fun to play.
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@LordGood can you give us the files ?
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===[TASK]=== 0 A.D Ships Update.
Stan` replied to Alexandermb's topic in Eyecandy, custom projects and misc.
Better ! Would be great to use the HD sails everywhere though. I'll check something tonight -
Applying for c++/javascript/artist contribution
Stan` replied to tatsu's topic in Applications and Contributions
That would be very much welcome -
Applying for c++/javascript/artist contribution
Stan` replied to tatsu's topic in Applications and Contributions
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 -
Specific Name Review: Structures
Stan` replied to Doktoreus's topic in Game Development & Technical Discussion
You realise this thread is for text not voices ? -
Yes sorry the option needs to be adjusted.
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What repair path ?
