-
Posts
17.606 -
Joined
-
Last visited
-
Days Won
558
Everything posted by Stan`
-
Boost the rendering engine so it is able to render more stuff without that much performance loss. Yeah it would mostly be playing different anims/ models/particles/depending on the level of depleted resources.
-
I have a lot of things to do beforehand. Isn't there any way we can make the engine able to support more details ? Yeah. Was mostly for a potential falling animation.
-
I am not even sure one can use basic_trans_wind.xml with animated meshes.
-
A few threads about trees and how to make them and whether they should be animated (which would likely have a performance hit). 1. I had a look, but I'm not sure what I can do. 2. Aleppo pines were introduced in 17452 where I believe the goal was to make flora a bit better. 600 triangles seem low to me but maybe it's achievable if you look at the video in the above spoiler. 3. About Palm Tropical agree it's way to much the trunks are 1000 tris in total (so around 333 each for simple cylinders) 5. Half of the fig polycount is in the trunk (654 triangles) 6. The new oaks were also made by Enrique and introduced in 17452 So same, He used to have a very precise idea about polycounts. That's something I will update in the documentation in the coming months.
-
Can you try to make the roof tiles to have uniform size.
-
The Kingdom of Kush: A proper introduction [Illustrated]
Stan` replied to Sundiata's topic in Official tasks
It's planned. I think it's even in the 3D Art Task Thread- 1.040 replies
-
- 1
-
- civ profile
- history
- (and 5 more)
-
Can't we rely on glew library to make the switch when GLSL is enabled ?
-
That's probably because the libsodium in your package manager is too old. I can't remember the exact version number but it should be superior to 1.0.0.14
-
Would PBR support be a shader or cpp code ?
-
@aeonios Actually there are two types of speculars and one only needs the diffuse
-
I think that in the MilleniumAD Mod Norse do not have the towers.
-
@aeonios Really it's the alpha transparency that defines the specular intensity ? We do not use that in any of our spec maps. I always thought it was the whiter the shinier and RGB would be color. I even disabled the alpha channel on some of those and some of the PNG are grayscale, even though the game just plainly ignores that.
-
The Kingdom of Kush: A proper introduction [Illustrated]
Stan` replied to Sundiata's topic in Official tasks
I can't wait to hear them in game.- 1.040 replies
-
- 1
-
- civ profile
- history
- (and 5 more)
-
I'm not sure dropping OpenGL < 3 totally is a good idea.
-
Basically you can only have 4 Textures, and 2 UVs, with three textures for the first UV, and one for the last the AO. Though @vladislavbelov has a patch to allow more. I guess the best idea would be to use the specular texture for the glow color and intensity.
-
The Kingdom of Kush: A proper introduction [Illustrated]
Stan` replied to Sundiata's topic in Official tasks
Sadly we do not have support for fonts, It would make some things really easier, as instead of generating images we could just use ttf files.- 1.040 replies
-
- 1
-
- civ profile
- history
- (and 5 more)
-
@The Undying Nephalim I don't think so. It would come in handy for windows and things like that if we ever have day/night cycle. @vladislavbelov and @aeonios might know more
-
Yeah me too. Maybe it's the ambient occlusion messing up.
-
See #2103
-
@aeonios Have you read about https://trac.wildfiregames.com/ticket/3054 ? I believe it's some kind of a similar issue.
-
That's weird but not that weird. Trees have way much more polygons than grass. Around ten times more for some. I believe the grass Sundiata was referring to is the fancy grass terrain texture which is different. You can find it in Atlas. @aeonios what kind of suggestions are you looking for exactly ?
-
This evening if you want I don't have 0ad around