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Stan`

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Everything posted by Stan`

  1. You could try one of our old releases, there will be a lot of bugs. releases.wildfiregames.com
  2. @Alexandermb Great work ! With some luck we'll be able to commit those for A23.
  3. Hey Alexandermb that camel now looks a lot better ! For that shadow issue, that's because you are baking twice the mesh (since it's mirrored) you need to delete half of it to bake it Or change the whole uv.
  4. Dépends on what black bands you are referring too. If you refer to the horizon when having the camera at the ground level it's the skybox. If you refer to a corner appearing on the screen to the skybox then yes that's because it's not transparent. Alpha transparency for this could have disastrous performance though.
  5. For your first question yes cyou can delete manually by editing the XML file. I think the variant is stored in the file. For your third question see ->
  6. Have fun and stay tuned for the next update
  7. In theory you should have a shortcut in your startup menu (Not in the desktop) If you found the folder, look at binaries/system, and launch pyrogenesis.exe
  8. Every prop you want to have ao needs to have a second uv, else the game will crash badly. Someone fixed it, but this isn't the game yet.
  9. @Itms Anything we can do ?
  10. I assume the dmg we provide doesn't work ? You could compile from source in that case.
  11. Okay, so this is a more "recent" change. Let's take some materials as examples <material>player_trans.xml</material> <material>player_trans_spec.xml</material> <material>player_trans_parallax_spec.xml</material> <material>player_trans_ao_parallax_spec.xml</material> First one just needs a diffuse texture. ex: <texture file="skeletal/kart_cjv_e_1.dds" name="baseTex"/> Second needs diffuse and spec. ex: <texture file="skeletal/kart_cjv_e_1.dds" name="baseTex"/> <texture file="skeletal/kart_cjv_e_1_spec.dds" name="specTex"/> Third needs diffuse and spec and a normal (parallax) map <texture file="skeletal/kart_cjv_e_1.dds" name="baseTex"/> <texture file="skeletal/kart_cjv_e_1_spec.dds" name="specTex"/> <texture file="skeletal/kart_cjv_e_1_norm.dds" name="normTex"/> Last one needs an ao map on top of that. ex: <texture file="skeletal/kart_cjv_e_1.dds" name="baseTex"/> <texture file="skeletal/kart_cjv_e_1_spec.dds" name="specTex"/> <texture file="skeletal/kart_cjv_e_1_norm.dds" name="normTex"/> <texture file="skeletal/kart_cjv_e_1_ao.dds" name="aoTex"/>
  12. Your modelling skills have become great now you need to boost them texture skills. Have a look at how the armor for the elephant is done for reflections. Look at prolighting sky's demo by Andrew price and look for free HDR textures you can set in the world as an environment texture.
  13. In any case thanks for working so hard on this. Keep it up !
  14. Yes apologies about that, the tutorial is broken in that alpha. You need to add some more houses
  15. In your config folder find the user.cfg or local.cfg file and add the following line gui.scale="2.0" That option should be added at some point until we properly fix high resolutions like yours To find the config file look at https://trac.wildfiregames.com/wiki/GameDataPaths
  16. Looks good. Too bad it's flying in the air but there is not much we can do...
  17. Can we see the sheathed variant ? Red should be player color I guess.
  18. Indeed on a bug basis and on a performance basis I wouldn't want to see some abuse with that.If you upload the files I'll fix the normals and upload this this weekend. Maybe monkeys would work as variety. Else it would be IBIS for docks and ram for amun temple.
  19. There is a "quick" fix for that. Invert the green channel.
  20. Could you attach your system_info.txt file? This issue only needs review
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