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Everything posted by Stan`
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Blender AddOns, Materials & Tutorials.
Stan` replied to Alexandermb's topic in Tutorials, references and art help
Apparently that's a good source for Animations Wijitmaker recommended it https://books.google.fr/books?id=_ETCAgAAQBAJ -
Introduction (Recording and languages opportunity)
Stan` replied to TenLeftFingers's topic in General Discussion
By all means yes.:) @Itms -
Introduction (Recording and languages opportunity)
Stan` replied to TenLeftFingers's topic in General Discussion
Do you still plan to record voices ? -
The problem is those civs had really specific building shapes so it's hard to stay accurate while following the shape. You might argue we did that for the new stables buildings and you'd be right.
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Chinese Workshop, Range, Stable, Elephant Stable
Stan` replied to wowgetoffyourcellphone's topic in Rise of the East
Well it basically makes sense for every other buildings -
Chinese Workshop, Range, Stable, Elephant Stable
Stan` replied to wowgetoffyourcellphone's topic in Rise of the East
I'm not sure the elephant stables were part of it. -
Yeah sounds reasonable.
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We do ? Could it be a setting to always use the lod x of the texture ? Since we generate them. I always thought we generated them for nothing. I heard super tux cart has a lod system, do they only have closed geometry models ? Most (if not all) our models use open geometry.
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How come we can have stuff such as tessellation then ? Just curious. Is it just because we are missing a lod system that the game can be so slow ? I mean I'm pretty sure there are way more polygons on the screen when you play assassin's creed. What about instancing, would that help ?
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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.
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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.
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I am not even sure one can use basic_trans_wind.xml with animated meshes.
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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.
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Can you try to make the roof tiles to have uniform size.
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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
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Can't we rely on glew library to make the switch when GLSL is enabled ?
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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
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Would PBR support be a shader or cpp code ?
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@aeonios Actually there are two types of speculars and one only needs the diffuse
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I think that in the MilleniumAD Mod Norse do not have the towers.
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@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.
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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
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I'm not sure dropping OpenGL < 3 totally is a good idea.