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Stan`

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Everything posted by Stan`

  1. Bisect is clean though Well because it gives more ao space and doing it the right way sounds good
  2. I notified @implodedok and he told me to ask @feneur or @Itms
  3. Hello everyone, The other day I had a look at D94 which purpose is to clean up material files. As @vladislavbelov pointed out there are some other materials with useless tags and some are missing requires like the alpha test. My second purpose is to update the material documentation The third one is to determine what functionalities we support with materials so we can answer more easily one whether something is doable or not natively. My first question is about 'USE_SPECULAR' 1.First does it require specular power and specular Color and does it require a spec texture or does the specular Color tag handle that. 2.Then can it be replaced by USE_SPECULAR_MAP everywhere So we can use <uniform name="effects Settings" value="X X X X "/> everywhere 3. Does it makes sense to use effectsettings on let's say basic trans and set all the unused X params to 0 ? Or should I use define and put it to 0 4 is it better to write <define name='SPECULAR_MAP' value='1'> <required_texture name='specTex'> Or <required_texture name='specTex' define''SPECULAR_MAP"/> 5. Can I remove all the comments and put it in the documentation instead ? 6. What is the purpose of alternative materials ? Is it when switching from glsl to ARB ? 7. What is USE_TRIPLANAR ? 8. How does sim_time work ? 9. Should bump be renamed to parallax ? 10. Should we enable where possible and set quality requirements ? USE_HQ_PARALLAX USE_VHQ_PARALLAX 11. Is wind data required when using Use_wind ? 12. If you see any question with a not obvious answer I forgot to ask to do the doc feel free to add it. And answer it if you can @leper @Itms @wraitii Thanks in advance.
  4. 10. Just add the ".DELETED" suffix to the template file you want to remove. And put it in your mod. I don't see why you would do that since if it can't be recruited in game the unit shouldn't be a problem. 14. You cant easily. Every skirmish map has prebuilt walls. Might want to take a look at the civ.json file for Iberians though
  5. At least update (Autobuild this morning)
  6. Okay I'll have a look and see if it is commitable. Thanks for the zip.
  7. @Alexandermb Thanks I'll have a look sometime today. Stay safe.
  8. Thanks @Kimball glad you like what we did
  9. Maybe you have to edit your templates and remove the line Color.
  10. Stan`

    A22 issues

    @s0600204 Well thankfully you are here to finish the job Don't worry I get the way back machine each time I have to dig a ticket for someone
  11. @Lion.Kanzen @fatherbushido said he would review it when A22 came out, he probably didn't have the time yet.
  12. Stan`

    A22 issues

    @niektb @s0600204 https://trac.wildfiregames.com/ticket/2944
  13. Just a quick note D451 (Unit Death damage) was accepted today so it should be included soon.
  14. I can make it 4K. Can ptol textures be used or do I need to make new ones ?
  15. @Itms might have more insight since he wrote parts with @sanderd17 @kanetaka @wraitii and @Ykkrosh
  16. @Lion.Kanzen can you fix these thread title to "Where are you from" please ?
  17. Okay so I have to be that guy but I to put things in perspective. Most if not all of our art assets use collada and XML format. Replacing all those would be a tremendous amount of work. I'm pretty sure that's 1000+ files If it was possible at all. We can't even import our assets exported from blender with blender. I imported the Gaul ram to make a Zapotec variant and I had to tweak every single bone and rotate them to get it in the same state. We currently have dae using z_up and y_up and respectively meters centimeters and inches as units. Some of the files can't be imported in blender without editing their content as they contain max materials. So in order to have a smooth and smart transition to the Godot format we'd need to write a pretty strong parser. Then comes the fun part. We have pmd and PSA files which are binary and therefore more optimised than any text format. We'd need to convert those too as the reading and converting code for those would have to be removed if we go the sane way. Then all our texture maps are diffuse normal/parallax/spec/ao. We don't support PBR. The opengl version is quite low so I can bet we don't have the optimizations needed to make it work properly. We also have a custom working engine we'd need to switch. This was the bad part. Not here is the practical one. Who will do this ? And who will support the good guy who will do this ? Is the license compatible, is the code compilable on every Linux distro we support as well as macOs ? So @Flamadeck Unless you can provide us a patch been it a WIP that proves it can be done for our engine I don't think that kind of migration is possible. I'm not closing this discussion and I'd like to be proven wrong but I think that reduces everything to something like this close to 0% of happening now
  18. In the mean time you could try accessing the options from the main menu and disabling GLSL and post-processing.
  19. You should do some video teasers You could even use the camera features that were implemented recently. See the related section here https://trac.wildfiregames.com/wiki/Atlas_Manual_Cinematics_Tab
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