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Everything posted by Stan`
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All Relics Captured Message
Stan` replied to WhiteTreePaladin's topic in Game Development & Technical Discussion
@elexis -
@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
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===[COMMITTED]=== Order move indicator[Visual]
Stan` replied to Lion.Kanzen's topic in Completed Art Tasks
@Lion.Kanzen @fatherbushido said he would review it when A22 came out, he probably didn't have the time yet. -
@niektb @s0600204 https://trac.wildfiregames.com/ticket/2944
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Just a quick note D451 (Unit Death damage) was accepted today so it should be included soon.
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I can make it 4K. Can ptol textures be used or do I need to make new ones ?
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@Itms might have more insight since he wrote parts with @sanderd17 @kanetaka @wraitii and @Ykkrosh
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@Lion.Kanzen can you fix these thread title to "Where are you from" please ?
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glTF2, 0 A.D. and Godot
Stan` replied to Flamadeck's topic in Game Development & Technical Discussion
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- 11 replies
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The Kingdom of Kush: A proper introduction [Illustrated]
Stan` replied to Sundiata's topic in Official tasks
Thanks for the source files- 1.040 replies
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In the mean time you could try accessing the options from the main menu and disabling GLSL and post-processing.
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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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The Kingdom of Kush: A proper introduction [Illustrated]
Stan` replied to Sundiata's topic in Official tasks
Relief ?- 1.040 replies
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The Kingdom of Kush: A proper introduction [Illustrated]
Stan` replied to Sundiata's topic in Official tasks
Psd ? Or maybe detail the options you used for the bump this is interesting.- 1.040 replies
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Try L_hip Look at viriato's template.
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See the last post he made where he gave the three boats
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==== 1000 (Norse) Defense Tower ====[WAITING FOR AUTHOR]
Stan` replied to Alexandermb's topic in Art dev
I'm not sure. Maybe a different texture would work. -
@niektb Is the size going to be a problem ? I'm holding to commit this for that reason.
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I only commited the new weapons and their anims as I'm not a great fan of the barracks itself. @niektb @wackyserious I need your help as for assigning props to the meshes as I don't know what unit should get what weapon. EDIT: I fixed a bug with the axe as some dae files were missing.
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==== 1000 (Norse) Defense Tower ====[WAITING FOR AUTHOR]
Stan` replied to Alexandermb's topic in Art dev
I won't commit this as is. @niektb If you feel like this is something that's good enough for the mod, feel free to commit it. -
(1000) (Carolingian) ====Abbey (School Proposal)===[COMMITED]
Stan` replied to Alexandermb's topic in Art dev
@Alexandermb Can you zip the files please ? -
Triggered Day and Night Cycle
Stan` replied to WhiteTreePaladin's topic in Game Development & Technical Discussion
Still if we can have a trigger to raise water height we can have one that prevents light from changing. It could change for instance in random maps, and stay the same in scenarios and skirmishes. Would be nice to analyze how it was done in games like AOM; -
@elexis Might know more about keys doing weird stuff. But I'll tend to think that they somehow are bound to another function in the game thus causing the interference you notice.
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@gameboy It can and will be solved by the time A23 comes out. The plan now is to make a Delenda Est release in zip format for A22 so that people not using SVN version can use it.
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Are you sure fn + arrow key doesn't do something special like PgUp and Pgdown or Origin ?