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Stan`

0 A.D. Project Leader
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Everything posted by Stan`

  1. In the uv window at the bottom there is a drop-down for textures. Pick the one you created.
  2. Okay that means that the texture wasn't linked to the model. To do so go in edit mode select everything (press A) and apply the texture to the model by selecting it in the uv window
  3. You have to be in object mode (press tab) when baking.
  4. I'd like to get it commited first as it's (at least to me) a requirement for this game. Now when it has been committed I can provide a way to do what you ask.
  5. As I said it was like that in the first version then I had to change it. I don't store the old entity anymore so I can't delete it...
  6. @vladislavbelov Unhandled exception at 0x0102B6DE (pyrogenesis.exe) in crashlog.dmp: 0xC0000005: Access violation reading location 0x00000004. That's the error.
  7. I'll check a bit later I'm afk
  8. I have always wondered if some civs should not have smaller gates and not allow any siege engines at all. That and having destroyable gates for walls but that's harder to do. Maybe with #2577
  9. Top line CshaderTechnique. Not sure about the later. I think it's access violation.
  10. Updated animations a bit so they look less goofy. @elexis Zip contains ready to play files (Zebu Template, 2 Idle, Death, Walk) @wowgetoffyourcellphone if you want to add them to DE feel free to do so. Blend contains source files. Zebu13.blend zebu.zip
  11. I really think it's time to split this thread. What could be done to keep track of issues is to open some on the github repository so we can keep track of what is to be done
  12. @Servo In the beginning they would disappear at each new click but leper convinced me to do otherwise. @wowgetoffyourcellphone I'm working on it. Father Bushido added some comments but I need to get out of bed first.
  13. Any hopes of them porting it to our engine @fabio
  14. If you can test of the replay of that game crashes and if so upload it.
  15. Scaffolds ? Armatures, and texture damage variation Or another civ Lion has posted refs for Japan and Korea if that inspires you. Wow wants scythian, and I'm working on thracian texture, awfully slowly with substance designer.
  16. Call stack > pyrogenesis.exe!CShaderTechnique::BeginPass(int pass=0) Line 134 C++ pyrogenesis.exe!CLogger::Render() Line 213 C++ pyrogenesis.exe!Render() Line 269 C++ pyrogenesis.exe!Frame() Line 372 C++ pyrogenesis.exe!RunGameOrAtlas(int argc=1, const char * * argv=0x00e60008) Line 581 C++ pyrogenesis.exe!SDL_main(int argc=1, char * * argv=0x00e60008) Line 623 C++ pyrogenesis.exe!main_utf8(int argc=1, char * * argv=0x00e60008) Line 126 C pyrogenesis.exe!wmain(int argc=1, unsigned short * * wargv=0x00bdf4f8, unsigned short * wenvp=0x00bdeec8) Line 151 C pyrogenesis.exe!__tmainCRTStartup() Line 623 C pyrogenesis.exe!CallStartupWithinTryBlock() Line 364 C++ kernel32.dll!76e48744() Unknown [Frames below may be incorrect and/or missing, no symbols loaded for kernel32.dll] ntdll.dll!7744582d() Unknown ntdll.dll!774457fd() Unknown I haven't seen that before @vladislavbelov
  17. I haven't looked at what's broken yet. maybe @s0600204 has ?
  18. Not really, that kind of support will make debugging way harder. So we have to fix some bugs first.
  19. @vladislavbelov 10. Ah I see well I guess they should be removed then. 11. Currently it warns about missing textures. But that was not what I meant. Here is an another exemple. Assuming a material named like player_trans_parallax.xml (I cleaned it up) <?xml version="1.0" encoding="utf-8"?> <material> <define name="USE_PLAYERCOLOR" value="1"/> <define name="USE_PARALLAX" value="1"/> <shader effect="model"/> <required_texture name="baseTex"/> <required_texture name="normTex" define="USE_NORMAL_MAP"/> <uniform name="effectSettings" value="1.0 50.0 0.0075 0.75"/> </material> As needed that material requires a normal map, and a diffuse map. So far so good. But now let's look at this line <uniform name="effectSettings" value="1.0 50.0 0.0075 0.75"/> 1.0 defines diffuse texture power, so far so good. 50.0 defines specular power, which is retarded because we don't have any specular. 0.0075 defines parallax strength which is fine. 0.75 defines AO which then again is not used. So should those useless values be 0 for consistency or should I write the material in another way ? 13 Can we use the effect settings value for USE_SPECULAR so we don't have to add another line ?
  20. A remote server application is planned. @elexis wrote something that is for now a hack but could become what you want in the future. Lag in general is due to a lot of factors notably : Pathfinder Lag (There are a lot of optimization to be made on the pathfinder, and some are on their way to be commited before A23) The game only using a single core whether the processor is an I7 or a P4 doesn't help either as it doesn't use the full processing power. Lag in MP is caused by: Synchronization checks Longer turn length than sp 500ms per turn instead of 200ms
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