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Everything posted by Stan`
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Related ticket : #1785 Attack type icons in tooltips
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That's pointless without the commands.txt we need them to debug the game. The savegames are not enough, nor usefull. Please upload the files related to those games.
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Do not upload savegames, upload commands.txt files. Develloppers can't use those to do anything.
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[Millenium A.D. Part1] Saxon Architectual Reference Pack
Stan` replied to Le Druide Gaulois's topic in Art dev
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[Millenium A.D. Part1] Saxon Architectual Reference Pack
Stan` replied to Le Druide Gaulois's topic in Art dev
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SOME QUESTIONS / ALGUNAS PREGUNTAS (SPA)
Stan` replied to EmperHidan II's topic in General Discussion
Some Thebans models are in the game. However, since they did not bring any difference in gameplay, no effort has been made to use them as a specific faction, as there was no point to do so. However, I think (I might be wrong) that Delenda East, a 0 A.D. mod plans to add them to it's unit of roster. -
A19... prolly not A20 surely.
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What I mean is you can actually use the models that are in the game to make a higres render in blender for instance. Just open the map editor, select the buildings you want, and tell me how they should be placed. I might be able to render it for you
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Well, don't you like the gaul buildings currently in the game ? Provided you have played the game. You can use the models I made to make your render, and I could eventually make some more if you are specific.
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If you are interested in rendering there are different things you could do. You could make an antialiasing fragment shader for the game there is a todo about it in the code somewhere. Here is an attempt of niektb and I but it just happens to make the screen blurry. antialiasing.7z Else here are some tickets you might be interested in http://trac.wildfiregames.com/ticket/40 Weather http://trac.wildfiregames.com/ticket/44 Terrain Special Effects http://trac.wildfiregames.com/ticket/569 A bug with alphamaps in Crendererer http://trac.wildfiregames.com/ticket/1116 A incorrect usage in the Terrain Renderer http://trac.wildfiregames.com/ticket/919 Fix territory boundaries rendering http://trac.wildfiregames.com/ticket/1368 Problem with selection ring http://trac.wildfiregames.com/ticket/1229 Territory sometimes has holes http://trac.wildfiregames.com/ticket/2506 Some issues with glsl else Yves is working on an OpenGL4? port, so you could probably try to help him I guess. https://github.com/Yves-G/0ad/tree/OGL4 see http://trac.wildfiregames.com/ticket/3054 If you need anything tell me, or drop by IRC
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He only posts image he finds on the internet, the models have to be done. I made some of them. Why do you want it / What do you need ?
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A look at GTA 5 graphics rendering.
Stan` replied to wraitii's topic in Game Development & Technical Discussion
You are right, it's not hard it's painfully slow. We have to tweak the way textures apply, the details we want to keep remove, sometimes we have to edit meshes from five or six files, each of them with their own textures. Then you have to bake stuff, reexport everything, and due to the very low polycount of the meshes there is no real point to do that, apart maybe from the latest buildings that were made. I agree with wraitii about instancing though trees could really benefit from it. -
Units over wall is not done as it was planned that siege tower could unload units.
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Hey, first of all welcome to the forums. Programmers don't really need to make an application, contribute enough and you'll be part of the team. If you haven't read the wiki yet I'd suggest reading the programmers section http://trac.wildfiregames.com/ If you need any help to find a task just ask me, I have been lurking around trac a long time, and I know most of the tickets. I saw you dropped by IRC, that's great, that's our #1 way of communication. So hope to hear from you, and see bugfixing
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Time consuming for the most part, also, you have to fix the way texture applies, decide on what is worth keeping and worth removing etc. Added that some buildings don't have much details already... I'm pretty sure building rendering is not a bottleneck. Trees on the other side yes.
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Looking at the first image I guess you are using blender. Make sure when importing collada models to check import units. Else scale might be off. About the model size, you can have square rectangles, and circles:) Q3: You can create your own texture. Be careful though on image copyright though. Q4 Well you could Import them as different objects yes, but not as an interactive object. You would need to code the feature for that. Q5 I'd read this I guess http://trac.wildfiregames.com/wiki/Basic3DImplementation
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Everything is possible with 0 A.D. when you find someone to code the features you want. In this case if we were to make lods we'd end up with more or less 200 buildings to make, and that would make the game heavier to download too.
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What you could do, is make a proper design document ie updating a word document. Like the current ones in the wiki. With the shield variants and all
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Also with regards to your model, notice the minoans are present in Aristeia's mod
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No we don't cause we would either need to create three or four version of each objects or make a program that does generate them automatically.
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To prevent this kind of problems make sure you always import a model from the game to get the scale It seems your model has broken normals (face upside down) and it might not render correctly in the game To answer your question yes you will be able to load it in the scenario editor. 0ad restricts the camera to a certain distance. It can be bypasses in atlas. In the game you need to open the dev overlay Alt+D and click on restrict camera. You will be able to zoom out as much as you want If you have any more questions feel free to ask.
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In the gaul unit templates you need to remove the building usually '-' + 'name of building' without quotes.