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Stan`

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

  1. When the fundraiser took place I didn't have the possibility to participate nor did I have the money to get one T-Shirt. So a few weeks ago I used a website called Shirtnator to make one.
  2. Hello, as some of you probably know I am living in England until January, and took advantage of this to go see the celtic exhibition in there. It was really worth the money we had to spend around £13, and here are the photos we managed to take before they asked us to not take any other photos.
  3. Nice job Thanks for adding me to the programmers too I have done some maps too if that matters.
  4. There is a ticket for this. Two actually one is object damage and the other is falling anims. Those are planned features.
  5. Related ticket : #1785 Attack type icons in tooltips
  6. 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.
  7. Do not upload savegames, upload commands.txt files. Develloppers can't use those to do anything.
  8. 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.
  9. See line 167 of gamesetup.cpp for related TODO. case 6: // TODO: add anisotropic filtering q_flags = OGL_TEX_FULL_QUALITY; filter = GL_LINEAR_MIPMAP_LINEAR; break; // invalid
  10. 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
  11. 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.
  12. 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
  13. 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 ?
  14. 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.
  15. Units over wall is not done as it was planned that siege tower could unload units.
  16. 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
  17. 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.
  18. 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
  19. 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.
  20. 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
  21. Also with regards to your model, notice the minoans are present in Aristeia's mod
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