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Stan`

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Everything posted by Stan`

  1. Okay so let´s try to actually make it constructive. To begin with and for reference here is a very nice video about colors http://m.youtube.com/watch?v=Qj1FK8n7WgY Then I read the whole post this time. That´s right color variation are a bit hectoc but it´s hard for a non artist eye to percieve why and therefore your post only concerns very few people. Let´s move to the next step. Among other things I ´m working on a map pack assets for the game. So here is what i propose. Help me fix the xolor contrast by making new perfect ground textures. Could you do that ?
  2. Actually I did read it and watched the whole video, I'll read that today...
  3. If I may help what exactly go wrong with new windows versions ?
  4. Hi =) I must admit I had to google what rise and fall was XD. I sometimes mention Rise of the East, which is completely different http://www.moddb.com/mods/rote So I'd say, a few, but it looks like it's hard to make it work on new machines. Maybe if you find a way to make it work again, you'll gather some new folks. This subforum is made for that
  5. Well you could use a huge specular value I guess.
  6. My german is a bit rusty, but I can manage to understand. Viele Danken
  7. Whol engine is opengl 2.0 (No upgrade will be made for compatibility) If you use 3dsmax you can open those files http://trac.wildfiregames.com/browser/art_source/trunk/art Also you shoul be able to import daes from svn. Anims are trickyer since a lot were made on blender the later the former were made on 3dsmax6 You wont be able to open pmd files with max you'll have to clone the svn repo were most of the files are dae. Remaining pmds will be anims and the source files are max. For textures I dont think so we have some tutorials if you want il will make some for scratch in the future but afaik youll have to dig the web for open source and or CCBYsa 3.0 ones
  8. Also that only works if the object is not a decal... in your situation it works because of the geometry.
  9. I think he expected a flat surface to glow even when the sun is up, like any alien techno
  10. Actually you are by using GPL3 content...
  11. I have been looking on the internet and couldn't find any reference to a 500 -1000 siege engine except a ram... Wonder if they lost all their technologies during that period. If you find one tell me.
  12. That's some unitai coding, though I might hurt sensitive eyes.
  13. A ) Correct we decided instead of adding support for AOs (Unless someone wanted to explicitely work on it) to prop the animated mesh so only the strict necessary would move and most of the mesh would have Ao. B ) Yeah I know it blend pretty bad, we really need textures that decals over other If we were to make LODS it would be engine wise not artist wise, we rather have our artists work on one of the tasks here : http://wildfiregames.com/forum/index.php?showtopic=17730 http://wildfiregames.com/forum/index.php?showtopic=16224 Warning not updated, I tackled some of them already Also I see you quoted persian civ which is under rework, though not for now, and is a really, really, really old civ. Ah one more thing you probably have realised by now is that people don't work on priorities (unless release blocker) but mostly on feelings. So they pick randomly tasks.
  14. A ) No we don't have LODs. B )There is an experimental grass in the game that might suit you. C ) Feel free to do so. D ) We already have that see http://wildfiregames.com/forum/index.php?showtopic=17542 As I said earlier you need to add enable some graphical options to see them.
  15. Hi Nick Welcome back to the forums. My name is Stan I have been working for a little more than two years to add new content to the game, I'm not in the team for quality reasons but I might be able to answer some of your post. First of all you need to know that Mythos left the community, after a team argument, I don't have much detail because this is intern discussions. Also, Enrique is the Art DPT Leader, and he is quite busy atm. The UI is being reworked by Pureon and the team, If you drop by IRC you might be able to catch up with that. We are currently in release process, so nothing will change for A18 I have been trying to update them, but unfortunately don't have enough time for the anims. Triggers have been added, and therefore made a lot of things possible see http://wildfiregames.com/forum/index.php?showtopic=19093 Not true if you enable advanced graphics, they bend to the wind. We still support IntelHD 3000 and below, so we keep stuff low poly as much as possible. This is a coding issue, see http://trac.wildfiregames.com/ticket/1962 See i ↑ I disagree with you but I respect your point About textures As I said before two artists are in the main team now, so that's very little, if you can provide new textures that'd be nice. Now, we need someone to review them. Also this might interest you http://wildfiregames.com/forum/index.php?showtopic=19546 On a side note, If you want, you can help me improve so we can work together. Browse the art forum thread to see new stuff, and have a look at mods if you have time.
  16. No like sanderd17 suggested on IRC just add a time check in it.
  17. You could try : C:\0AD\binaries\data\mods\public\simulation\components\Sound.js // This file reads sounds from XMLsC:\0AD\source\soundmanager\*.*C:\0AD\source\simulation2\components\ //All CPP components are hereWhen you find the source, make sure your create a ticket on trac : http://trac.wildfiregames.com/ Also make sure you read http://trac.wildfiregames.com/wiki/SubmittingPatches Regards, and good luck.
  18. I think if he needed two the game would crash like it does for aos.
  19. As I said ↑ It looks like a game issue, more than a material issue.
  20. Those are the original foundations, so if they need some work that's not the job here
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