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Everything posted by Stan`
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I think so yes. @wraitii Template hotloading would be nice yeah. The problem is you have to rebuild the whole virtual file system respecting the order of the mods, and whatever the JS code might be doing.
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You just ask me and we migrate your repo there Some people just like their independance so I don't force them to go on 0 A.D. mods under the council of modders. which I guess isn't really a thing anymore.
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Oh right missed a step. You need two UVs, one for diffuse, normal and spec which you obviously used here, and one for AO. That's the image window I was talking about. Also known as image editor, and uv editor (Shift + F10) (You can switch from one another by pressing Shift F10 another time) So you need to add another UV map. Then you need to select it and mark it as active Then bake again. Important: You need to regenerate that AOMap uvmap, every single time you add or remove faces from the building. Using the smart uv project tool works file, but sometimes you need some manual edit. e.g Versus The second one is better because it maximises the texture space usage. Margins are important because of mipmaps.
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Yes. https://github.com/0ADMods Mods should be packaged sadly, some Linux users compile the game without NVTT so they cannot put textures in cache for instance. I'm not sure, but you can probably access mod.io from the lobby with some GUI modding (ping @rossenburg) Do note you still have to accept terms and whatnot. I see it as follows, you try to join a game you don't have the mods, it prompts you to open the mod selection, you download the mod there, restart the game and join the lobby again. We sadly have to restart the game to add new mods, files or whatever.
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I mean I keep promoting mods I keep retweeting when people tag me, we have mod.io and moddb, I talk about mods at events, I even showed @maroder 's new UI at the Japan Tours Festival. My issue right now is I'm maintaining too many of them. Warcraft Themed one, starcraft, wwII, american civil war, MLP etc...
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Yeah that means either it was overwritten or something else happened. When the sound goes away, the only thing you can do is restart. Sound card detection and usage is done when the game starts. We don't analyze what's going on after. Switching sound cards, plugging headphones, or doing anything that might affect the soundcard might cause it to go mute.
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Or you can import the wall model. Make sure to tick "import units" in the import options. Then all you need to do is make another wall, that is that size and export it. When in object mode, Z Y and X depend on what you have selected. Dimensions are visible in Object mode
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This tutorial no longer applies after Blender 2.8 removed the internal renderer. The reason you don't see the UVMap pane is because you have everything selected, including lights and cameras, and the active object is the light. The game completely ignores blender materials. In fact, as a rule of thumb, I would recommend you delete every material prior to exporting meshes. I don't have the time to write a complete tutorial right now, but you need to switch to cycle renderer. You might want to enable GPU instead of CPU if you have a nvidia gpu. Create an empty texture not linked to anything in the shader editor Untick noise threshold 4096 will generally generate no noise, but it might take some time to render. If you're adventurous you might try lower values. The more noise on the texture, the more crappy the texture will be both for the GPU, the filesize, and the performance. Then you need to go to rendering tab and bake the ambient occlusion You'll then need to go to the image window, where you can save the texture;
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The work continues - Assistance with UV Unwrapping/UV mapping
Stan` replied to LordStark's topic in Art Development
He means you should set up a material using material nodes. But you did so already, you just didn't switch to textured mode. The selections between the two windows are in sync, so you can select a face and only that one will appear on the left pane. You might also want to untriangulate your mesh using ALT+J. Careful about the roof, though. -
@user1, @rossenburg
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If you haven't restarted the game yet, you might check if there are useful errors in the mainlog.html file. https://trac.wildfiregames.com/wiki/GameDataPaths The game only checks for your soundcard at start. So if there is any change of configuration after that it might not pick it up.
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You can take all the stuff under generic / that's what it's intended for. I wanted to make a generic civ along with the polish and teutonic. But I lacked inspiration.
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What OS are you on? Sometimes it bugs out on macOS powersaving probably. Did you plug or unplug earphones?
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Feedbacks from A26 SVN tests
Stan` replied to Yekaterina's topic in Game Development & Technical Discussion
Looks like the biggest balancing changes are committed. So after the last RB I think we'll go for RC2 and one last commit. -
You probably need a condition on the wolfclass.
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duda sobre recuperación de cuentas. Y crear otra cuenta
Stan` replied to CesarDoce3's topic in Help & Feedback
GDPR, data processing, need to change privacy policy and is a bit tedious because not all platforms work with TLS. -
Medieval ad on 0 A.D. mods all fresh from this week. I have all the flora assets too. But sorting the other mod took me 9 hours so this will have to wait.
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Or that but bit early for stone castles
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Feedbacks from A26 SVN tests
Stan` replied to Yekaterina's topic in Game Development & Technical Discussion
Did we wow, did we -
It's nice. Maybe it can be used for medievalad
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New Faction - Not showing up in the unit list
Stan` replied to LordStark's topic in Game Modification
ERROR: JavaScript error: globalscripts/Templates.js line 21 simulation/data/civs/legion.json doesn't contain History History now Depends but it's usually discouraged if you can find creative commons sources instead