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Posts posted by ray_ark
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oops... Forgot the Greek
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30 minutes ago, stanislas69 said:
In the public mod (binaries/data/mods/public/) in a file called rmgen.js.
thanks, will check it out
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On 8/4/2017 at 5:04 AM, FeXoR said:
For random maps we use several wayt to generate terrain shape. Mainly noise, functions or iterative generation. None or our generation methods procedural but extending the iterative models te be procedural is possible.
If you are more interested on how the terrain shape is stored and rendered I'm not the person who would know
But in any case I think your curiosity is best satisfied by diving into the code ^^
where do that code is stored in the 0 AD repository ?
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25 minutes ago, feneur said:
A square masked off.
any tutorial or directions on how to do it ?
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11 hours ago, Itms said:
If you want to take a look at the code, the components that are relevant for this are RangeManager and Fogging. The former handles the fog-of-war (FoW), line-of-sight and other kind of unit ranges unrelated to the FoW; the latter handles hiding changes to buildings in the FoW.
It's a complex part of the code, that needs a good number of optimizations so it doesn't become a bottleneck. Maybe our implementation is not ideal for your mobile platform target.
You say it looks bad so you might actually be wondering how we render it - that's not my area of expertise but we render a FoW texture on top of everything that is inside it. The code is here: https://trac.wildfiregames.com/browser/ps/trunk/source/graphics/LOSTexture.cpp
also, i wonder if 0 AD terrain is really circle shaped, or a square covered in circullar mask
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6 hours ago, Itms said:
If you want to take a look at the code, the components that are relevant for this are RangeManager and Fogging. The former handles the fog-of-war (FoW), line-of-sight and other kind of unit ranges unrelated to the FoW; the latter handles hiding changes to buildings in the FoW.
It's a complex part of the code, that needs a good number of optimizations so it doesn't become a bottleneck. Maybe our implementation is not ideal for your mobile platform target.
You say it looks bad so you might actually be wondering how we render it - that's not my area of expertise but we render a FoW texture on top of everything that is inside it. The code is here: https://trac.wildfiregames.com/browser/ps/trunk/source/graphics/LOSTexture.cpp
Thanks for the Detailed Explanation ltms
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Also, im interested on how you guys handle Fog of War, because current Fog of War looks really bad
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https://discord.gg/y7ydKSB >> Anyone who is interested in helping the development can enter the Developer Chat
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54 minutes ago, stanislas69 said:
Technically speaking they are not.
Skirmish maps are mostly handmade, but one can import an height map to make it faster.
Random maps have a pregenerated height map in the code and the rest is procedurally generated by Is code.
@FeXoR is more knowledgeable.
any suggestions on program to create heightmap ? currently unity doesnt have terrain editor
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also im interested in how you guys make the maps, is the 0 AD maps are a procedural map ?
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Babylonian Spearman
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On 7/28/2017 at 1:17 PM, stanislas69 said:
Yes somewhat
make sure to follow the new towncenter shape
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17 hours ago, stanislas69 said:
I could try if I find some time. I have a lot on my plate especially learning texturing and finishing the stone edge civ center but this kind of statues could be nice for the game.
you're working on the stone age civ center ?
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12 minutes ago, Lion.Kanzen said:
The problem is doing the texture.
hmm, for the nebuchadnezzar dream statue it can be pure gold
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2 minutes ago, stanislas69 said:
The question is mostly if you can redistribute things you make with it as CC BY SA
hmm, for speedtree ? no
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Just now, stanislas69 said:
Yep that's why I wouldn't risk it. Now you can still make a request thread for specific trees and see what happens.
if you use speedtree standalone, its legal to use it on any software
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Testing Unity Projectors system to display farm field on terrain, still not perfect though, some area wont shape perfectly square
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Just now, wowgetoffyourcellphone said:
Usable in 0 a.d.?
i dont know, just check the compatibility in the speedtree website
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Age of Empires definitive edition [remaster]
in Introductions & Off-Topic Discussion
Posted
yeah, it needs to be done otherwise people will label the game as just merely a reskin of old game, it need enhancement and new features