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Mr.lie

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Posts posted by Mr.lie

  1. 23 minutes ago, Stan` said:

    I need to see the uvmap to tell you. From what I can see it's because it's going out of bounds and 0 A.D. doesn't support tiling.

    I'm not sure whether or not you mean this:

    Ich habe die *.fbx datei dieses Models in blender importiert, dann nach Material getrennt. Ist dies die UV-Map die Du meinst? Ich habe auf dem Bild alles markiert und nicht die einzelnen Objecte.

    grafik.thumb.png.2ffd4b93be8bb69ca74ee6037852f317.png

  2. 1 hour ago, Stan` said:

    Well you need to delete the materials. And if they somehow use different textures you have to either

    Merge all the textures into one and tweak the uvs.

    Select your model go to edit mode press P and select split by material then export every different pieces one by one.

    Do you mean, export every piece as *.dae?

    grafik.thumb.png.d8f44d31ad35986e90ac157942af0952.png

  3. 1 minute ago, Angen said:

    hi, 

    make sure that all vertexes are connected, there cannot be the standalone vertexes.

    also whole model needs to be one object. 

    faces needs to be triangles, so or triangulate when exporting or use triangles directly. 

     

    Hi,

    thank you for the quick reply. All the things you say, i've done dozen times. Please, can you take a look at the files i've added? Please, just import the "cottage.obj" into blender, export as *.dae and attach the *.dae temporarly to an simple actor of the Main-Game and try to show him in Atlas. Thank's again in advance for your efforts.

  4. Hi all you experts,

    since a few days i started learning the use of Blender to create models. For that i'm downloading several 3D-Models and tried to make actors for the game. In Blender i import the *.fbx, *.obj or *.dae files and export them as *.dae. There are game-ready models or models with according UV-Maps and so on. For some created actors there is no need of uv-maps, so they became the <material>objectcolor<material>, others with "spec", "AO" or "norm" Maps became the other available materials.

    In only the half i got a more or less acceptable result:

    grafik.thumb.png.64971a183a0caf669a2c18542fd3f83e.png

     

    In most cases, i got the error:

    grafik.thumb.png.7d5e6ab70cec5d6fdafa0a12ae2cbef3.png

     

    I've followed

     

    and search the www for help.

    So, concret a simple example:

    grafik.thumb.png.7d4a5005c49f8cd0d732ff971c4d0533.png

    files: cottage.zip

    All tries on my side resulting in the error above :( ... Sometimes, when deleting the materials, i got the actor working, but then without textures.

    Please can you describe in a few steps, what i'm making wrong? I'm sure, it is only a little thing for you ...

    Thank you in advance for your efforts.

     

     

    grafik.png

  5. 1 hour ago, Nescio said:

    While such walls would be larger than the currently existing walls, their footprints are still smaller than those of civic centres, or wonders. Moreover, walls are not built in every match; the AI never does, and on small maps an early rush can already win the game. Besides, I'm proposing giving the Han three sets of walls, making them stand out from other civs and giving players a choice; the largest walls would mean a significant investment in time.

    By the way, I'd love to see a proper Gallic wall in game! :)

    Sorry, I still fail to see what's wrong. But if you understand what the problem is and how it can be fixed, could you make a pull request to https://github.com/0ADMods/han_china ?

    With revision 122 stan made several changes:

    han_civil_centre_122.thumb.png.be1f7815cfa95f8c486b423ef571e54e.png

    han_civil_centre_no_towers_122.thumb.png.fc91de9e884208f945b0e424f56d3837.png

     

    Most likely i would make a pull-request, but if you don't see, what's wrong and if you don't get errors, there is no need for that, then only i have this problem. ;)

    • Like 1
  6. 18 hours ago, Nescio said:

    It's unclear to me which revision you mean. Moreover, on my end I don't get errors. Could you update (svn up) 0 A.D., update (git pull) the Han China mod, disable all other mods, and try again?

    Although i was sure about the reason for these "smoking cc's"  i've disabled all mods and got a clean "han_china_mod". The result still is the same as described:

    After changing "civil_centre.xml" to this:

    grafik.thumb.png.b01d9d0edab8a6c0245593a36b2a9042.png

     

    and "cicil_centre_no_towers.xml" to this:

    grafik.thumb.png.e72127e5754359cec30f4d467d7334d7.png

     

    all things are as they should - no dust.

     

    grafik.thumb.png.dde05b157c0e0e182059810759a6cf40.png

     

    • Like 1
  7. 43 minutes ago, Duileoga said:

     

    Buenas :laugh:

     

    Sus aportes son muy muy interesantes :drool: y si tiene alguna referencia en dibujos de fuentes históricas u otras referencias corroboradas me encantaría ayudar para el desarrollo de los Tracios .

     

    Disculpe las molestias*

     

    Hola, por desgracia, no soy un experto. Hay un mod en "https://github. com/0ADMods/share". Allí encontrarás material en la carpeta "\thracians". Es de LionKanzen y/o Wowgetfoffyourcellphone. Sería genial si pudieras completar el "ThracianGovernament Center". Me temo que no puedo :(

     

  8. I've just updated to 24232 and gotthis error:

    WARNING: MSAA is unsupported.

    ERROR: Failed to load effect 'cas'

     

    Spoiler

    Assertion failed: "0 && (L"Can't find a usable technique")"
    Location: ShaderManager.cpp:489 (CShaderManager::NewEffect)

    Call stack:

    CShaderManager::NewEffect (shadermanager.cpp:489)
        this = (unavailable)
        name = 0x08DB1B88 -> "cas"
        baseDefines = 0x006FEBB4 ->
            
                m_Items = 0x08E2D708 ->
                    items = (unsupported vector<pair<CStrIntern,CStrIntern> >)
                    hash = 1912632625 (0x72007531)

     

        tech = 0x006FEBB8 -> (shared_ptr<CShaderTechnique>)
        XeroFile =
            
                m_Pointer = 0x08F60055 -> [8] { 126 ('~'), 0, 0, 0, 0, 0, 0, 0 }
                m_ElementNameCount = 4 (0x00000004)
                m_AttributeNameCount = 2 (0x00000002)
                m_ElementPointer = 0x08F6000C -> [8] { 7, 0, 0, 0, 101 ('e'), 102 ('f'), 102 ('f'), 101 ('e') }
                m_AttributePointer = 0x08F6003E -> [8] { 7, 0, 0, 0, 115 ('s'), 104 ('h'), 97 ('a'), 100 ('d') }

            m_XMBBuffer = (shared_ptr<unsigned char>)

        Root =
            m_Pointer = 0x08F60055 (see above)

        techDefines =
            
                m_Items = 0x003801C0 ->
                    items = (unsupported vector<pair<CStrIntern,CStrIntern> >)
                    hash = 262149 (0x00040005)

     

        profile2__ =
            m_Name = 0x00B43938 -> "loading effect"

        preprocessor =
            m_Preprocessor =
                Source = 0x08DB1CC8 -> "m"
                SourceEnd = 0x00CA0000 -> "pYløT"
                Line = 1473698672 (0x57D6DB70)
                BOL = (bool)0x88
                EnableOutput = 7334300 (0x006FE99C)
                EnableElif = 11167306 (0x00AA664A)
                MacroList = (forward_list<Ogre::CPreprocessor::Macro >)


        usableTechs = (unsupported vector<pair<XMBElement,int> >)
        xmlFilename =
            path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
            separator = 47 ('/')

        pass =
            m_Shader = (shared_ptr<CShaderProgram>)
            m_HasAlpha = (bool)0x60
            m_AlphaFunc = 374 (0x00000176)
            m_AlphaRef = 0.000000 (0x00000000)
            m_HasBlend = (bool)0x56
            m_BlendSrc = 148562272 (0x08DAE160)
            m_BlendDst = 32 (0x00000020)
            m_HasColorMask = (bool)0x98
            m_ColorMaskR = 0 (0x00)
            m_ColorMaskG = 209 (0xD1)
            m_ColorMaskB = 0 (0x00)
            m_ColorMaskA = 32 (0x20)
            m_HasDepthMask = false
            m_DepthMask = 0 (0x00)
            m_HasDepthFunc = false
            m_DepthFunc = 12779672 (0x00C30098)

        program = (shared_ptr<CShaderProgram>)
        <begin>$L0 =
            m_Size = 1 (0x00000001)
            m_CurItemID = 1 (0x00000001)
            m_CurPointer = 0x08F600D3 -> [8] { 0, 0, 0, 0, 0, 0, 0, 0 }
            m_Pointer = 0x08F6006D -> "f"

        Technique =
            m_Pointer = 0x08F6006D (see above)

        <begin>$L1 =
            m_Size = 2 (0x00000002)
            m_CurItemID = 2 (0x00000002)
            m_CurPointer = 0x08F600D3 (see above)
            m_Pointer = 0x08F60085 -> [8] { 37 ('%'), 0, 0, 0, 2, 0, 0, 0 }

        Child =
            m_Pointer = 0x08F600AA -> [8] { 41 (')'), 0, 0, 0, 1, 0, 0, 0 }

        Attrs =
            m_Size = 1 (0x00000001)
            m_Pointer = 0x08F600C2 -> [8] { 0, 0, 0, 0, 9, 0, 0, 0 }
            m_CurItemID = 0 (0x00000000)
            m_CurPointer = 0x08F600C2 (see above)
            m_EndPointer = 0x08F600D3 (see above)

        cond = { (unsupported basic_string<char,char_traits<char> >) }
        <begin>$L2 =
            m_Size = 150339778 (0x08F600C2)
            m_CurItemID = 0 (0x00000000)
            m_CurPointer = 0x08F600C2 (see above)
            m_Pointer = 0x08F600D3 (see above)

        Child =
            m_Pointer = 0x00000064

        passDefines =
            
                m_Items = 0x00000001


        pass =
            m_Shader = (shared_ptr<CShaderProgram>)
            m_HasAlpha = (bool)0x60
            m_AlphaFunc = 374 (0x00000176)
            m_AlphaRef = 0.000000 (0x00000000)
            m_HasBlend = (bool)0x56
            m_BlendSrc = 148562272 (0x08DAE160)
            m_BlendDst = 32 (0x00000020)
            m_HasColorMask = (bool)0x98
            m_ColorMaskR = 0 (0x00)
            m_ColorMaskG = 209 (0xD1)
            m_ColorMaskB = 0 (0x00)
            m_ColorMaskA = 32 (0x20)
            m_HasDepthMask = false
            m_DepthMask = 0 (0x00)
            m_HasDepthFunc = false
            m_DepthFunc = 12779672 (0x00C30098)

        <begin>$L3 =
            m_Size = 1 (0x00000001)
            m_CurItemID = 1 (0x00000001)
            m_CurPointer = 0x08F600D3 (see above)
            m_Pointer = 0x08F6006D (see above)

        Element =
            m_Pointer = 0x08F6006D (see above)

        ref = -nan (0xFFFFFFFF)

    CShaderManager::LoadEffect (shadermanager.cpp:370)
        this = (unavailable)
        name =
            m = 0x08DB1B88 (see above)

        defines1 = 0x006FEC14 ->
            
                m_Items = 0x08E2D708 (see above)


        defines2 = 0x006FEC18 ->
            
                m_Items = 0x00CEFA68 ->
                    items = (unsupported vector<pair<CStrIntern,CStrIntern> >)
                    hash = 0 (0x00000000)

     

        it = (unsupported _List_iterator<_List_val<_List_simple_types<pair<CShaderManager::EffectCacheKey const ,shared_ptr<CShaderTechnique> > > > >)
        key =
            name =
                m = 0x08DB1B88 (see above)

            defines1 =
                
                    m_Items = 0x08E2D708 (see above)


            defines2 =
                
                    m_Items = 0x00CEFA68 (see above)

     

        defines =
            
                m_Items = 0x08E2D708 (see above)


        tech = (shared_ptr<CShaderTechnique>)

    CShaderManager::LoadEffect (shadermanager.cpp:352)
        this = (unavailable)
        name =
            m = 0x08DB1B88 (see above)


    CPostprocManager::UpdateSharpeningTechnique (postprocmanager.cpp:666)
        this = (unavailable)
        newSharpName = { (unsupported basic_string<char,char_traits<char> >) }

    CConfigDB::RegisterHookAndCall (configdb.cpp:481)
        this = (unavailable)
        name = 0x006FED1C -> { (unsupported basic_string<char,char_traits<char> >) }
        hook = (function<void __cdecl(void)>)

    CRenderingOptions::SetupConfig (renderingoptions.cpp:114)
        this = (unavailable)
        name = { (unsupported basic_string<char,char_traits<char> >) }
        hook = (function<void __cdecl(void)>)

    CRenderingOptions::ReadConfig (renderingoptions.cpp:152)
        this = (unavailable)

    InitRenderer (gamesetup.cpp:599)
        LINE_591_ =
            m_t0 = 1.77363 (0x3FFC60CE76F0F825)
            m_description = 0x00B37E00 -> "InitRenderer"

        vp =
            m_X = 0 (0x00000000)
            m_Y = 7335356 (0x006FEDBC)
            m_Width = 11764896 (0x00B384A0)
            m_Height = 7335348 (0x006FEDB4)


    InitGraphics (gamesetup.cpp:1047)
        args = (unavailable)
        flags = (unavailable)
        installedMods = (unavailable)
        profilerGPUEnable = false
        setup_vmode = false
        renderPath = { (unsupported basic_string<char,char_traits<char> >) }
        context = "n"
        buf = "ooo"
        context = "n"
        context = "n"
        rq =
            cx = 0x00000001
            glob = 0x64616873 -> (JSObject)
            m_formerCompartment = 0x00007265

        data =
            {
                    (js::ValueOperations<JS::Rooted<JS::Value> >)
     }
            stack = 0x00000000
            prev = 0x0000000F
            ptr =
                data =
                    asBits = 31244010185293934 (0x006F00430074006E)
                    s = { payload =
                            i32 = 7602286 (0x0074006E)
                            u32 = 7602286 (0x0074006E)
                            boo = 7602286 (0x0074006E)
                            str = 0x0074006E -> (JSString)
                            sym = 0x0074006E (see above)
                            obj = 0x0074006E (see above)
                            cell = 0x0074006E (see above)
                            ptr = 0x0074006E (see above)
                            why = 7602286
                            word = 7602286 (0x0074006E)
                            uintptr = 7602286 (0x0074006E)
    , tag = 7274563 }
                    asDouble = 1.37959e-306 (0x006F00430074006E)
                    asPtr = 0x0074006E (see above)

     

        setup_gui = (bool)0x02
        scriptInterface = (shared_ptr<ScriptInterface>)
        e = 0x00000000

    RunGameOrAtlas (main.cpp:711)
        argc = 1 (0x00000001)
        argv = 0x00C80008 -> 0x00C80028 -> "C:\Users\Mr.lie\AppData\Local\0ad\binaries\system\pyrogenesis.exe"
        args =
            m_Args = (unsupported vector<pair<CStr8,CStr8> >)
            m_Arg0 =
                path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
                separator = 92 ('\')

            m_ArgsWithoutName = (unsupported vector<CStr8 >)

        isNonVisual = false
        scriptEngine =
            (Singleton<ScriptEngine>)
            m_Contexts = (unsupported list<JSContext const * >)

        res = 1.28262e-314 (0x000000009ABCAF48)
        modsToInstall = (unsupported vector<Path >)
        replayFile =
            path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
            separator = 47 ('/')

        modPath =
            path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
            separator = 0

        paths =
            m_root =
                path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
                separator = 0

            m_rdata =
                path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
                separator = 4433

            m_gameData =
                path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
                separator = 0

            m_userData =
                path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
                separator = 25433

            m_config =
                path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
                separator = 0

            m_cache =
                path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
                separator = 65534

            m_logs =
                path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
                separator = 62344


        replay =
            m_Stream = 0x00000000

        builder =
            m_VFS = (shared_ptr<IVFS>)
            m_Files = (unsupported vector<Path >)
            m_TempDir =
                path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
                separator = 0

            m_NumBaseMods = 2001531784 (0x774CF388)

        paths =
            m_root =
                path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
                separator = 62344

            m_rdata =
                path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
                separator = 64640

            m_gameData =
                path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
                separator = 64704

            m_userData =
                path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
                separator = 55024

            m_config =
                path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
                separator = 25352

            m_cache =
                path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
                separator = 4433

            m_logs =
                path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
                separator = 25433


        mod =
            path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
            separator = 64800

        zip =
            path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
            separator = 64880

        mods = (unsupported vector<CStr8 >)
        installedMods = (unsupported vector<CStr8 >)
        paths =
            m_root =
                path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
                separator = 62344

            m_rdata =
                path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
                separator = 64640

            m_gameData =
                path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
                separator = 64704

            m_userData =
                path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
                separator = 55024

            m_config =
                path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
                separator = 25352

            m_cache =
                path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
                separator = 4433

            m_logs =
                path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
                separator = 25433


        installer =
            m_VFS = (shared_ptr<IVFS>)
            m_ModsDir =
                path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
                separator = 35092

            m_TempDir =
                path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
                separator = 65188

            m_CacheDir =
                path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
                separator = 16680

            m_InstalledMods = (unsupported vector<CStr8 >)


    SDL_main (main.cpp:764)
        argc = 1 (0x00000001)
        argv = 0x00C80008 (see above)

    main_utf8 (sdl_windows_main.c:126)
        argc = 1 (0x00000001)
        argv = 0x00C80008 (see above)

    wmain (sdl_windows_main.c:151)
        argc = 1 (0x00000001)
        wargv = 0x00CC5020 -> 0x00CC5028 -> 67 (0x0043)
        wenvp = 0x00CC7EC0 -> 40768 (0x9F40)
        argv = 0x00C80008 (see above)
        retval = 0 (0x00000000)
        i = 1 (0x00000001)

    __scrt_common_main_seh (exe_common.inl:253)
        has_cctor = false
        is_nested = false

    CallStartupWithinTryBlock (wseh.cpp:365)
        ret = 10857952 (0x00A5ADE0)

    RtlGetAppContainerNamedObjectPath (:0)

    RtlGetAppContainerNamedObjectPath (:0)


    errno = 0 (No error reported here)
    OS error = 0 (no error code was set)

     

  9. In my mod i give the player the opportunity not only to select a biome, but also to select a "environment" or "colorscheme". The results are really fantastic. Most of the environments are taken from the given maps. Playing with fog also change the graphic in a best manner. The screenshots came from the random map "sahyadri_buttes_5" from @wowgetoffyourcellphone, selected biome is "obedska bog". Then i started the game every time with another "colorschema" and take a shot from the default startposition.

    obedska_britannic_road_foggy.thumb.png.748ddbf45ececbaffc2902a29adb76fe.png

    obedska_obedska_foggy.thumb.png.0ff46ff60c3cb6d9cebde36a69057cca.png

    obedska_atlas_editor.thumb.png.7f683fa00c3eea40f002f042e7a79c1c.png

    obedska_acquitania.thumb.png.084fbeabca9e62c9d8329d126726c158.png

    obedska_farmland.thumb.png.e31bd198b3ab07d2f5b448c750945a85.png

    obedska_britannic_road_3.thumb.png.c76b477dc5cd39743f91e823c39c88d8.png

    obedska_britannic_road_2.thumb.png.8cd8a6a0b1c547f6eb36ac09b7277927.png

    obedska_britannic_road_1.thumb.png.49267c33ce6dde5ac37665141a2d5cd9.png

    obedska_britannic_road.thumb.png.b152a5a5796b9a212271657e4cd02eae.png

    obedska_obedska.thumb.png.a38572b50094588bb4bc9ef04d8783fc.png

    obedska_dunst.thumb.png.c17267d3e8d4542fad547aee508ebc43.png

    obedska_original.thumb.png.8b817e1318b60fad6239a911bd70620f.png

    obedska_nacht.thumb.png.75bdbff96e8b2a38f21a9da3f178e825.png

    obedska_tag.thumb.png.8930735d74857fd990e57d4607469bd5.png

    obedska_taglicht.thumb.png.16b5896e49d8594ba416ad8d11d85c50.png

    obedska_daemmerung.thumb.png.db65f44488b8f7385a73c87d95a08a70.pngobedska_bog.thumb.png.541afe11a89002a290c4fcbee050fceb.png

    obedska_belgian_bog.thumb.png.3db746bb9500d2ff163b571d83ad0a60.png

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