Jump to content

fabio

WFG Programming Team
  • Posts

    1.055
  • Joined

  • Last visited

  • Days Won

    12

Posts posted by fabio

  1. I found this article that may be interesting, excerpt (our way :)) quoted below. Read it all here.

    The old way
    IMG_1381.jpg


    The previous way of creating DXTc GPU textures was (this example is the Halo Wars model):

    1. Artists save texture or image as an uncompressed file (like .TGA or .PNG) from Photoshop etc.

    2. We call a command line tool which grinds away to compress the image to the highest quality achievable at a fixed bitrate (the lossy GPU texture compression step). Alternately, we can use the GPU to accelerate the process to near-real time. (Both solve the same problem.)

    This is basically a fixed rate lossy texture compressor with a highly constrained standardized output format compatible with GPU texture hardware.

    Now we have a .DDS file, stored somewhere in the game's repo.

    3. To ship a build, the game's asset bundle or archive system losslessly packs the texture, using LZ4, LZO, Deflate, LZX, LZMA, etc. - this data gets shipped to end users
    • Like 1
  2. As a follow up, since r17412 postproc, smoothlos and all water features are also enabled when using a OpenGL4+ compatible card (cards released in latest 4 years should support it). This is only effective if you remove any reference to these settings in your config files, otherwise the settings there have a higher priority. These will also be effective on next autobuild, you may get some warnings until that. After the autobuild please test and report any possible problems.

    Still missing is enabling materialmgr.quality to 10.0 but this should be done after having a GUI option to let users disable it (ticket #2596).

    • Like 3
  3. If you are using SVN (will be in alpha 20), GLSL should now be enabled by default when using a graphic card supporting OpenGL 3+ (cards released in latest 8 years should support it) (r17338). Practically this should, for example, enable windy trees by default (still not advanced graphics effects). This is only effective if you remove any reference to preferglsl in your config files, otherwise the setting in the config files has the precedence.

    Also if you didn't properly install graphics driver, you'll now get a warning (r17339).

    And finally settings gentangents=true is no longer needed (you can remove any reference to gentangents in your config files) (r17325).

    Please test and report any possible problem!

    • Like 2
  4. I usually make the my models way more detailed than necessary for 0AD zoom level, but it's because I want to have the possibilities for them to be used in other games as well.

    Out of curiosity, did you also contributed to other games, which ones, if this is shareable? :)

    • Like 2
  5. Since this is a common request I'd like to enable by default more gfx effects on newer cards in alpha20. Specifically, GLSL when using an OpenGL 3+ cards (see here the ticket with patch), and everything on OpenGL 4+ cards.

    This will need testers to make sure there are no problems on some cards.

    • Like 2
  6. The commands.txt would be nice, but only if it is from r16764 or later (I'm sometimes changing a lot of things that can break old replays)

    In any case this bug is known, and easy to reproduce. We'll try to fix it before A19 :)

    Is this supposed to be fixed? I seem to still be able reproduce it (units trying to drop food and stone, continually walking in the same position next to the CC but never able to reach it and drop their load). commands.txt and screenshot with yesterday svn.

    commands.txt

    post-8891-0-11437200-1438256645.png

    post-8891-0-11437200-1438256645_thumb.pn

    • Like 1
  7. Hi Radagast, 0 B.C. looks promising! :)

    To start collaborating in the best way you may want to submit some of the 0 B.C. patches and attach them on a trac ticket. You may start to do it for patches that fix bugs or add features that should be common in both 0 B.C. and 0 A.D. (some 0 A.D. features are listed in GameplayFeatureStatus, GSOC_Ideas or other wiki pages, existings tickets or already discussed and approved on the forum). Then the patches can be reviewed and eventually merged in 0 A.D.. Some patches may take a bit of time before being reviewed and merged.

    This way both projects could benefit.

    • Like 6
×
×
  • Create New...