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Map Special textures and props (meshes)


Lion.Kanzen
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buildings to adapt to their map #7069

Screenshot_20241006-010623.thumb.jpg.dd4871d356e60a016de95592de4eaa50.jpg

https://gitea.wildfiregames.com/0ad/0ad/pulls/7069

I want to discuss how we are going to adapt the to different maps, climates and environmental conditions.

We will have snow, some walls, ceilings and props will look different.

The same applies to the desert or a climate of intense humidity in the jungle.

Edited by Lion.Kanzen
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You are absolutely right! It is difficult to understand why buildings on a snowy map are not snow-covered as well. 

But what would that imply? Ideally we should use an alternative skin texture for each building depending on the chosen biome -> lot of effort potentially, but could be gradually implemented.

Or should there be a more simple additional "snowy roof cover" to be added as a minimum solution (like a snow cap)-> thbis might be difficult to achieve for the many different building shapes we have. 

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1 hour ago, Grautvornix said:

You are absolutely right! It is difficult to understand why buildings on a snowy map are not snow-covered as well. 

But what would that imply? Ideally we should use an alternative skin texture for each building depending on the chosen biome -> lot of effort potentially, but could be gradually implemented.

Or should there be a more simple additional "snowy roof cover" to be added as a minimum solution (like a snow cap)-> thbis might be difficult to achieve for the many different building shapes we have. 

Basically I've defined variants in the actor, and the biome you can optionnaly set on the maps is used with the help of the template to know which variant to use depending on the biome.

Thankfully for me the gauls unlike other civs already have a winter variant.

Ideally snow could be another texture on top of the current one but the game doesn't support that yet

 

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