niektb Posted July 2, 2014 Report Share Posted July 2, 2014 This topic is specificially meant for technical discussion / troubleshooting in Atlas for the mapping contest.One known issue: Post Processing shader HQDOF doesn't work on NVidia GPU's. Quote Link to comment Share on other sites More sharing options...
Llanos Posted August 20, 2014 Report Share Posted August 20, 2014 (edited) is there a possibility to adapt the grass to the slope?And my second question: What do the post-processing settings do and which one should I choose? Edited August 20, 2014 by Llanos Quote Link to comment Share on other sites More sharing options...
FeXoR Posted August 20, 2014 Report Share Posted August 20, 2014 (edited) is there a possibility to adapt the grass to the slope?Many types of stones are not "sunken" enough and thus "fly"/"reach out of the ground" on slopes also.(So in general we need to think of something to work on rough terrain, not only on flat ground and make it happen) Edited August 20, 2014 by FeXoR Quote Link to comment Share on other sites More sharing options...
niektb Posted August 20, 2014 Author Report Share Posted August 20, 2014 To answer your questions:No you can't adapt grass to slopes, maybe you can make grass unnecessary by using a different texture (depending on the angle of the slope)Best use HDR. This is the most used in other maps and has the least impact on performance. Quote Link to comment Share on other sites More sharing options...
Llanos Posted August 20, 2014 Report Share Posted August 20, 2014 ThanksI created all the bushes as actors, is it possible to change them to entities? Quote Link to comment Share on other sites More sharing options...
niektb Posted August 20, 2014 Author Report Share Posted August 20, 2014 There is no fast way. The only option is to remove them and place entities back at the same spot. Quote Link to comment Share on other sites More sharing options...
Llanos Posted August 20, 2014 Report Share Posted August 20, 2014 ok, that's too much work Quote Link to comment Share on other sites More sharing options...
feneur Posted August 20, 2014 Report Share Posted August 20, 2014 There is no fast way. The only option is to remove them and place entities back at the same spot.Well, there is, but it's not necessarily easy =) As the objects are defined in the XML file it should be possible to open up the file in a text editor and do a find-and-replace. Unless you want to go through each and every entry (which kind of makes it pointless to do this way anyway, but still) it's only really useful if you really want to change every bush of a certain kind from actor to entity, but I assume that's what you want?Now take the following with a grain of salt as I'm not an expert in these things + I haven't tried it, but here's an example from the Azure Coast map:Say you want to replace all "bush_medit_underbrush" with "flora_bush_badlands", then you would do a search for:<Template>actor|props/flora/bush_medit_underbrush.xml</Template>and replace (Or rather "replace all" so you don't have to manually go through each occurence, though it's usually a good thing to do a normal replace first just so you know that everything works - it's not too nice to realize after having replaced three different things hundreds of times that you missed a ">" on the first one or something. In either case it's a good idea to create a copy of the XML file before you edit it, just to be on the safe side ) that with:<Template>gaia/flora_bush_badlands</Template><Player>0</Player>Unless I'm missing something that process should work 2 Quote Link to comment Share on other sites More sharing options...
Llanos Posted August 20, 2014 Report Share Posted August 20, 2014 Well, there is, but it's not necessarily easy =) As the objects are defined in the XML file it should be possible to open up the file in a text editor and do a find-and-replace. Unless you want to go through each and every entry (which kind of makes it pointless to do this way anyway, but still) it's only really useful if you really want to change every bush of a certain kind from actor to entity, but I assume that's what you want?Now take the following with a grain of salt as I'm not an expert in these things + I haven't tried it, but here's an example from the Azure Coast map:Say you want to replace all "bush_medit_underbrush" with "flora_bush_badlands", then you would do a search for:<Template>actor|props/flora/bush_medit_underbrush.xml</Template>and replace (Or rather "replace all" so you don't have to manually go through each occurence, though it's usually a good thing to do a normal replace first just so you know that everything works - it's not too nice to realize after having replaced three different things hundreds of times that you missed a ">" on the first one or something. In either case it's a good idea to create a copy of the XML file before you edit it, just to be on the safe side ) that with:<Template>gaia/flora_bush_badlands</Template><Player>0</Player>Unless I'm missing something that process should work great idea, but atlas crashes when loading the map Quote Link to comment Share on other sites More sharing options...
leper Posted August 20, 2014 Report Share Posted August 20, 2014 Is there any error message? (Even better would be the map in that case to be able to reproduce it locally) Quote Link to comment Share on other sites More sharing options...
Llanos Posted August 21, 2014 Report Share Posted August 21, 2014 Atlas just tries to load the map and the message 'pyrogenesis doesn't respond' appearsWhen I try to start a game (single player -> matches), pyrogenesis shows message 1 '(error while formatting error message)'. I didn't even select a map, the problem occurs when the program loads all possible maps from which to select. When clicking continue or supress, I get to the normal game menu and I can select the changed map. When clicking start game, message 2 appears and I get back to the starting page.I changed:actor|props/flora/bush_tempe_me.xmlactor|props/flora/bush_tempe_me_lush.xmlactor|props/flora/bush_tempe_a.xmlactor|props/flora/bush_tempe_b.xmltogaia/flora_bush_temperate0andactor|props/flora/bush_tempe_la.xmlactor|props/flora/bush_tempe_la_lush.xmltogaia/flora_bush_badlands0 Quote Link to comment Share on other sites More sharing options...
thamlett Posted August 21, 2014 Report Share Posted August 21, 2014 What text editor did you use? Quote Link to comment Share on other sites More sharing options...
leper Posted August 21, 2014 Report Share Posted August 21, 2014 actor|props/flora/bush_tempe_la_lush.xmlThat one isn't even in the map file you posted. I did the other replacements as you outlined, the changed xml is attached. Also you have a civ assigned for player 2.Northern Highlands (2v2).xml 1 Quote Link to comment Share on other sites More sharing options...
Llanos Posted August 22, 2014 Report Share Posted August 22, 2014 Thanks Ieper, it works! Quote Link to comment Share on other sites More sharing options...
Stan` Posted August 22, 2014 Report Share Posted August 22, 2014 Couldn't it be fixed in the main game as well ? Quote Link to comment Share on other sites More sharing options...
leper Posted August 22, 2014 Report Share Posted August 22, 2014 Fix what? Quote Link to comment Share on other sites More sharing options...
Stan` Posted August 22, 2014 Report Share Posted August 22, 2014 You answered on the trac. Though I think they should be by default gaia, and even being able to change them. Quote Link to comment Share on other sites More sharing options...
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