wackyserious Posted March 12, 2016 Report Share Posted March 12, 2016 [ Work in progress ] Spoiler A hide/toggle actor/entities button in Atlas would really be helpful for map makers. Currently, it is hard to modify terrain under preplaced entities. 2 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted March 12, 2016 Report Share Posted March 12, 2016 Nice, Its weird but this map is common in many rts mountains/ hills rounded by poplar trees. Is highly recommended have one of them in the game. The other common is rounded by pines the game have those. the units have very looking in there( Millenium units) 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted March 12, 2016 Report Share Posted March 12, 2016 (edited) Side note, I like how bright and lush the lighting is in 0 A.D. The Cossacks 3 video the other day looked sooo dark and dreary, like a lot of AAA game. Edited March 12, 2016 by wowgetoffyourcellphone 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted March 12, 2016 Report Share Posted March 12, 2016 9 hours ago, wowgetoffyourcellphone said: Side note, I like how bright and lush the lighting is in 0 A.D. The Cossacks 3 video the other day looked sooo dark and dreary, like a lot of AAA game. 0A.D is represent with a light by a sunny day. And the engine don't have a cloudy one. Quote Link to comment Share on other sites More sharing options...
wackyserious Posted March 12, 2016 Author Report Share Posted March 12, 2016 1 hour ago, Lion.Kanzen said: 0A.D is represent with a light by a sunny day. And the engine don't have a cloudy one. I hope the devs make other lighting variants.. 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted March 12, 2016 Report Share Posted March 12, 2016 35 minutes ago, wackyserious said: I hope the devs make other lighting variants.. yeah the actually system only emulates a cycle of day don't have variant by weather. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted March 12, 2016 Report Share Posted March 12, 2016 OK I found, isn't planned(or have a ticket) but exist the concept in the trac. http://trac.wildfiregames.com/wiki/Background%3A_Weather 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted March 13, 2016 Report Share Posted March 13, 2016 7 hours ago, wackyserious said: I hope the devs make other lighting variants.. Very easy to make lighting variation in Atlas. Quote Link to comment Share on other sites More sharing options...
wackyserious Posted March 13, 2016 Author Report Share Posted March 13, 2016 Will there be performance problems if I place trees (entities) in impassable areas like mountains? (Will the current AI ignore it? Or will the AI persist on reaching the target?) Quote Link to comment Share on other sites More sharing options...
niektb Posted March 13, 2016 Report Share Posted March 13, 2016 The AI will try to reach it, but since it's impassable terrain you also could actors instead (since the AI doesn't try to gather those) 1 Quote Link to comment Share on other sites More sharing options...
wackyserious Posted March 19, 2016 Author Report Share Posted March 19, 2016 Only halfway finished, but it is already causing performance issues.. (Not sure if I'll drop the development, or rethink the design of the map and try use less flora entities) 1 Quote Link to comment Share on other sites More sharing options...
sanderd17 Posted March 19, 2016 Report Share Posted March 19, 2016 @wackyserious, what sort of performance problems do you have? Is it rendering, or other components (f.e. pathfinding or obstruction calculation)? You can check it by opening it in the main game (Atlas isn't really representative) and pressing F11. You can see the computation time per component per frame (so the longer the computation, the more that component is responsible for lag). Quote Link to comment Share on other sites More sharing options...
niektb Posted March 19, 2016 Report Share Posted March 19, 2016 The Forest is quite thick, you might want to reduce that (and keep the amount of actors low) Quote Link to comment Share on other sites More sharing options...
wackyserious Posted March 19, 2016 Author Report Share Posted March 19, 2016 Yeah, the issues are caused by too much actor files, similar to the Crossroads (3) map, I might rethink the forest design and reduce the flora actors.. 1 Quote Link to comment Share on other sites More sharing options...
mimo Posted March 19, 2016 Report Share Posted March 19, 2016 On 13/03/2016 at 0:33 PM, niektb said: The AI will try to reach it, but since it's impassable terrain you also could actors instead (since the AI doesn't try to gather those) No, the AI checks the accessibility before trying to gather. But you may still have a problem with UnitAI (which controls the automatic behaviour of all units either AI or human). When finishing one tree, it will switch to the nearest one without checking on accessibility. 2 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted March 26, 2016 Report Share Posted March 26, 2016 (edited) On 3/19/2016 at 6:03 AM, niektb said: The Forest is quite thick, you might want to reduce that (and keep the amount of actors low) On 3/19/2016 at 6:19 AM, wackyserious said: Yeah, the issues are caused by too much actor files, similar to the Crossroads (3) map, I might rethink the forest design and reduce the flora actors.. The new oak trees are very heavy on the triangle count (too heavy -- some of the downward facing branch planes could be optimized by removing a face -- water reflects underside of 1-way tree branch planes anyway so no need for this face). But since they are larger in screen size than the old oak trees, I just increased their wood amount to 300 in Delenda Est and use fewer of them. I would love larger Baoababs and Pine Trees (Douglas Fir?) too! btw guy, I like your rock orgies. They look nice from a distance. Edited March 26, 2016 by wowgetoffyourcellphone 2 Quote Link to comment Share on other sites More sharing options...
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