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by Beherith
17 Jun 2018, 14:22
Forum: Map Creation
Topic: MapConv(NG) for Windows crash on big map sizes
Replies: 11
Views: 680

Re: MapConv(NG) for Windows crash on big map sizes

That metalmap error was throw because metalmap is traditionally the red channel of 8bit rgb bmp e.g metalmap[row,col][0]. Use 8bit rgb metal map instead of 8bit greyscale.
by Beherith
28 May 2018, 10:33
Forum: Map Creation
Topic: Base map package
Replies: 3
Views: 435

Re: Base map package

Is this deprecated or just outdated?
viewtopic.php?f=56&t=26028
by Beherith
27 May 2018, 22:53
Forum: Map Creation
Topic: Base map package
Replies: 3
Views: 435

Base map package

I see there have been recent advancements w.r.t. lua mapdefs, lua metal spots, geo widgets, custom shaped startboxen, dynamic player start positions, and anything else I may have overlooked. I plan on updating a few of my more popular/outdated maps, and I would like for someone to link me to a map t...
by Beherith
27 May 2018, 08:59
Forum: Map Creation
Topic: Faking steep cliffs
Replies: 19
Views: 1658

Re: Faking steep cliffs

Nope, purely my own.
by Beherith
23 May 2018, 15:29
Forum: Map Creation
Topic: Faking steep cliffs
Replies: 19
Views: 1658

Re: Faking steep cliffs

Check edger.py in this zip (like 700MB) , license: PD

http://imolarpg.dyndns.org/spring/alter ... onghold.7z
by Beherith
23 May 2018, 14:00
Forum: Map Creation
Topic: Faking steep cliffs
Replies: 19
Views: 1658

Re: Faking steep cliffs

Let me leave this here. Post if you want the code that does it.

viewtopic.php?f=13&t=32228

Image
by Beherith
19 May 2018, 08:28
Forum: Map Releases
Topic: Enceladus
Replies: 17
Views: 1317

Re: Enceladus

Anyhow, this is how far I got with the changes, as i feel it is better to share results than to let them bitrot on my hdd.
(tweaked splats and lighting, more tweaks since last screenshot)

http://imolarpg.dyndns.org/spring/enceladus_1.sdd.7z
by Beherith
14 May 2018, 21:58
Forum: Balanced Annihilation
Topic: BA genetics or what makes BA fun.
Replies: 2
Views: 529

Re: BA genetics or what makes BA fun.

I was never able to put my finger on why I found BA to the best RTS for me, or why Ive spent several thousand hours on it. But you make some interesting arguments.
by Beherith
12 May 2018, 20:12
Forum: Map Creation
Topic: Really nice trees, could they replace engine default ones?
Replies: 33
Views: 3151

Re: Really nice trees, could they replace engine default ones?

Added the license.

Found a really nice technique for making efficient and pretty foliage for regular trees.

The trick with the normals is superb :)

Image
by Beherith
10 May 2018, 19:34
Forum: Map Releases
Topic: Enceladus
Replies: 17
Views: 1317

Re: Enceladus

Silentwings, I dont quite understand what you mean. Could you elaborate?
by Beherith
10 May 2018, 18:31
Forum: Map Releases
Topic: Enceladus
Replies: 17
Views: 1317

Re: Enceladus

I tried to match the screenshot. Better/worse?

Masterful use of specular on your side :)

Image
by Beherith
09 May 2018, 11:35
Forum: Map Releases
Topic: Enceladus
Replies: 17
Views: 1317

Re: Enceladus

Excellent looks. However, your DNTS configuration is very strange to me. Do you mind if I take a shot at it?
by Beherith
23 Aug 2017, 14:55
Forum: Balanced Annihilation Reloaded
Topic: Future of BAR
Replies: 9
Views: 1482

Re: Future of BAR

Indeed, the license is now clear. Sorry for not changing it earlier, but I had plans without time or energy to follow through.
by Beherith
20 Jan 2017, 12:00
Forum: Map Creation
Topic: Really nice trees, could they replace engine default ones?
Replies: 33
Views: 3151

Re: Really nice trees, could they replace engine default ones?

Both, two available LODs are better than one. Just one thing, while creating the trees, i found it marginally better to have 3 separate models for the foliage types. Would it be much better if I focused on making just a single model for all textures, at the cost of a minor amount of overdraw, or ca...
by Beherith
19 Jan 2017, 13:57
Forum: Map Creation
Topic: Really nice trees, could they replace engine default ones?
Replies: 33
Views: 3151

Re: Really nice trees, could they replace engine default ones?

Forb, could you link me to an example map where you use this? Or a screenshot?
Are the models/textures in spring features, or in evo?
by Beherith
19 Jan 2017, 13:11
Forum: Map Creation
Topic: Really nice trees, could they replace engine default ones?
Replies: 33
Views: 3151

Re: Really nice trees, could they replace engine default ones?

Jools, the reason the old AD-0 trees were so bad is mostly because of overdraw. This is especially apparent when zoomed into one, or when many are on-screen. Forb, your approach is also valid, but this addresses two things, 1. Better model than old 0ad tree, with better performance to boot (feel fre...
by Beherith
19 Jan 2017, 11:59
Forum: Map Creation
Topic: Really nice trees, could they replace engine default ones?
Replies: 33
Views: 3151

Really nice trees, could they replace engine default ones?

I like the pine trees we use from 0 AD, (usually named ad0_pine****), originally posted in the feature resource thread. http://beherith.eat-peet.net/stuff/screen226.jpg But after a couple of years of use of them, I started to become annoyed with some of their issues: -They suffer from massive overdr...
by Beherith
06 Nov 2016, 11:12
Forum: Map Creation
Topic: Change Light map value
Replies: 22
Views: 7417

Re: Change Light map value

Could you please post more information on what visual you would like to achieve? Its not apparent to me from your post..
by Beherith
01 Nov 2016, 02:48
Forum: Engine
Topic: /debug should show draw calls and triangles drawn per frame
Replies: 1
Views: 950

Re: /debug should show draw calls and triangles drawn per frame

In my experience, the engine can reasonably push a few million tris per frame at 60fps, and the related perf is more dependant in how many models/draw calls that this amount is split over than anything else. If you want more exact numbers on draw calls and this, i suggest you use geDebugger with spr...

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