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    1. Announcements / News

      The latest. What is happening with 0 A.D. Stay tuned...

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    2. Introductions & Off-Topic Discussion

      Want to discuss something that isn't related to 0 A.D. or Wildfire Games? This is the place. Come on in and introduce yourself. Get to know others who are using 0 A.D.

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    3. Help & Feedback

      Here is where you can get help with your questions. Also be sure to tell us how we are doing. What can we improve? What do you wish we could do better? Your opinion matters to us!

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  2. 0 A.D.

    1. General Discussion

      This is the place to post general stuff concerning the game. Want to express your love for hoplites or find people to play the game with? Want to share your stories about matches you have played or discuss historical connections to the game? These and any other topics which are related to the game, but don't have their own forums belong in this forum.

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    2. Gameplay Discussion

      Discuss the game play of 0 A.D. Want to know why the game plays the way it does or offer suggestions for how to improve the game play experience? Then this is the forum.

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    3. Game Development & Technical Discussion

      A forum for technical discussion about the development of 0 A.D. Feel free to ask questions of the developers and among yourselves.

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    4. Art Development

      Open development for the game's art. Submissions, comments, and suggestions now open.

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    5. Game Modification

      Do you have any questions about modifying the game? What will you need to do what you want to? What are the best techniques? Discuss Modifications, Map Making, AI scripting and Random Map Scripting here.

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    6. Project Governance

      Forums for decision-making on issues where a consensus can't be reached or isn't sufficient. The committees are chosen from among the official team members, but to ensure an open and transparent decision process it's publically viewable.

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  • Latest updates

  • Newest Posts

    • That's what the id tag is for.
    • i did the transition from idle to sit, sadly we don't have yet the transition, thats why i wanted to cover all bones, specially the mouth is esencial for the camel, also had 2 idles more but will break reins for the archer camels, for ex; i'll have to make 2 idles for the rein for match the other animations but as the idle variant "idle1-2-3" don't play similar the rider/props from the mount they will be like flying and clipping everywhere. 
    • Had the chance to take a look.  1. The major issue with the animations are that the legs and feet are splayed too far apart. Most animals, and I assume camels are the same, position their feet close to their centerline when walking, so that their legs come down at a slight angle [imagine a line drawn from the hip or shoulder of the leg down to where the feet meet the ground, it should be a slight angle inward toward the centerline, not completely 90 degrees]. The elephant animations are wrong in this way too. lol.  2. I like the kneeling it does when gathering meat! Good job. I only wish we could have transitional animations! 3. I think the death can be like 20% slower as they fall. 4. Would be nice to have a couple of different idle animations. Right now the camel looks rather bored. Would be hilarious if the camel chews the cud as it stands there.   https://media.giphy.com/media/qYr8p3Dzbet5S/giphy.gif  
    • What's sting/clangor? Hack and Crush damage? Cool program though! Would be very useful. As far as siege differentiation, you're right, things could be made to be more different between civs. Though, IMHO, mostly that should be done with Civ Bonuses [which are limited to only a few per civ] and Technologies [where the player can choose how they want to differentiate their units based on current battlefield conditions]. The Roman bonus in siege is basically one of their civ bonuses.  
    • A: "Available Population" sounds good for the amount of population slots available because of the amount of housing built. B: "Maximum Population" or "Population Limit." What players say in chat will always vary from what the game says. "Rax" instead of "barracks" for instance. So, they can say "pop cap" when they mean "Population Limit."
    •   Use shield_arm attachment point like the other pikemen and adjust the model from there.
    • Please please, do not use player color like that. It is very inconsistent visually from other textures to do that. I'm talking about making the whole armor soft player color. I tried some of your Greek armor textures with all that player color all over the linothorax and it did not look good. It washed out a lot of detail.
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