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Alexandermb

0 A.D. Art Team
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Everything posted by Alexandermb

  1. Simple deform and array probably, curve isn't very helpfull in this things because of imperfections at the end. however with a simple deform and array it gets a better angle and lastly a mirror modifier. Door texture could use a re-texture in the rome_struct file. @Stan` anything possible with substance painter?
  2. i was wondering the same about props, so i did some extra variants whitout props for capes and whitout blood on death. that might have been a performance leak all this time. Fixed both issues. Thanks on the catch up!
  3. Dont know if it's possible to achieve this kind of noise whitout too much background noise. The starting seconds rocks slightly falling like small pieces of dust and rocks. Would help a lot on the impact sounds of buildings in any kind of hit. And the big rocks collapsing sound at the end should be good for a ram impact hit.
  4. The main mesh should also have in the Vertex weight groups the prop bones parents, as well as those parents linked to other bone such as root bone. Otherwise it will tell you that and won't find the prop bone.
  5. No please! don't remove the crater that crater is needed strongly for all artillery shots decals. Maybe the same dust but more stronger at the beginning, thought i really don't know how particles works so far.
  6. Also, could be good to make the dust darker and stronger to hide the crater popping up.
  7. if its attached to the projectile after impact it will stay in the ground, however don't know if its possible to change projectile after impact.
  8. i belive i will have to split for ranged but also if ready variant is ever implemented it will also should be split for match the ready variant of the actor.
  9. What if the attach point minheight, maxheight is used ?
  10. thats sounds good for a immersive perspective however we would lack some good textures for differentiate some of them.
  11. For Slaves, maybe spawn entity on death could be spawn some slaves based on buildings such houses and civ center. Civ center: 10-15 Male Slaves. Houses 2-3 Female Slaves. After being destroyed the house spawn a capturable on sight gaia entity slave. This could be good for force early game rushes attacking houses of the enemy in order to get some early slaves and economy boom.
  12. Can you mention what features? i would like to have a vision of it. New idle relax for archer done, as well as the new jog animation: Plan: New Idle Ready for archer: While the idle relax keeps the bow whitout being stretched in order to retain the silouete of the archer, the ready version stretch the bow as if its "ready" to fire: All of this with having in mind to retain as much as possible from the main animation, considerating that we only have archers using ready variant pose: Now i just need to do some relaxed idles and ready jog animation and we are done with the archer and probably covered all the infantry natural idles.
  13. Made jog relax and ready animation for the slinger as well as some idles
  14. If possible, take spearman cavalry and pikeman attack speed to a realistic level, at this moment the spearman cavalry attacking animation is too slow because of the attacking speed.
  15. Approaching to resource? if decition is made, i am willing to make the animations As soon as possible. @Stan` thoughts?
  16. @Stan` also would be nice if we could have approaching to resource variant. showing tools while walking to gather. Axe in the shoulder or holding with both hands while approaching to the trees (like aoe aha)
  17. Yep, they do one on one. If you mean by death animation, i would only take the latest attacking entity.
  18. @Imarok @Freagarach would you know a way of implement death variant's based on attack? also attack variant based on entitiy? For death; if i got hit by an arrow i would play an animation with an arrow on the knee... in the heart. For attack: if im attacking a cavalry i would hit the rider, not only the horse.
  19. "COMBAT.APPROACHING" remains the same, so they always gonna walk attacking the enemy in "ready" variant, however stance based variant would help if stances make a difference in future gameplay. Like this: Violent: increment movement speed 10% while reducing defenses 10% Aggresive: incrementing movement speed 5% while reducing defenses 5% Defensive: Movement speed and defenses as usual. Hold Ground: Attack Reduced by 5% defenses increased by 10% while standing ground. Passive: Defenses Reduced as the infantry isn't aware of any threat (perfectly for ambushes) Walk speed to a human realistic walking speed, attack lowered and gathering rate increased. just an example stats arent 100% accurate. If that were the case, aiming for realism and making 0.A.D. one of the few making stances more than just a behavior but also an strategy.
  20. I'm kinda Lost on what could be the differences between animations variants for stance. Passive from Defensive por example. Aggressive from Violent.
  21. i think i've managed to implement variant based on stance following @Angen works on Assault Rifle UnitAi Test.
  22. Scutum is ready (Not committed yet), but gonna implement a new actor on the main game for have some shields covered: *Oval whitout spina and round boss* Round boss gonna be used on parma shield. Praetorian Guard: @wackyserious do you have some texture stored in your assets for this guy ?
  23. And probably for the long weeks of bugs that will come at the beginning
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