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Alexandermb

0 A.D. Art Team
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Everything posted by Alexandermb

  1. Something like this the pony or even smaller ? Horse Pony
  2. @wowgetoffyourcellphone no matter how i move the uv in the chest, they weren't made for this horse when i fix the uv for one they break for the other and so on.
  3. Thats correct, it can be just scale down the mesh and every animation and Works the advantage is that i got the Native blender file which allow to rescale whitout breaking something. looking and the 2nd image, could be scale the legs and make it a Little more fat i guess ?
  4. I think i found somewhere its planned but not yet High Priority, and well in the way 0 A.D. Goes by now isn't imposible nor yet a bad feature, imagine how good can be having this feature specialy in campaing gameplay. With carefull and good development 0 A.D. could be whatever you liked before in any RTS specially now that this good kind of RTS are dying by Turn Based horrible gameplay games with just pretty graphics for satisfy PS4 XboxOne people complaining about lack of graphics for games they aren't going to play.
  5. @Itms its posible to tweak the upgrade code by this way?: Make it spawn an entity after upgrade its ended. Upgrade again the entity but this time with a given condition: Having selected both units and after the upgrade is complete delete "B" entity. Thats my only thought about mount/dismount so far by now.
  6. i Guess when everything is commited i could start working on mount/dismount animations so we have the files ready to go before the gameplay feature goes implemented.
  7. Here are the files with the latest changes including the promotion/capturing animations, the heads of the gaul horse and some fixes, also slowed by 20 the death animation time. Horse_new.7z When everything its commited i'll upload the blender files cleaned for the art repo. Also when i got time i'll make another gif files for every animation, older gifs won't work anymore they are all modified, or in case someone could record in the atlas directly it will be very helpfull, otherwise i'll make an escene for a more Drama-like effect like the Enrique's animation showcase in blender.
  8. @wowgetoffyourcellphone the promotion is ready and is beautiful.
  9. 1. i'm still doing that one because its a bit harder tan the slow run which is walk now i was thinking on use the trot for the heros so i'll leave them with unique animations. 3. you mean the heads in the horse neck ? i dind't touch those yet so if i get there i could change the models from the old heads to the new heads. 4. i did a longer one (just stretching) for the mace cavalry the one they are using but i dindn't make it more longer for work on it more accurate. 5. i Agree on that after i did the capturing animation i swaped inmediatly to attack, but i found a way to make it similar to enrique's by copying the animation and just fixing the legs so i will use it for the cavalry as well. 6. Noted i check later. for the promotion animation i was thinking on the movie Alexander and those statues in my country of Simon Bolívar, but i dind't was going to get too much for Hollywood unless team approves.
  10. @Sundiata @wowgetoffyourcellphone the latest files have been checked?
  11. @stanislas69 isn't much but at least a bit bend Zebu17.7z
  12. @stanislas69 you mean like this or when falling ?
  13. Sirvió mas de ejemplo el de la escena de roma, la de Alexander casi ni se ve, y como dice lord el sonido ayudaría bastante.
  14. It remembers me what Warcraft 3 have in their maps which AoE doesn't but many other RTS have (Rise and fall civilization at war/ Rising Kingdoms) and adds a delightfull touch to the gameplay about map control this is a really nice touch i'll like to see in 0 A.D. Good job!
  15. For the projectile you could make an armature with at least 2 bones 1 called A and the other called prop-A both in the same place but the prop-A attached (Parented) to the first bone, then attach in the XML file the axe to the prop bone (or any other thing you like to add) and animate a 360 degree rotation like a clock in the Z Axis if the axe head is in the Z Axis just 1 rotation it will took like 20 frames and then you set the speed in the XML file as an idle animation this way the prop having an idle animation it will rotate infinite times. thats my tought but i haven't tried it before. @Hello For the Hero "ability" you could add an aura to the hero and then specify in the aura wich units to affect if you only want to affect an specific kind of unit make sure the unit have an unique Class example= to affect.
  16. @Sundiata the animation is 150 frames lenght 150/6=25 that means it will took 25x2 to manouver while the current animation is 0>50 flat 51>150 manouvering for smooth look like, what i could do is copy the animation in the flat time and make another animation with only flat movement and use 3 variants 2 flat 1 manouvering.
  17. Ok i think i got the snake-like tail movement thanks to someone who helped me in here with some math example,, now its just fix the bounce and try what sundiata says
  18. Thats for the speed, i tried what @Sundiata suggested but they broke some things so i reverted everything and went first into the speed theme. I did some test with curves yet they need some carefull look.
  19. @stanislas69 check this file scaled the frames to 140 and in 30fps. If i'm not wrong it was the speed and the time of the frames Croc.7z
  20. Question: What should i do for make the tail more like a snake?
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