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Alexandermb

0 A.D. Art Team
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Everything posted by Alexandermb

  1. i will do the others with feathers, and the crest. rome coolus.7z the kush blend file don't have the texture images, try using this:
  2. if its still needed i could import the slinger animations with props and textures if he has blender, so it would be more easy to see the exactly seconds, and pause the animation too.
  3. while i'll wait for the patch i think the helmet of the marian legionary could have an update
  4. @stanislas69 have a look at the files, for now i'm only using the marian legionary the idles only have done a few since they don't remain at idle formation. Roman_legion.7z
  5. The caps are there since that time you told me about the caps and others OS they will be changed, for the spearman i guess the anti cavalry formation wouldn't harm isnt it? Circle formations are possibly? the document says rectangle, square, triangle but dind't saw circle if the formation allow use the space between each row i would delete the 45 degrees but whitout it the space between him and the others 2 is big enough to make harm so the formation will look strange
  6. And this is the half of the testudo formation, maybe i should do it as a new variant just for testudo: PD: yes i will delete the caps, i haven't touched this file since i downloaded the SVN
  7. i wonder the same but the "toys" show a floating shield if looked from back while the photos shows only from the front plane, for now this is what i have done, the guys on the middle always lack of weapon and hold the shield with 2 hands so the formation is indeed just for defense and not for attack as the anti cavalry formation 16 48 More 48+ here don't remain at idle, maybe i pasted the code wrong,
  8. on the diff file the idles should stay or they only remain for a few seconds?
  9. At least is a start, the 3rd row should show the upper shield animation, haven't done the left side animation yet, walking speed highly decreased compared to how it is on public folder to 0.15 (or 0.25)
  10. also, how i could assing the left/right animations? i haven't learned yet how the 1..1,1..-1 works about position.
  11. https://www.sierratoysoldier.com/ourstore/pc/Roman-Testudo-c1414.htm
  12. Idle should be crouched or standing?
  13. @stanislas69 is there something else i need to check, to show the testudo formation ? only the phalanx show
  14. Yes, the all 5 have 0.50 on the event tag, heres are some screenshot with the bows on 0.35
  15. @stanislas69 event needs to be the same, before was event="0.50" thats why its unsync
  16. Then you can review the animations. Mod folder Camel_New.7z Also the traders camels needs to have something to show their faction colour but idk what should be added, any ideas?
  17. thanks in that case i'll test it today, since you are here and i don't remember where to report this, all bows have a little time variation compared to the attack animation of the infantry/cavalry the bow seems to fire first.
  18. The formations are started to working or is a patch you've made? if it so i could try again, last time i remember i barely could see the clipping or the animations working they switched from testudo to normal walk and so on.
  19. Actually, i looked today the run animation and i remember the javelin guy has a shield in the arm and the run animation of the archer is something like this so the shield hand will start clipping with the face/body should it use the same of the archer and change the rein from the left hand to the right while running?
  20. in the blender file the rein has inverse cinematics thats why its flying it already have the animations for run, trot gather and others. Capturing, gathering, promoting or attacking remains there. Only run left for the javelin animation and done.
  21. Plain cow brow then, i'lll make it soon so i could start making the attack javelin animations.
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