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  1. hi, I´m working on some animations searching for a caracteristic move that identify the game like no other before (i think thats we must look for). I wanna keep trying and testing but i dont know where can i find the textures files of every model, I think thats necesary for making a good animation for every single unit. Here it is, i hope u like it Pd: if anyone can tell me where can i find those textures, I would really appreciate it
    2 points
  2. I started modeling this, so, here is a WIP. I might have to redo some fo the parts to get the polycount down, but I'm going to make it as I first intended, and I'll see how much detail I have to cut back. Right now, I'd estimate that it end up being around 2700 triangles + statue on top, so it's a bit heavy.
    1 point
  3. This thing looks really neat. Should I model it?
    1 point
  4. Gaia's fauna do have an very primitive behaviour prey flee and the predators hunt lost a few spearman in the early game when I didn't notice a predator close to the trees they were chopping.Boars are also very aggressive. Enjoy the Choice
    1 point
  5. Your animations and transitions look incredible man. I really like them even if they're not finished yet. The big problem is that the engine doesn't support transitions between animation states (states = loops) yet. I still have to make some minor tweaks to the armature that I posted, like adding one or two prop-bones, but I think it shouldn't create incompatibility with the work you already did. I'll do them asap if you're willing to keep making this awesome stuff. Here's a list draft of the animations I could think of. Ask any question/doubt you may have about them or how the engine manages the animations. (Even in spanish if it easier for you lol )
    1 point
  6. You need have SVN version preferably . And the textures are in Binaries/Data/mods/public/art/textures/skins/skeletal And here you can need some other basic info.( is some outdated) http://trac.wildfiregames.com/wiki/ArtDesignDocument
    1 point
  7. Actually the latter is not true. When I managed to get the armature in Blender, Enrique was able to make new animations, (ie : fishing guy + Testudo anim...) We basically can use the new unit meshes and the old anims. Enrique wanted (wants ?) to get rid of everything and start from scratch, therefore he made new rigs for units (ie : see my archer thread where the guy is opening the hand. Typically, you couldn't do that before, because hands were only one bone). Even that need new anims. At least walking, running, attacking (one handed, two handed, spear, archer, slinger), dying + gathering (wood, stone bush fish etc.) I am the only one I know of that is working on it, and my work doesn't meet the required quality. So I believe we will stay with old meshes, at least until april, if not June. After playing the settlers you can only do
    1 point
  8. The IPA transcription I have provided is based on the Latin spelling and pronunciation article on Wikipedia, which in turn is based on several books on reconstruction of Classical Latin pronunciation, particularly Sidney Allen's Vox Latina. It's certainly true that relatives of Latin such as Ancient Greek, and its closest descendants, like Italian and Spanish (if they're what you're referring to), didn't have nasalized vowels (Sanskrit and Proto-Germanic did, though). But nasalization in Latin is suggested by the fact that the nasals n and m were lost in certain cases (both in inscriptions and in the Romance languages: cosol for consul; Italian mese and French mois for Latin mensis), final vowels + -m were elided before vowels in poetry, and in the cases where n and m are lost, there's indication that the preceding vowel was lengthened. Loss of nasal with lengthening points to nasalization. This is the reasoning given in Vox Latina. (Another source is Allen and Greenough's Latin Grammar; The Blackwell History of the Latin Language mentions only nasalization of final vowels before -m.) I've been doing some recordings of Latin lately for Wikipedia, and maybe I will try pronouncing the phrases and see if I can see what you mean about emotional expressiveness. Italian has similar stress and is emotionally expressive, so maybe the problem can be worked out.
    1 point
  9. Update #4: I believe it has been quite a while since the last week so here is another one. Let's start with the bad news: my development PC broke down last week with a faulty HDD so that delayed the coding side. Luckily I had the code on a different hard drive so my work from the past week is not lost. (I did lost a number of photoshop files I created, like the Mapping Contest banner/symbol, though) The Good news: the map has received a number of painting updates in order to populate the world more by adding a number of small villages: I hope you enjoyed the map A Silent Day In Gaul! Keep in touch for other updates!
    1 point
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