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Everything posted by Stan`
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You'll need the other details for it to be credible. Gorgona without snakes... Meh
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For some reason feels more Japanese than greek to me. Do you have the reference ?
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That would be for part 2 but you can make thm for DE
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Sure
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You need to add either <ResourceGatherer disable="" /> to your unit or remove in template_unit.xml
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- bronze age
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Yes only if you want to
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Let us know if you need guidance
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It's better now. Can you try with a little less yellow saturation and less dirt ? I guess the red straps (are they player color btw ?) Looking kinda too nice compared to the scales. It's missing the head feather thingy too Sure make a third version if you'd like. Put them side by side so we can see if they fit together in the game.
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The text below ?
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I believe that's because you are missing the HDRI Yeah I read just seemed weird at first
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UI Bug - Structure Tree Doesn't Fit 4:3
Stan` replied to sphyrth's topic in Game Development & Technical Discussion
Hey @sphyrth, Unfortunately like your original complaint this isn't new. Here is the ticket which I believe covers what you want #3038. @elexis was the last person to work on it, and he is working on the GUI cleaning currently maybe that'll make things easier ? The quickest fix in my mind would be to set the minimum resolution to something like 1366x768 and say anything below is not supported but I don't think that's the solution I mentioned. You could set the gui.scale to 0.9 in the user.cfg as well but that's nothing but a workaround... -
Hi! (multiple profiles artist)
Stan` replied to Iakobos's topic in Introductions & Off-Topic Discussion
I guess it's because of screen ratios and the way the background slides. In some cases the background could slide enough in one way and the rest in the opposite direction that there would be a black spot. With the background tiling that would feel that spot -
Maybe you could try to match @Enrique's old bronze tone this one looks quite yellow. Also the scales are not in the right direction but that seems so be the case in your reference so meh
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Hi! (multiple profiles artist)
Stan` replied to Iakobos's topic in Introductions & Off-Topic Discussion
That's because there aren't that many (Which IMHO is nice cause you find them quickly) For portraits the list of heroes is in the art dev task tracking thread Currently no one is working on them. Yeah Alexandermb is focusing on the existing stuff though, not the new ones or Micket's forsaken ones you can find a list here with what they are missing. All the heroes in the art dev task list are pending and not taken by anyone. @LordGood Might be of greater help as he made the old one. Just know that they should be separated in multiple layers usually sky background and foreground characters so that each of them can slide independently giving the impression of movement -
Nah that's for the report
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Elephant and Horses will also have assets and animations
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We should reorganize the blender files at some point, because I don't really know where to put them...
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I liked the old one, but if you believe the new one will be better... Btw for the texture noise look at the new blender denoiser (maybe it's only in 2.81) Okay, it should be uploaded as well someday
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Well it saves some draw calls since the armor was baked onto the texture using → https://trac.wildfiregames.com/browser/art_source/trunk/art/textures/skins/skeletal/seleucid elephant?rev=22222 Since you are remaking everything though, I guess it's up to you I see a lot of useless materials using. Maybe you could clean it up ? Also the horse displays as purple, so I guess it's missing some textures (Pack them into blend and remove the missing ones) ? Does the blend file contains the nodes to bake the horse skin ?
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Great work ! Keep it up. Keep in mind that the three (there is also the non armored asian but it's the same as the other asian) elephants are different Namingly because of the ears and the size. There shouldn't be some weird stretching because of that. Also make sure to remove the useless vertex groups
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Well I wish I had known that before I spent three days fixing those animals... At least you'll be able to use them as reference completely
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@Alexandermb Here are the (hopefully) fixed armatures. I made three blend files are there are three different elephants though the armature is roughly the same. Keep in mind you will need to reexport all the elephant animations just to be safe, and because else that would trigger the same issue than with the unit mesh. Asian elephants should have 63 vertex groups, and the africans should have 61. elephants.7z
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Is it part of the horse mesh or separate ?