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Enrique

WFG Retired
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Everything posted by Enrique

  1. Thanks for your input Thorfinn. These 2h weapons animations were developed having in mind the unit "brit_champion_infantry" already in-game which has a 2handed stance and uses a sword with longer hilt and blade as you correctly pointed. I do not know if equipement is accurate or not (I presume it is though). Even if we don't end up using them, I think it'll come in handy for modders to have 2-handed weapons animations in the library for them to use. I'm open to any critique you may have on the animations. I've just seen your swordsmen animations and look awesome! I don't see the reason why we shouldn't add it into the game too!. The more attack variations, the merrier Regarding the attack animations speed (and all animations shown tbh): You have to keep in mind that the speed of the animation in blender is non-important (except the pace of the motions taken during the same animation) since the overall speed of the loop is defined in the actor xml. What I mean is: if it looks great in slow-mo, speeding it up or down is going to look good as well. The overall speed don't need to be tweaked in blender. But I agree with you in the javelin attack: it will look less wobbly when its sped up in the game, but I'm still not happy with it (too much wind up and recover, unbalanced) will probably be redone. I've thought of that too. But discarded the idea currently since it will have very little impact on the whole animation and became very low priority for me. Slings being animated is a must though. (I remember you did some amazing work on that area already) Some more input about the animation developement: I got to the same conclusion as you LordGood, max range of melee units is too short. A quick test of two swordsmen in atlas attacking each other, they'll come close enough to kiss before they start using the sword, and then their attack animations overlap a lot. This is essential for the animator to nail the attack loops spacing , so I barely focused on attack animations until this is discussed and addressed in the team. I think the code is not there yet. At the moment just manual definition in the actor of which of the walk/jog/run variations the unit will use when moving. Charging is just moving the units faster to the enemy which would just trigger the run_ready variations until they get to a position where they can reach the enemy to start the attack animation or back to idle_ready if the charge does not reach the enemy. Improvements on the animation system that all these stances allow are: Select between the walk/jog/run depending on the unit speed on the map. (and even have acceleration from 0 until the unit reaches destination) Modify the unit's animations from relax to ready depending if there are enemies nearby or if the unit was tasked to attack.
  2. Hey guys! I've been really busy these past months, but I bring some juicy updates! I've been slowly but steady progressing on the animations developement whenever I could. Here's a teaser with what is currently in store, and the current state of the new animations roadmap. Here's the status of the new units animations roadmap. Blue: finished purple: WIP red: Planned orange: needs review !NOTE! Last updated: (11/22/2016) ATTACK IDLE: IDLE READY WALK RELAX: WALK READY: attack_2h_a Idle_relax....(generic) Idle_ready_2h walk_relax (generic) walk_ready (generic) attack_2h_b Idle_relax_generic Idle_ready_bow walk_relax_bow walk_ready_2h attack_2h_c Idle_relax_2h Idle_ready_hoplite walk_relax_healer walk_ready_bow attack_bow_back Idle_relax_bow Idle_ready_javelin walk_relax_javelin walk_ready_hoplite attack_bow_hip Idle_relax_female Idle_ready_pike walk_relax_shield_hoplite walk_ready_javelin attack_javelin Idle_relax_female_long Idle_ready_slinger walk_relax_shield_javelin walk_ready_pike_bigshield attack_shield_sword_a Idle_relax_female_short Idle_ready_swordshield walk_relax_shield_pike walk_ready_pike_smallshield attack_shield_sword_b Idle_relax_healer idle_ready_guerronshield walk_relax_shield_spear walk_ready_slinger attack_hoplite_a_b_c_d_e Idle_relax_hoplite walk_relax_shield_sword walk_ready_spear attack_spear Idle_relax_javelin walk_relax_female walk_ready_guerron_shield attack_pike Idle_relax_pike walk_sup_trader walk_ready_guerronshield attack_howdah Idle_relax_slinger attack_dualsword Idle_relax_spear attack_slinger Idle_relax_sup_trader JOG RELAX JOG READY RUN RUN READY SUPPORT / COMMON jog_relax_generic...(bow) jog_ready_hoplite run_generic run_ready_2h death_a jog_relax_healer jog_ready_javelin run_shield run_ready_bow death_b jog_relax_shield_bow jog_ready_pike run_relax_2h run_ready_shield_spear sup_build jog_relax_javelin jog_ready_slinger run_relax_javelin run_ready_shield_sword sup_gather_berries jog_relax_pike jog_ready_shield_spear run_relax_shield_generic run_ready_shieldarm_hoplite sup_gather_chop jog_relax_shield_javelin jog_ready_shield_sword run_relax_shield_javelin run_ready_shieldarm_spear sup_gather_chop_shieldcape jog_relax_shield_sword jog_ready_shield_javelin run_relax_shield_spear run_ready_shieldarm_sword sup_gather_mining jog_relax_shieldarm_hoplite run_relax_shield_sword sup_healing jog_relax_trader run_relax_shieldarm_hoplite promotion jog_female? chariot_rider sup_carry_berries sup_carry_meat CAVALRY CAVALRY HORSE IF TIME PERMITS/LOW PRIO. sup_carry_ore cav_gallop cav_horse_gallop attack_ballista sup_carry_wood cav_trot cav_horse_trot idle_ballista sup_gather_fruit cav_walk cav_horse_walk attack_oxybeles sup_gather_meat cav_idle cav_horse_idle idle_oxybeles sup_farming cav_attack_spear cav_horse_attack_spear idle_phishingboat sup_seeding cav_attack_sword cav_horse_attack_sword row_phisingboat sup_slaughter cav_attack_javelin cav_horse_attack_javelin push_ram sup_gather_treasure cav_attack_bow cav_horse_attack_bow attack_ram cav_death cav_horse_death idle_ram cav_carry_meat cav_horse_carry_meat idle_lithobolos cav_promotion cav_horse_promotion attack_lithobolos cav_slaughter idle_polibolos cav_elephant_attack_bow attack_polibolos cav_elephant_attack_javelin ptol_fishing_idle cav_elephant_walk ptol_fishing_row cav_elephant_idle ptol_fishing_fish scorpio_dile scorpio_attack
  3. I think they just painted all white and then in top of that the writings/paintings. The facades of temples too. Makes sense to be able to get nice colors and avoid heat.
  4. Lion, the problem that people point out with the mix of cultures in the ptolemies is not architectural-wise, but texture-wise. I understand that people wants authenticity, but gameplay also demands uniqueness, and having 3 civs using already a hellenistic-like textures the decision to go more into the egyptian-side looking for ptolemies was made. If the discontent with how ptolemies look is so wide I guess we should consider tuning the colors to the white side to match more closer the hellenistic set. However I'm not a big fan of this due to the 4 white-centered civs in the game.
  5. That's what I mean... Using that texture the building looks monochrome, unlike the previous iterations.
  6. I honestly don't think Ptolemaic colors are oversaturated. Check that last image Stan posted. Everything is the same color tone except the brown pillars and the roof+white sides.
  7. Can you switch places of the tent and military props? With the tent at the other side, it will be showing at the camera better as it is the default rotation angle the building will have. Not a fan of the fountain myself. The decal does not help the props to be distinguished.
  8. Hey nice work. Looking good. I would prefer more military centered stuff inside the walls instead of decoration stuff. Maybe some tents (IIRC there are some greek tents assets) Also some more shields, weapons racks and the like. The concept is good.
  9. Good work on this. Sanderd sounds much more versed on this topic than I am. Don't scrap the higher res. Texture though. I can imagine a cool scene fly-through if we ever get to implement them or for promotional videos now that we have scripted camera movement.
  10. Great structure LordGood! The only thing that looks weird to me is the 4-sided higher roof. Maybe a double-sided one would look less odd. (and the stretched brick texture in the chimney) And about suggestions, I'd suggest to halven the cloth in the lower part of the building. Currently cloth is covering a very big part of it, let it shine.
  11. That's the why of the toggle. It isn't the ideal map type to play, but it is meant to locate resources that could be difficult to differentiate because of the terrain colors. IIRC the AOE had a toggle to switch between resources/military/somethingelse excluding all other things (map colors didn't change, but all other things in the map disappeared) I think we should aim to something similar.
  12. In my opinion, if we really want to focus on readability the best option would be a "toggle" button, this would make the actual terrain always the same color (instead of depending of the biome texture) this way you could set the ideal colors for everything without having to accommodate the minimap scheme to be readable on all possible biome map terrain colors.
  13. Added 3 bones to the rig for capes animation. All capes in the game already rigged and set up to work with the armature, now I just have to animate those bones on the anims I already have in stock. Animated shield in the back of the chopping animation, have to test it in-game when I fix my PC. Here is a glimpse of some more animations on the way...
  14. I follow the "When you dont get complaints when you post something" rule. You can ask for feedback and gather it, work on it until its done, post the results and maybe (or maybe not) one day someone new in the forums may say "this is not accurate here's the source". Then is up to you to fix it if it bugs you or let it pass if it's not very impactful. Sometimes annoying, but its one of the side-effects of open-source developement. Source: experience
  15. Hey Wacky looking awesome so far. If I may, I'll suggest to give some kind of darkening/dirt on the edges of the scalemail to give it some contrast on the edges. Also it can be used to simulate wrinkles if you're into it.
  16. Don't worry about it, I made the same mistakes when I started Not 100% sure about the PS question, I use GIMP and I switched to the free version of ps CS2 (10 year old version) that was somewhat recently "freed".
  17. Leyto, much to our regret, I have to inform you that those are copyrighted image sources that can't be used in textures in 0AD. We only can use images that are licensed under CC-BY-SA 3.0 or less restrictive licenses. I know it's tricky, but it's the only way if we want to ship the game without getting into legal issues. wikimedia commons is a good source to search for textures with this kind of licenses. Also sites like texturemate.com episcura.com and any site that you can safely know the license under the image is published to be able to know if it can be used or not. Also if you use any CC-BY-SA 3.0 images, please let us know to credit the author
  18. Yesterday I went through the art repo and found some celt chainmail textures that were 256 and even 512, I'll try to post them here in case they can be useful for you. If in the picture you're asking about the helmets, it's a known must-fix caused by the new heads being smaller (will be taken care). Regarding the accuracy of those chainmails, I can't say much about it, but I can provide you with a high detail texture for it. These textures are 100% free to use, CC0. The last one is a high-res chainmail. http://nobiax.deviantart.com/art/Commission-Medieval-textures-406572548
  19. @wackyserious Any chances to get the textures in 256*256 instead of 128?
  20. Why not add the AO into the same diffuse map then? A different texture tone for the "ends" of the pieces of wood would make it more interesting and less monochromatic. Or at least some metal pieces or a higher detail wood grain.
  21. The unit textures look great. We should add them. I can't check the differences of the current walls since my gfx card broke and can't replace until next month. Although they don't look like major changes. The horse could benefit from ground-propped grass around it to maximize the blending over different ground textures. Also IIRC there were some issues with the below-ground part of the structure on uneven terrain. The squared building may be historically accurate but it lacks artistic appeal everywhere imho.
  22. Wow. That looks really great man! I'm glad the trick helped you. Using that setup you can safely import the props you need to take into account in the animation and get the exact same result of the engine. I'd say it's good enough. But if you want to go even further, the only detail that catches my eye is the rear foot. It looks very natural until the guy barely lifts the back foot from the ground because of the rest of the body inertia. Now it looks a bit like the foot gets stuck in the ground.
  23. Oh, there's an easy way to take the rotation that will have in the game into account while you're on blender!! -Select the sling armature, go to the "constraints" tab. -Add constraints of "Copy Location" and "Copy Rotation" -Select the UNIT ARMATURE as the target, and choose the Bone that you want the sling to be "spawn on" (literally, is like prop-pointing in blender) This example is how the head is propped in blender: -Finally just animate both at the same time (the unit and the sling), and when you're done and ready to export, just remove the constraints and it will "snap" back to it's origin point, ready to get exported
  24. Not sure if I follow... doesn't that means that you have to animate the position of the weapon for every movement the hand does?
  25. Hmm... It should be bounded to the bone "prop-weapon_R" instead. This way you can still make adjustments on the position of the sling in relation with the arm with the bone "weapon_R" within the unit animation. This way you don't have to animate the position of the slinger for each single unit animation (walk, death, attacks, run, idles) it will be tedious work that way. If you bound it to the root, the sling will not follow the hand, and you will have to animate the position for every frame manually for all animations. Bounding it to the prop-bone, you just have to animate the movement of the rope, not its overall position.
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