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LordGood

0 A.D. Department Leader
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Everything posted by LordGood

  1. Whaddaya not trust me? Just look in the stables thread
  2. @trtasarimci Welcome to the forums! This forum thread's purpose is to keep track of the status of the game's art tasks. If you want to propose 3D models from the list in the first post of this thread, feel free to open a new topic and post images of your work; the community will critique and post suggestions from there.
  3. ? You must have been either phenomenally unlucky or haven't playtested thoroughly enough to see, but right now they use the 3 Persian stable horses (a,b,c). Unless something's changed without my knowing
  4. Don't break your back here Stan, I know its tempting to forward as much stuff as we can into next alpha, task tracker is low priority
  5. Sounds good in theory, I was thinking something similar myself. Sounds like a time-consuming rig though. Nothing you can't handle I'm sure
  6. Most games i see use a fishnet have a scale modifier animation, that is not possible in ours, throwing a net will take some creative thinking if we want it to look right.
  7. This is a much bigger task than it seems. New mesh clothing shouldn't be too bad, exception being the indian leggings, but I could be wrong there. Completely overhauling UVMaps in tandem with new textures will take a long time
  8. Camera's not fixed either way, that just affects the starting angle based on ground height it looks like. Is this causing any issues?
  9. I don't mean conceptualizing, i mean actually making the things
  10. Same concept of separated troop training buildings, just a different organization. You'll need all new icons if you want to avoid lasting confusion though, that might be a pain in the butt.
  11. I do think a ram should be able to tear down a fortress, but it should take a loong time, and units should take longer to train. Let the defending player have time to respond with his preexisting armies and not fresh spawns.
  12. Yess that's what I'm talking about. Wish we had an active sound department to make a nice thud to go with it lol
  13. Greenlit then! Anything is better than our old horses, and alexanders work is very much easier on the eyes. Animation commits can get messy fast though, so I'll just ask to keep an eye out for any odd mesh deformities/errors thrown.
  14. The prop actors likely have animation values with sound cues?
  15. It's going to be Atlas only, if it gets an entity template. None of our current factions use Onagers in our time frame. Julius's onagers were bow driven things themselves, not torsion powered.
  16. are the middle of the ropes weighted to the arm bone? If so then go for it
  17. not quite, I dont really have any good examples on hand so bear with me a bit, it shouldnt bounce below the ground plane. sort of similar to how many of the catapult animations 'bounce' a bit in sort of an overextension -> resting sort of animation. I think some of my ponies have a bit of the death bounce.
  18. He needs a little bounce or rock, animation's a little rigid as is
  19. whats up with the weight paint on those ears? it looks like his face is getting pulled apart on the death animation particularly. death needs a bit of momentum to it too. Could have sworn I posted this before.
  20. there's nothing making the catapult 'go' its catapulting by magic right now. Twisted ropes generate the torsion that makes the catapult... catapult things. you mapped the bar that was supposed to be twisted rope, wood.
  21. The throwing arm should be anchored in sinew or rope, not wood, and should be weighted in the middle to the throwing arm
  22. Macedonians don't have a siege workshop yet, but this sketch will need some reformatting to fit in with the standard shape of the rest
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