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Everything posted by LordGood
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I agree with Stan and Lion, that the main building itself needs more features and details to make it as engaging as the decorum around it. Windows and doors are pretty big features to be missing. The akroterion and pediment symbols are very nice, though with such rich details there, it makes other areas of your model fall a bit flat. I'm sure there's a better texture for that awning in those texture files I posted earlier. You may need to split the geometry and tile them to keep those textures from stretching, but we can afford it poly-wise. If you would like to keep detailing, I'd say a good polygon estimate should be around 10,000 triangles overall. Another very big thing that I forgot to mention: building geometry MUST extend below ground level for adaptability to uneven terrain. Many of our contributors have done this craftily, using hidden subterranean staircases that become exposed when the model is built on uneven terrain, and other similar tricks you can see if you look in the Atlas Scenario editor yourself. And I see you saw the construction thread! Very well done, I think if you extend it below the ground plane a good amount, this model will be near perfect. One more thing, you need to read and 'sign' this waiver if we're going to be allowed to use this and future contributions of yours.
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Perhaps there should be some experience given for taking damage? I imagine a commander ordering his troops to stand in archer fire to 'harden them up'. He'd be a bit of a loony but it'd probably teach the troops real quick where they should be holding their shields of course with tank units like pikes, it's their most useful trait.
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Carthaginian scaffolding
LordGood replied to LordGood's topic in Eyecandy, custom projects and misc.
There are foundation actors, which are placed when a site is chosen, and then scaffold actors are nested in the foundation actors and activated when they're being built by a unit. These are scaffold actors, though I could actually raze it down to the foundations for use as foundation and ruin actors if I wanted to. I was actually planning on it. -
I've had a job as a full time construction worker for about a month now, so I think I'm reasonably well qualified to make some construction sites! I dont think a blue plastic porta-potty would fit too well in 0 AD though.
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===[COMMITTED]=== Swordsman attack animations
LordGood replied to LordGood's topic in Completed Art Tasks
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Crowd-Sourced Civ: Ptolemaic Egyptians (Ptolemies)
LordGood replied to Mythos_Ruler's topic in Official tasks
If you're speaking of the ptolemies pike hero bonus, that only applies to citizen pikemen, I'm pretty sure -
If you read the brow of the statue, his head is tilted, yet his helmet is on straight. I liked the shadows focusing on the eyes in the first one too
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Crowd-Sourced Civ: Ptolemaic Egyptians (Ptolemies)
LordGood replied to Mythos_Ruler's topic in Official tasks
Doesn't matter now as all of the animations need to be replaced to introduce the new models. -
Keep it to one topic please.
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Those are Greek and Ptolemaic ships. The Seleucids have no ship models currently. And if I'm gonna start making ships I'm going to give the ptolemies their juggernaut. Maybe i should probably let Enrique take care of that one, he's done the rest of their ships
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The wood breaks it up too much. I'd stick with the all stucco one. Also, if you're looking to differentiate more, I'm pretty sure most of the sentry towers that have Windows only have 2 on each side. The Greek one does, which you're modeling this off of yes? It also doesn't have a roofed doorway but rather one sunken in. lol @ iPhone capitalizing Windows
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===[COMMITTED]=== Swordsman attack animations
LordGood replied to LordGood's topic in Completed Art Tasks
Pretty sure the meshes have been in the whole time, they just can't be used without a full set of animations, which is quite slow going -
===[COMMITTED]=== Swordsman attack animations
LordGood replied to LordGood's topic in Completed Art Tasks
K guys, I have 4 attack animations, 3 deaths, idle ready, and idle turtle, just so you know. However, I am incapable of showing you, so just take my word for it; progress is being made. *One of those attacks involves a shield strike -
Aaah I think the asymmetry and weird perspective give it a nice classical feeling. I suppose it does act up a bit when the eaves intersect the arrows behind.
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===[COMMITTED]=== Swordsman attack animations
LordGood replied to LordGood's topic in Completed Art Tasks
I personally hate aom's shield bash, it didn't look hard enough to kill, which it often did, makes no use of the spear, and opens the whole front of the Hoplite to attack. Not to say I won't give a shield bash a try -
If I had to fix it, id use different brick texture samples instead of the same one over and over to fill a space, if I didn't have different brick samples, I'd flip every other one so it wouldn't look too obvious
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That's a tall order, there are many building specific techs for all factions. It's possible, sure, but that's asking for a lot of new buildings. Persian architecture alone is asking for what is basically an entirely new civ building set.
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===[COMMITTED]=== Swordsman attack animations
LordGood replied to LordGood's topic in Completed Art Tasks
A shield bash wouldn't look right unless its reciprocated, and may actually clip into another unit's attack animation making the whole thing look bad. If I can find a crafty way of using the shield as a weapon, like that shield strike during that octavian training bit, ill give it a shot. -
That is the eventual plan, but some compositions need to be split into layers like this most recent one and the original background in order to be viable. Thanks!
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===[COMMITTED]=== Swordsman attack animations
LordGood replied to LordGood's topic in Completed Art Tasks
I'd like to, but I'd also like to know where he's at so we don't accidentally repeat tasks. They need to work together too, from idle-ready and attack animations have to have the same start and end points, preferably at the ready stance. That means independently made animations can't really be used as interchangeable variations. -
@gameboy I don't have an image file for the just background, since it's actually 2 images with the buildings on alpha. If you want the image with the hastati you can download it on my deviantart
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===[COMMITTED]=== Swordsman attack animations
LordGood replied to LordGood's topic in Completed Art Tasks
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Last I heard, Enrique was working on Hoplite animations. I think. Im more than happy to play with the sword line, and the other spearman of course. Just kidding, turns out I can't move gifs through my phone, what a pain. Ill keep this topic open in the meantime. I'll get them in asap
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Perhaps we can make animating as secondary objective in that case. We have meshes and very nice rigs, but as blend files unfortunately. I might start dedicating my time to giving the new humanoid meshes a full set of animations myself, actually. Those models Enrique made have looked good from a distance for far too long anyway, off topic a bit lol