-
Posts
2.762 -
Joined
-
Last visited
-
Days Won
207
Posts posted by LordGood
-
-
2 minutes ago, Nescio said:
but I'd imagine animations could be shared by all.
if the body shape changes the skeleton changes, and if the skeleton changes, in most cases the animations cant be salvaged
-
hspsps @Anaxandridas ho Skandiates Heres what i mean by using the gravity modifier to get the stones out the windows
these look wicked stan haha
- 1
-
-
yea go for it
- 1
-
On 10/31/2019 at 12:19 PM, Stan` said:
@LordGood Please, can I have the models ?
Union_struct.zipalmost forgot how to do this
- 1
- 2
-
They're in, have a listen
- 2
-
that black powder demo is super hacky, so much so i think building an entire mod on it is just asking for trouble. the particle system needs some work first
- 3
-
yes, not sure exactly how its done though lol its been a while
-
i mean the prop bone doesnt need to manipulate geometry but it needs to be attached to something that does
-
parent bone has to manipulate geometry, I dont think the prop bone needs to though?
-
39 minutes ago, Stan` said:
ctrl +click
Ctrl+ right click
Convertable entities convert faster on low health too, something to keep in mind
- 2
-
its all about the impact stan
also ouchie, even the siege ballistae have no FF, and you can actually control those
unrestrained ballista towers yeeting stones into your own fields with nothing you can do about it, I dont know about that one
-
ah yes, but keep the crater i like craters
ballista impacts every 5 seconds are nothing compared to hundreds of units dying, performance issues are negligible
-
-
Just now, Alexandermb said:
Also, could be good to make the dust darker and stronger to hide the crater popping up.
Needs to be mildly all-biome friendly, this will be fine on temperate maps but mediterranean and desert maps will contrast a lot more the the darker dirt
- 1
-
crater drags along the ground lol, no this is probably as good as we can get with current limitations
-
we've already passed AAA graphics
noone in their right mind would spend this much time on anything if there was a budget involved lol- 2
-
On 11/8/2019 at 1:41 PM, Lion.Kanzen said:
Can be nice mix the soind with other sounds incluiding grunt (human), Listen to the soldier's groans and some small voices of battle cries.
On 11/8/2019 at 1:41 PM, Lion.Kanzen said:When they're all attacking, it becomes monotonous, it needs moaning.
On 11/8/2019 at 8:35 PM, wackyserious said:Could battle grunts and cries be simultaneously played with these attacks?
17 minutes ago, Lion.Kanzen said:Wee need flesh hit/impact.
- 3
-
By the way, if you're looking to experiment with compiling sounds from foley but don't have the materials you need to make it, hmu
I'll see if I cant help you out with some of these materials here
there'll be a fair bit of noise though unfortunately, you can remove most of it in audacity, but make sure your final file doesn't extend the silence too long
- 2
-
Is it? Let it disappear if you can, if you can’t don’t worry.
Emissionrate is finicky and I believe there is a ceiling to the value
-
ayy wonderful
-
-
1 minute ago, Stan` said:
Different texture for the top or bottom particle ?
top
2 minutes ago, Stan` said:I don't have much options in art/textures/particles/
workin on it
-
yess thats it, I think you just need a different texture, something like what Lion posted
===[COMMITED]=== White Rhinoceros
in Completed Art Tasks
Posted
considering the donkey is still missing animations i would say so. Animations do not translate well with the scale modifier