Jump to content

wowgetoffyourcellphone

0 A.D. Art Team
  • Posts

    10.214
  • Joined

  • Last visited

  • Days Won

    491

Everything posted by wowgetoffyourcellphone

  1. Old: Could be better, but is in a more or less good angle. New: Spear at a weird angle for some reason. No one would stand there like this. Old: You can see the left arm is straighter and the right arm is bent more. I also don't see what you mean by the wrist needing to twist. This pose looks dynamic, ready for action. New: You see the bow is brought in closer to the crotch. Both arms are bent now and the bow made more horizontal. A less dynamic pose, hesitant.
  2. I'd put at least a 1 pixel black stroke around the numerals. It would also be nice if the numerals were a separate texture that could be overlaid on the tech portrait by the ui. Perhaps by a new line in the tech files.
  3. One is the current model, and the other is the original Spartan civic center model. As it is a quite nicely done model, it'd be great if it was kept in the game. Probably best to rename the actor to civic_center_2 or something instead of civic_centre.
  4. I have suggested previously that we should rebase the game to use Civic Center exclusively throughout, down to the AI and actors and templates, et al.
  5. swordsman/attack_melee_shield_a and swordsman/attack_melee_shield_b are identical as far as I can tell. Both are stabbing motions. I think _a needs to be a hacking motion like attack_melee_shieldsmall_a.
  6. Yeah. Old on the left, new on the right. You can see that the new ones are better artistically, but I would say a lot of the old ones are more "readable" than the newer ones. I think the new ones are largely an improvement, but I think many of them could be tweaked to be better from a gameplay camera viewpoint. Part of the problem I think is that the new ones are also 512x512 which get antialiased quite a bit when zoomed out and the details get lost.
  7. Any thoughts about the shield capes? They are a neat detail, but right now have no animations so look like stiff cardboard attacked to the bottom of the aspides. lol
  8. Any idea why they all need to be 512x512? Unit body textures are 256x256 (which is plenty).
  9. Yep. Just some of the patterns need to be bolder, and a lot of the noise/dirt needs removed. You have to be able to see the patterns at standard camera zoom. Right now, it feels like they were made for some kind of Unity-based RPG. Not hating, these are great work. Just offering some opinion for what it's worth. I want the game to look good just like you do.
  10. A major problem is all of the noise/dirt thrown all over everything. Whereas the old shields looked parade-ready, these look like dirt was smeared everywhere and to make it worse, the noise is almost always the same pattern.
  11. Some of the newer animations aren't as good as @Enrique's originals. The archer idle, for instance, the right arm is tucked in strangely. The hoplite attacks are now more cartoony. Hoplite idle, the spear is stuck into the ground at a weird angle. Things of that nature.
  12. Sorry to say, but the higher resolution shield textures are lost (blur out) due to mipping and anti aliasing.
  13. Would it have been better for rendering if you just made a couple new unit meshes for the greaves, instead of adding eleventy billion draw calls to the screen with greave props? They look nice tho.
  14. With the new phenotype system, I can add female versions of each of these units. Do you have any good references for what they've worn?
  15. https://www.wikiwand.com/en/Berserker#/Úlfhéðnar_–_wolf_warriors That word looks to be Norse, yes? What about Wolfskrieger?
  16. If we had the map resize patch for Atlas, then it would be a lot easier to make different size versions of the skirmish maps indeed.
  17. Is the great hall in lieu of a fortress (would make sense)? Also need a Stable and Archery Range. The Battering Ram can come from the Great Hall or Blacksmith, so no need for a Workshop. I'm thinking the Civic Center can go sideways with the entrance on the long side (like the current Millennium AD Norse cc) and the Great Hall could long lengthwise with the entrance on the short end.
  18. Here's how the Suebian buildings currently look in the game, using assets from Millennium AD and elsewhere.
×
×
  • Create New...