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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. No, I've just been playing the game with @Alexandermb's "horse trot" mod enabled. If you need me to integrate it for you, I can do that soonish.
  2. Yeah, the committed spears have too much smoothing on the blade portions. The specular gives a "rounded" or bulbous impression to the blades. The Persians need a longer version of the apply-bottom spear for their Bactrian Lancer. About 50% longer.
  3. Why not just commit it so I don't have to add yet another file to my local repository?
  4. No, not mirrored. The existing head meshes are mirrored. We just need one that doesn't mirror the texture. I need to make you a texture first.
  5. This is not possible with the current UV maps of the head. It's the same problem with the unit meshes: The arms and legs are mirrored or reused, so there's no way to for example, make one arm be painted in white and the other arm painted orange. The face texture is mirrored so that there is no way to make the left half different from the right half. You'd need a new head mesh with a new UV map to do that. It wouldn't be hard to do for a modeler, in fact the game should have such a thing.
  6. Logically, all brickwork would be painted over with plaster or other such material, so the current texture pack is pretty good as far as that goes. Thouuuuuughhh, it would be cool to see raw brick during construction or destruction.
  7. Look at the Greek aspis actors. The front of the shield is a different actor, mesh, and texture from the back of the shield. The back actor is a prop on the front actor.
  8. I remember reading the scutum was not solid wood, but rather laminated wood. There is a difference. One is a solid piece and the latter is achieved with layers of wood called plies. It's also possible the aspis was constructed in strips of wood and shaped on a rudimentary lathe. But there are few actual examples of either shield since the wood decays.
  9. I wonder if there's an open source codec and player 0 A.D. could easily use.
  10. Perhaps something that tells you where the attack is occuring, like: Attack Alarm Outward A unit or outpost is attacked outside of the player's territory. Attack Alarm Home A unit or building within the player's territory is attacked. Each can have an accompanying sound that tells you a little more information: Attacked by an animal Attacked by an enemy unit [non-siege] or building Attacked by a siege weapon Just some ideas. I liked in AOE3 that when the town center was attacked you could hear a sound effect of the townspeople panicking and running around. Also, music got more intense when you attacked a town center or fortress in AOM.
  11. They don't look bad here, it's just putting player color all over the armor runs contrary to the rest of the textures.
  12. That's... not what I meant. But you do you dog. You wouldn't make a muscled cuirass be player color, right?
  13. That's what the id tag is for, in the animations line of the actor or variant file. mfw waiting for an autobuild
  14. Had the chance to take a look. 1. The major issue with the animations are that the legs and feet are splayed too far apart. Most animals, and I assume camels are the same, position their feet close to their centerline when walking, so that their legs come down at a slight angle [imagine a line drawn from the hip or shoulder of the leg down to where the feet meet the ground, it should be a slight angle inward toward the centerline, not completely 90 degrees]. The elephant animations are wrong in this way too. lol. 2. I like the kneeling it does when gathering meat! Good job. I only wish we could have transitional animations! 3. I think the death can be like 20% slower as they fall. 4. Would be nice to have a couple of different idle animations. Right now the camel looks rather bored. Would be hilarious if the camel chews the cud as it stands there. https://media.giphy.com/media/qYr8p3Dzbet5S/giphy.gif
  15. What's sting/clangor? Hack and Crush damage? Cool program though! Would be very useful. As far as siege differentiation, you're right, things could be made to be more different between civs. Though, IMHO, mostly that should be done with Civ Bonuses [which are limited to only a few per civ] and Technologies [where the player can choose how they want to differentiate their units based on current battlefield conditions]. The Roman bonus in siege is basically one of their civ bonuses.
  16. A: "Available Population" sounds good for the amount of population slots available because of the amount of housing built. B: "Maximum Population" or "Population Limit." What players say in chat will always vary from what the game says. "Rax" instead of "barracks" for instance. So, they can say "pop cap" when they mean "Population Limit."
  17. Use shield_arm attachment point like the other pikemen and adjust the model from there.
  18. Please please, do not use player color like that. It is very inconsistent visually from other textures to do that. I'm talking about making the whole armor soft player color. I tried some of your Greek armor textures with all that player color all over the linothorax and it did not look good. It washed out a lot of detail.
  19. Yeah, I think the khopesh should be redone too. It has no thickness either, so edge-on it disappears. That's the Noble/Royal Archer. Probably rename to Kush_champion_infantry_archer
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