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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. 1-7 look great. Although, I think for naturalism-sake it would be nice to have variants of the Pilos and Boeotian that are tipped backward slightly on the head, but that's just a minor request. 11-14 are fine, except the plumes on 12 and 13 are unnaturally stiff. It would be cool to have these animated eventually, but if not, then they need to fall more naturally downward. 8 seems to be either missing or a corrupted file? I can't see it in your latest commits. 15 and its variations need some work, IMHO. With how accurate and awesome your Bearded Phrygian [24] is, I think you are capable of much better and more accurate Corinthian helmets than that! The Corinthian-line of helms are thee classic classical helmet. Let's get these right! 16-18 would be good for the Ptolemaic Agema Cavalry, but the cheek pieces are over the ears and very small. What's up with that? Also, they don't sit on the head naturally at all. 19-23, Thracian Cap helmets, they're just weird. Again, the cheek pieces are small and situated over the ears instead of the cheeks. Reworked a bit, I could see these being used for the Thracian civ though. 24 is the Bearded Phrygian and just looks awesome. Great work. It's obvious you like this the best and spent time on it.
  2. I guess I am very very unlucky indeed! Remember, that the horse actors have been updated recently. All three of the Persian stable horse actors are exactly the same, even the variant names in the actors are identical. This causes the game to choose the same variant name for all 3 horses, since they are props to the main actor. This is generally a good thing for actors to do, but in instanced like this where you want each prop to have its own variation you have to have tricks like renaming the variants in each of the horse actors to be unique across all three actors. I simple added 1, 1,1, etc. and 2,2,2, and 3,3,3 etc. to do this. Here is an amended patch for the stable horses, since I forgot they existed [I thought you were using the fauna_horse actor, but I was wrong; likely these persian stable horse actors were created previously in order to fix this very issue, albeit with older assets]. persians_stable_horses.zip
  3. Gameplay wise I kind of think factions have too many units, but maybe it's just a first impression. Too much text in the tooltip makes it difficult to parse what each unit is good for. I also think buildings are generally too big. Just a little constructive criticism.
  4. Hmm. I must be unlucky. I can't test now, but can you make a screenshot?
  5. also, good job with Seleucus. I am also experimenting with some extra decoration for hero portraits.
  6. @stanislas69 @LordGood May I suggest that you use these 3 horse actors for the Stable horses. Right now, since you use the same horse actor for all 3 prop horses, the game chooses the same color variation for all 3. If you use these three actors provided then the horses inside the Stables will properly randomize colors. horse3.zip
  7. This is exactly how I thought it would be done. Forgot about the scale modifier animation @LordGood mentioned. Yours is the next best thing to that.
  8. How many triangles is the new horse? even if the model is not improved, making new animations for the camel and the riders will definitely help keep those units up-to-standard with the new infantry and cavalry. I think the greatest adjustments could be with the neck and head and to round the humps out slightly better. The Bactrian camel could definitely use its own mesh though, even if only modified from the existing mesh.
  9. Can the geometry of the mesh be improved or is that a separate and related task? The run looks hilariously camel like.
  10. Yeah I think the KISS principle can apply here. Just make it the first entity that comes into vision range. Also a simple "enemy sighted" notification would be nice.
  11. They're mostly done for DE. Just gotta check and see if I'm missing any for Public mod.
  12. I don't think this works right. The horse mesh was already committed as horse.dae, not the work in progress name horse01.dae. Same for any possible animation renames. EDIT: I fixed it locally and wow, the trot looks awesome. Great job.
  13. I regretted including the Roman example the moment I posted it because I knew someone would use it as basis for criticism even though it was tangential to the proposal. I have since deleted it. The nude example is the real proposed layout. Asking the programmers now, could there be a script written to rearrange the existing layouts of the unit textures?
  14. Related to this, the UV for the unit meshes should be improved. Something like this, with better proportions for the body for less texture stretching would be a drastic improvement and solve a lot of issues. It would also make these models work for WFG into the foreseeable future with minimal tweaking. [female base texture] The point is now you solve these issues: - Asymmetry can be achieved. Want to have one greave on the left leg? You can have it. Does the guy have asymmetrical body paint [white ash on one side, orange mud on the other, thinking Kushites]; or tattoos running down the whole right side of a Celt or Scythian? You can do it. Archer bracer on the left arm... you see where I am going. - Proportions are better for less texture stretching. - You don't have to have awful seams for long skirts, dresses, and armor. - Everything just makes more sense to the artist.
  15. Here's a selection of cavalry portraits, which I have been working on for the past week for @stanislas69, since he did me a solid and modeled a Kushite statue for me. You can clearly see the color scheme here: Blue: Citizens Red: Champions Green: Mercenaries Purple: Heroes
  16. How about zip up a mod for the trot like you did before and let us experiment. Just the animation and variant files, not the actors.
  17. I think the new version of the kausia should just be variations on the old kausia. They are both accurate. As to which units, I think the basic rank Greek-style units for the Seleucids and Ptolemies should get them. I remember the sling rock pouch not being big enough to be seen on the unit. Got a screen of that?
  18. Yessir. I've recently made those robe dudes the standard Immortal, and the armored variation is the upgrade called "Campaign Panoply".
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