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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. @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
  2. 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.
  3. 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.
  4. Can the geometry of the mesh be improved or is that a separate and related task? The run looks hilariously camel like.
  5. 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.
  6. They're mostly done for DE. Just gotta check and see if I'm missing any for Public mod.
  7. 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.
  8. 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?
  9. 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.
  10. 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
  11. 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.
  12. 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?
  13. Yessir. I've recently made those robe dudes the standard Immortal, and the armored variation is the upgrade called "Campaign Panoply".
  14. I'm with you, ffffffffffffff's suggestion is rather superfluous. Rather, I'd like it if a "Random" player's civ is not knowable until you've scouted them first. That seems like one of those little details that would be nice -- that the civ would show as "Unknown" in the diplomacy windows until one of their units or buildings comes into your vision range.
  15. The whole diplomacy screen needs redesigned, along with how tribute is sent.
  16. Try this. Set gpuskinning = false in local.cfg Load a game. Set prefer glsl in the game options. Make sure everything works good. Exit the game. Now go back to local.cfg and set gpuskinning = true Now boot up the game again and load another match and see if it loads past 100%.
  17. @stanislas69 For some reason, helmet actor hele_su3 doesn't show the variations correctly. It only shows the pilos variants. Same with su2, it only shows the Chalcidean variations. NINJA EDIT: I found out the problem. All the helmet variants have a frequency of 100. lmao. You need to understand that the frequency tag is a ratio. I've seen in other files where if you have 3 variations, you give them frequencies of 33 in order to get a number close to 100. This is unnecessary. In that case, just have all variations set to 1, so it's a ratio of 1:1:1. 33:33:33 works but is unnecessary. Same with the helmet variant files: a frequency of "1" works just as well as "100" because within the variant file there are no other frequencies against which to ratio. Actually "1" works best in the variant file because the helmet actor loads the variant and if it has 100 then it gives that variant the frequency of 100 against the other helmet variants. I tested it and setting the frequency to "1" in the variant files works. Attached are the amended variant files. hele_helms_ratio_fixed_1_1_201.zip
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