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wowgetoffyourcellphone

0 A.D. Art Team
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Posts posted by wowgetoffyourcellphone

  1. 3 hours ago, Alexandermb said:

    the actual camel has around 800 tris

    How many triangles is the new horse?

     

    3 hours ago, stanislas69 said:

    It can, and it should, else I fail to see the point of new anims. However I'm not sure Alexandermb wants to do it.

    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.

     

    3 hours ago, Alexandermb said:

    in case of need i could try do some adjustments.

    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.

    • Like 1
  2. On 1/2/2018 at 6:41 AM, Imarok said:

    Already thought about that and like it, but how do you define scout "a player"? Seeing only one of his units? Seeing one of his buildings? Seeing his CC? Seeing everything he has?

     

    On 1/2/2018 at 7:36 AM, elexis said:

    Seeing the first owned entity, no? (Mostly wondering if there are some giveaways we didn't think of yet.)

    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.

    • Like 2
  3. 4 hours ago, Alexandermb said:

    Here is the trot walking animations (didn't make another variant as this is for testing purposes i'll wait for a new name schema if its decided to make a new variants).

    Horse_Trot_walk_animations.7z

    (Specially look for Alexander cavalry actor, it look goods on him)

    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. 

    • Thanks 1
  4. 5 hours ago, stanislas69 said:

    While I agree it would be a good idea especially for Romans,
    that is a huge task that will require someone dedicated to do it.
    That means updating every texture to fit the new uvmap, not to
    mention ruining @wackyserious's work so far.

    Having props inside the textures has the only drawback that it means
    you have to load the whole texture if another mesh decides to use the
    prop unless it's part of the mesh which is not better that also goes for
    having the head 

    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?

  5. 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]

    image.png.05e2fa09af4d2cb1a90322612416cd96.png

    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.

     

    • Like 1
    • Thanks 1
  6. 1 hour ago, Alexandermb said:

    So i should leave the one we have for now and just tweak the speed or use the trot animations instead? 

    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.

    • Like 2
  7. 13 minutes ago, stanislas69 said:

    Also, can I have a feedback on the other version of the causia cap I made, and which units should have that.

    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?

  8. 52 minutes ago, Imarok said:

    Is that in any way important?

    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.

    • Like 7
  9. 45 minutes ago, gameboy said:

    @stanislas69 Yes, I've already enabled GLSL, and my computer supports the preferred GLSL.            When I cancel the choice of preferred GLSL in the game options, then enter the game game to crash, but I have set up preferglsl = true in default.cfg.            Why is the game crash?                 

    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%.

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