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wowgetoffyourcellphone

0 A.D. Art Team
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Posts posted by wowgetoffyourcellphone

  1. On 12/8/2017 at 4:16 AM, The Undying Nephalim said:

    What do we have here... some map creeps to fight, maybe even capture:

    armosruins1.jpg

    I like the idea of finding ruins or hostile villages on the map. Makes the world feel lived in, expansive. It's also a good way to add additional lore not given by the playable civs directly. 0 a.d developers take note.

    • Like 4
  2. 1 hour ago, LordGood said:

    Greenlit then! Anything is better than our old horses, and alexanders work is very much easier on the eyes. Animation commits can get messy fast though, so I'll just ask to keep an eye out for any odd mesh deformities/errors thrown. 

    The only Major issue I've seen with Alexs horses is the Uv mapping. Half of that is the texture layout which is out of his control. I may just suggest that chamfrons and peytrals all become props. This will mask the ugly mapping. That can be done later of course so I say Alexs horses are good enough to commit. They're definitely a noticeable improvement and can be improved further moving forward.

  3. 6 hours ago, Alexandermb said:

    this is what i found and at i see what enrique's had planned for the spearman cavalry but also i notice he used the horse mesh as he uploaded to the public folder, the same size so the one i edited is bigger the size will be a problema in the future?

    Not sure. I do like the size of horse you did tho. Enrique's might use a completely different uv map so the texture on his looks better. I think I did talk to him at one time about remaking the horse textures completely with a much better layout than the current textures.

    • Like 1
  4. 16 minutes ago, Sundiata said:

    Correct me if I'm wrong, but Alexandermb's horses and animations look better than the current ones... This means that all the current horses in the vanilla game need to be replaced with Alexandermb's superior models and anims. I would love to see enrique's work in the game, but why would you hoodwink current development unless you got a message from enrique telling you he's coming back soon to work on the horses? 

    I agree to an extent. It's just that some of us have seen some of Enrique's horse and cavalry work and it's incredible. 

  5. 10 hours ago, Lion.Kanzen said:

    Why is so hard destroy a siege factory even using Siege weapons and swordsmen?

    I was wrong. WS was at 3000 health when it should have been set to 2000 like barracks, stables, and ranges.

    I also just now reduced Eles Stable from 4000 health down to 2500.

    Gastraphetes I have not bothered to properly stat out yet.

    Relatedly I noticed Roman siege walls were the same health as stone walls. I reduced theirs by half since you can build them in enemy territory. 

    • Like 1
  6. 15 hours ago, The Undying Nephalim said:

    A weird thing I'm running into, I'm not sure if it's a bug or not. I have an actor with multiple animated props attached to it. Every time the unit uses its ranged attack it plays additional attack sounds for each prop attached to the actor that it uses. Is there a way to limit it to just play one attack sound at a time?

    That really shouldn't be happening.  Those props are just actors right? 

  7. 4 hours ago, Lion.Kanzen said:

    Why is so hard destroy a siege factory even using Siege weapons and swordsmen?

    It shouldn't be any harder to destroy a sw than to destroy a range or barracks. They all have the same armor and health.

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