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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. Lol true enough. Though one could blame the previous gamesetup authors for not writing extensible code. I mean, this feature isn't exactly innovative. It's a pretty standard feature for multiplayer to have and I can't imagine it wasn't talked about before previous "rewrites."
  2. Could the same rig be used for the Sanga cattle? Thinking Terra Magna/DE for the Kushites. https://www.google.com/search?q=sanga+cattle&num=20&safe=off&rlz=1C1CHFX_enUS543US543&source=lnms&tbm=isch&sa=X&ved=0ahUKEwji657P24vYAhUH0SYKHVf1CkcQ_AUICigB&biw=1600&bih=720
  3. Looks good to me after poking around a bit. I have a few criticisms that should not delay committing these. But first, I'll thank you for creating base variants for the horses. This mirrors how things are done with the bipeds. Excellent. I also like a lot of the attack animations and Okay, a could of not-release blockers: 1. I think the walk animation should be a trot. The current "walk" animation looks more like a slow run. Trotting may be anachronistic, I don't know. 2. The capes for the riders could use some work. 3. the "dangling head" props for the Gallic champion cav move weirdly. 4. A lot of the spear models need remade to be as nice as the newer hoplite spear and sarissa. Some units, like the two-handed spear units, should use longer spears than they're currently given. Again, that can be done later, not a release blocker. 5. The capturing animation could look a little more... lively. As well as the promotion animation. I imagined the horse rearing and the rider thrusting his weapon to the sky when he promotes. 6. The death animation looks a little too fast. Just an actor tweak. 7. I have some nigglings about the UV mapping still. 8. Strange actor swapping behavior, such as my cavalry gathering meat with a slab of meat instead of a knife. None of these are release blockers, just a wish list. Great job though! I say commit it. Don't let perfect be the enemy of good.
  4. I look forward to this, because now the males look funny when shuttling resources.
  5. I think many animals stiffen up as they die. Or maybe have the animals legs give out first and have it fall straight downward and then fall to the side secondarily. Or front legs give out first then the back legs. Just some ideas. Many ways of doing it.
  6. I did not see the new upload. Will check it out in 10 hours. Lol
  7. Shared Allied Vision tech should be auto-researched on this map, methinks.
  8. Kind of reminds me of the Paradise Lost map specced by Ken Woods way back in the day.
  9. 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.
  10. Is nais. No complaints. I have even sern that foot movement in a lot of reference videos.
  11. I think it is crucial that you migrate to Github.
  12. Should make a crocoshark that swims and flies. That way a mod can have a crocosharknado god power. Crocodile animation looks good enough though. Needs to be more snakelike but that means more bones so it's a trade off.
  13. I think the back legs come too far forward. At no point should the bottom half of the back legs go nearly horizontal as shown here. They begin to place the hoof down before the leg gets to this point. Just my possibly wrong observation.
  14. For shield textures, see DE. As far as straps they look fine to me.
  15. I meant the idle. I urge you to try to bend your wrist like that (you can't).
  16. The angle of that guy's wrist is very unnatural. Otherwise these are looking nice.
  17. I don't know if you've done this yet but the horses themselves should have their own variant files. Yea or Nay? art/variants/quadraped
  18. About the old horses, maybe their assets can be renamed to pony. The Briton chariots need ponies.
  19. 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.
  20. 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.
  21. 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.
  22. Remember ballistics and trajectory. He should aim a little higher.
  23. Pathfinder feels like the original. Lol. Gotta get that 1990s authenticity. Lol
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