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wackyserious

0 A.D. Art Team
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Everything posted by wackyserious

  1. @stanislas69 Should I commit these textures to the repo? Or will you guys be making a new mesh for the round shields? As suggested by @LordGood
  2. Ahh, I thought the mesh was modified, variants can be made, if that is the case. Did you already uploaded the .psd somewhere?
  3. The mesh can be plain round too, and let the alpha channels in the texture handle the two small holes on both sides.
  4. Maybe a separate announcement here in the forums and in the social networking site accounts was the lacking factor. A simultaneous announcement would have more effect, since only those familiar with the trac timeline will know of the implementation of the Kushite faction. @Lion.Kanzen Indeed sensed it. Congratulations to @Sundiata and to the fellow contributors.
  5. @stanislas69 Go signal on this and I will upload them together with the actor files on behalf of @Sundiata
  6. No need to resort to a pixel by pixel level, selecting the current layer as active layer and simply pressing ctrl + one of the direction keys moves the whole selection or the anyting that is in the layer, just combine all the discs in one layer to make thing easier then proceed to the shadow forming phase Generating textures really has a rough testing phase
  7. Tip, try to duplicate the metal discs layer, then set the brightness of the duclipated layer to zero, put this solid black image beneath the previous layer and create 3 copies of these. You now have four solid black figures of the primary layer, you will then move each (1 or two pixels, ctrl + up/down/left/right arrow key) Combine these four solid black layers. This will somewhat create a shadow of dark outline of your image. I usually reduce its opacity between 30-75% This is how I usually create hard shadows in 2D texture making. I something create two sets of shadow layers (what I casually call them) One is a few pixels moved (Like 2-3 times in each direction) This has a lower opacity, maybe 30% And the other one is moved only 1 pixel in each direction (Just like in visual arts, the shadow tends to weaken as it goes farther from the object) So this layer has higher opacity since it is the one closes to the primary layer (or the layout/shape layer, what I call it) Just my 2 centavos in texture making
  8. @Sundiata Downscaled to 128x128 and attached it to the current Gaia horse textures.
  9. A very bad news which I forgot to share to everyone here, my research was diverted from video game content development to the analysis and documentation of local contemporary art trends among the visual artists in our province a few months ago. This does not mean that this project will not push forward some time in the future. Maybe I will just merge my assets with @Vasikle's Oniversalis: Age of Exploration project. I had to follow the guidelines given to us by our instructors to comply with our academic requirements and had to stop development, a little saddening but it was a must for me to comply. Right now I am documenting the local coffee painting festival in the highland areas of our small province.
  10. @Sundiata Some problems on the upper part of the front limbs @stanislas69 Minor clipping on the back part of the new bronze skull cap.
  11. The design is tentative. Yeah, it casts a high level of distraction but those are based on Egyptian reliefs depicting the Kushites. @Sundiata You can look at the horse textures in the public mod to have an idea on the layout. cavalry horse textures are also there.
  12. I believe Alexandermb and the others wants such details as props since adding them in the horse texture is quite a messy process. I'm thinking of sprawling a rectangular mesh around the neck and letting alpha meshes or what you call it do the job.
  13. @Sundiata Thoughts? I saw something similar in the chariot mural depiction of the Kushites which you have posted.
  14. @Sundiata Here is a bonus screenshot @Lion.Kanzen Would you want to try to make a rally point banner/flag for the Kushites? Maybe @Sundiata Has suggestions.
  15. I have to admit, I really enjoyed testing the javelin infantry with wicker shields. What about head props or they general appearance (body texture) ? I recently changed the actor files of the cavalry units to suit your suggested appearance per tier.
  16. Gameplay-wise, this would cause a problem in distinguishing units. i.e. clubman vs. javelinist (Do you have something in mind that could at least add a level of distinction between them? They share too many things in common (body textures, shield in general and heads) I've tried changing the idle pose for the clubman to biped/base_swordsman_shield_relax @wowgetoffyourcellphone Maybe you also have something in mind? Lordgood recently added the Kush hairdo and ostrich feather props, I haven't tried them yet but maybe this is worth mentioning in this discussion.
  17. @LordGood Did you made a new mesh for the wicker round shield? Or were you reusing the current mesh in the game and only created a new texture for it? @Sundiata Wicker round shields will be used by tier 1 infantry_swordsman right? What else would use it? tier 1 infantry_clubman?
  18. Will these be the same variation for the light cavalry? (cav_javelinist) What about the Beja shields? Will they use it?
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