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Alexandermb

0 A.D. Art Team
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Everything posted by Alexandermb

  1. included enough animations for Swordsman, Spearman, Javelinist, Archer, Lancer. Shield and No Shield Variant. New Death animation, new sitting idle animation for fauna camel. Overall improvement of the camel animations and mesh fixing some issues such as gathering meat legs being broken. Will notify when i upload the files.
  2. Yep, usual javelin throw animation isn't accurate for heavy shields such as thureos or aspis wich make this clipping happens. I need to make some test on a new throwing animation for heavy or long shields for fix it. The pillum throwing helps but i need to do something like that but whitout the front step motion.
  3. Been working slowly on improve Camel animations and armature with the new knowledge i have been gathering with animations since i've did my first updated with the camel. So far i've reached enough material to only update camel but i want to deliver the camel with at least melee animations for modders and main game if its possible. I need you guys to let me know wich factions could make use of a melee 2H spearman or Spear+Shield camel cavalry to make at least a placeholder entity and test it. @wowgetoffyourcellphone @Sundiata @wackyserious @Genava55 @Nescio @Lion.Kanzen Only the factions and the visual reference, not the history behind them because im very limited with internet and can't read often the forums too much crash and loading times for a single page.
  4. Solo un ejemplo, fue lo primero que se me vino a la mente porque ayer veia en youtube un video donde apareció este. A mi se me acerca mas a la mente Dawn of War y los Marines o Deus Ex y sus mejoras internas o Cyberpunk 2077 en cuanto a tecnologia aumentada o "Cyborgs"
  5. They aren't cyborgs aren they? They are more like a different kind of civilization or race from the space with their own equipment or weapons. wich is different from a "cyborg" term.
  6. For a full race sounds complicated, for a "Terran" Race it would be best implement it as "Techs" for better damage or resistance or simply add new units with exo-skeleton or augmented limbs. Augmented "Humans" with melee skills.
  7. Wich weap positions would you guys need? i mean, bow from back, bow from quiver (Though i need to bake a leather quiver first for bow.)
  8. i've reduced the stone projectile to match the size of the lithobolos. The actual projectile is the size of the giant lithobolos.
  9. @Stan` @LordGood shall we use the new projectile decal used in the new artillery towers instead of flaming decal impact?
  10. Well, siege artillery is finally done. I only need to do the different projectiles meshes and actors to finish. Giant artillery will be kept in case @borg- include that in the next changes for buildable artillery on the battlefield as proposed. Med ballista has the same size of the current artillery. Except for roman ballista wich has more lenght but less width.
  11. Well, as @Nescio theres no much difference between roman and greek artillery so i'll just change the capitulo and the frame position of the root:
  12. Finished hellenic lithobolos equipment. Missing only roman medium ballista.
  13. Might want to tweak the top texture with brigther colors on wood to match yours.
  14. @LordGood don't know if you want this CC model and tweak it at your taste:
  15. 5 only, the ones seen before and lastly Scorpio. Missing the light Roman ballista and if isn't much trouble the Medium ballista, lithobolos. So light artillery 2 operators, medium 3 to 4 depending what is needed. And lastly the ones already done Wich are heavy lithobolos and ballista with 5-6 crew. Mostly I want to visually offer the destroyer of walls and fortress as the heavy artillery. Those would be the door breakers of the walls opening walls to let your army get into City. This should also be done considering rams will be nerfed at some point. The medium artillery will be the ones you carry around for combats and small sieges. Lastly the light artillery Wich will be for skirmishes, defenses like walls or ships and infantry decimators ought to be used mostly but also very weak so they wouldn't be that reliable.
  16. Light for boltshooters yes, however I meant Tier 1 artillery, tier 2 would be medium stone throwers about the size of current lithobolos and finally heavy or tier 3 artillery Wich would be latest lithobolos and ballista.
  17. Ships are like structures, thats possible.
  18. Pretty much what i've propose. Also make bolt-shooters weak agaisn't projectiles, the siege engine is very small so it won't offer any cover from skirmishers or arrows. A Giant ballista offers a little bit of cover however it shouldn't be that weak to projectiles.
  19. Perfect then, no need to do the variants. Haven't started yet with scorpio but won't be an issue since i will reuse everything from other siege engines such as lithobolos/Oxybeles.
  20. From artist view: Define first what are the mechanism/motion of the factions engines such as aircrafts, tanks, morphological build of the entities. IE: Following Warhammer 40k; Tau: Have squared levitating tanks and armorships wich also are squared but behave as an Exo-Skeleton firing and moving. Eldars: Very different from Tau having soften edges on tanks and Tall machines wich are clearly controled by itself or by another kind of entity whitout crew. So from a Starcraft view this would be Tau - Terran / Eldar - Protoss. Very important to avoid having mixed designs between factions.
  21. @Nescio Oxybeles and Scorpio animation would be similar arent they? They both are aimed forward (Maybe a lil bit upwards) but the mechanism is the same on the operators. Besides roman would have a smaller bolt but could be picked up from a basket. That would save me a lot of time.
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