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Posts posted by Alexandermb
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Should i use this ? @stanislas69 this means i could delete the files i made for the front armor/saddle and make this use the variants for better looking

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17 hours ago, stanislas69 said:
@Alexandermb Just found this...https://trac.wildfiregames.com/browser/art_source/trunk/art/meshes and animations/skeletal/units/New units blends/New horse and rider with animations.blend
Can you look if we scavenge stuff there, like those new saddles etc ?
I'm so sorry I hadn't look before, it would have been way easier for you...The saddle is as i had in mind months ago, use the same rig of the horse and the same variant, just like the cape's so they won't be clipping with the body.
Also trot animation is flawless. -
To be sure, the latest file i uploaded of the walk variant works or theres anything i need to fix? IIRC @wowgetoffyourcellphone said it was calling horse01 animations when its now called horse, i did the fixes in my file but didn't uploaded.
Horse_Trot_walk_animations.7z-
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On 9/1/2018 at 11:45 AM, LordGood said:
Usually do this but I felt like being particularly stupid today.
Also when i went to check where i left off it autosaved over my autosave so now i have it set to backlog at least 10
If keeps crashing when exporting X Collada file try exporting to another folder, it work for me some times.
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i did a github commit with those files (same as the shoushe), i will make a mod folder like i did for the other files, also the cavalry crossbow variants haven't been added yet to the public folder, nor created i haven't looked through Terra Magna nor Xiongnu or any other mod yet until cavalry is finished and camels too.

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the lower i can go whitout making the armature look weird


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Shorter

Btw i used as camel gather meat this:
Spoiler
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25 minutes ago, wowgetoffyourcellphone said:
A cross legged rider variation would be cool but that's up to you.

I'll make some melee camel units for you after work. I had been holding off because the old animations weren't up to snuff.
Yep, i have planned something with the kushites references @Sundiata posted. at least the archer is mostly done but i may ask what could fit the promotion in the camels?
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@stanislas69 why the carry meat variant are now "walk" insead of "carry_meat" in the name path ? or do i have to write something else in the carry meat variants? the camel rider now switch from basic walking to carry meat walking to basic walking again.
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@wowgetoffyourcellphone you have some melee units using camels in DE? i may need one with sword, one with lance, and another with shield for test the whole animations.
Edit: Screenshots



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I'm planing to make the reins so the rider doesn't look like he is holding the wing.
Example WIP:
A few more things to have the rein:
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Made the neck more smooth.
Left before / Right After


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See how its going, if this is okay i start with the riders. (For a better perspective compare the camels animations from the actual ones to this ones and see what i mean about rushed walking)
- Added 3 seat points to the base camel Front-Mid-Back.
- Added 2 prop points for cargo each side near the back.
- Have the same head prop point of the horse.
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Have one in the chest i will delete if i don't find any use for it.
Yes, bactrian model can have only 1 seat and different place of prop points.
Mod folder.
Camel_New.7z-
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3 hours ago, stanislas69 said:
I'm not sure it would help, would it ? Feel free to prove me wrong though.
i want to cover al animation bones before commits and the camel texture has some free space in the file.
8 hours ago, wowgetoffyourcellphone said:How many triangles is the new horse?
1k.
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@stanislas69 we can have mouth/teeths for the camel ? so i can add mout bones similar to the bear
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i think its more texture related, the actual camel has around 800 tris yet it looks like a camel compared to the difference between old horse and new horse but in case of need i could try do some adjustments.

and for now it does need new animations the actual walk and run doesn't fit the walking/runing speed and looks rushed, the actual walking animation is something like my 1st gif but x6 speed. -
This is how its going so far, 30 mins ago i added some new bones to the back legs to match the camel anatomy so it could have some weird frames in the back leg's.



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1 hour ago, LordGood said:
Most games i see use a fishnet have a scale modifier animation, that is not possible in ours, throwing a net will take some creative thinking if we want it to look right.
I might have an idea about how to make a net, something like an spider web, and a 6 or 12 bones armature making an star so when the net is trowed the star is expanded.
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The bactrian will need textures, walk and run is ready.


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@stanislas69 have in mind any prop point for the merchant camels ?
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Any prop point i should add before start making the camel ? i'm gonna rehuse the horse skeleton if its possible with some adjustments.
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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)-
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I'll work on them after the camel units or maybe even before as this is less work than camels.
Edit: references on how they fished could also be usefull for better historical accuracy.-
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Some of the body variants i see in this post for sure can be achieved, see the xiongnu for example.
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===[COMMITTED]=== Horse winged peytrals and new saddles by Enrique
in Completed Art Tasks
Posted
The saddle needs to have other texture and be another mesh apart.
