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Alexandermb

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Posts posted by Alexandermb

  1. On ‎23‎/‎1‎/‎2017 at 6:06 PM, Enrique said:

    More info about it:

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    Please note, ALL animation information gets recorded in the bones and we can start the simulation on any pose (so it can also have manual driven animation like puting the hands in the throat or where it is supposed to be hit etc..) plus it can be tweaked after converted to frames. This will save me TONS of time of manual animation for deaths variations.

    I had to spend a lot of time on this but it's definitely worth it. I got really frustrated after attempting numerous cavalry horse animations that weren't achieving the quality I was looking for, but I think we can get really nice results with this. So only attack animations are left for cavalry now! :)

    I hope you got a laugh watching de video :D

     

     

    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?

    • Like 1
  2. i see, thanks in advanced mostly is for try injury look like now that we see in alpha 22 kart damaged variants i got the idea of try injury look like for units as seen in Black and White 2 but also for try making the units more realist, because the whole animation pack enrique's made its pretty good but the relax animation at least in a battle scene doesn't fit to me so my plan is change the combat.approaching animation for walk_ready type if enemy is withing X range use idle_ready otherwise keep using the relax variant for natural behavior.

    • Like 1
  3. I have a question about the UnitAi components: After reading for a while the file i found that every resource have a subdivisión "gather_" "carry_" and the walking orders are divided by "individual.walking" and "individual.approaching" for combat, so in this case it would be posible to define different types of walk_; run_; idle_ animations ? i want to know so if its posible i could try bring injured walking animations and could use the ready variant when using the "combat.approaching" state
     

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  4. most of the things are done, now its just fix the templates for the alpha 23 and add the civ bonusses with the alpha stables, also should Modu Chanyu be added as a hero (cavalry)?

    History:

    Spoiler

    Modu, Modun, or Maodun (simplified Chinese: 冒顿单于; traditional Chinese: 冒頓單于; pinyin: Màodùn Chányú; Mongolian: Модунь, Modun; Баатар, Baatar; c. 234 – c. 174 BC) was the fourth known Xiongnu ruler[1] and the founder of the Xiongnu Empire. He became the Xiongnu ruler after he ordered the execution of his father Touman in 209 BC. (Wikipedia)

    https://arrecaballo.es/edad-antigua/los-hunos/los-xiongnu/

     

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    latest?cb=20150510164542

    image.png.d662489e3545cb9a1139313e9aa09f0a.png


     

    • Like 2
  5. Those are the two choices to take to be or not to be:

    • Upgrade system with territory restrictions when unpacking (own neutral).
    • or just don't use territory influence and be totally nomads.

    like total war attila, (Huns) won't settle down they were always as an horde and they decresed food production  maybe could use a big range aura in the chanyu's hall decresing resource gathering rate

    • Like 1
  6. 3 hours ago, stanislas69 said:


    @Alexandermb Your variant files were bugged so I added the anims inside the files directly and removed them. Basically things would get bad if you asked the onager to move. Also there was a lot of useless stuff in there. See a fixed file for example. Thanks for your work.

     

      Reveal hidden contents
    
    
    <?xml version="1.0" encoding="utf-8"?>
    <actor version="1">
      <castshadow/>
      <group>
        <variant frequency="100" name="Onager operator">
          <animations>
            <animation event="0.145" load="0.05" file="biped/new/onager_attack_b.dae" name="attack_ranged" speed="100"/>
            <animation file="biped/new/onager_idle_b.dae" name="Idle" speed="100"/>
          </animations>
          <mesh>skeletal/new/m_armor_tunic_short.dae</mesh>
          <props>
            <prop actor="props/units/heads/head_hele_b.xml" attachpoint="head"/>
            <prop actor="props/units/heads/rome_monte_e.xml" attachpoint="head"/>
          </props>
        </variant>
      </group>
      <group>
        <variant frequency="1" name="chain hauberk">
          <textures>
            <texture file="skeletal/rome_isw_a.dds" name="baseTex"/>
          </textures>
        </variant>
        <variant frequency="1" name="chain thorax">
          <textures>
            <texture file="skeletal/rome_isw_e.dds" name="baseTex"/>
          </textures>
        </variant>
      </group>
      <group>
        <variant file="biped/death_infantry.xml"/>
      </group>
      <material>player_trans.xml</material>
    </actor>

     

    Capture21.PNG

    Alright then, its okay but now i wonder if this is going to be implemented this will be implemented asap in alpha 23 for use?

  7. As for the packed versión of every building i will reduce visión to 0 so in this case players won't be moving their houses everywhere alone whitout protection and behave like a nomad civilization protecting their settlements as an horde and maybe increase the loot for every packed building when killed so it won't be either beneficial for the xiongnu to lose their carts/wagons.

    • Like 2
  8. The problems with packing/unpacking system is that the unpack unit don't consider the area when unpacking and could cause some overlaping buildings/resources and the player using the xiongnu faction can steal territory influence and even unpack inside the allies/enemys territory so maybe i should remove any territory influence of the xiongnu and make them only neutral.

    Spoiler

    screenshot0032.thumb.png.d9ed2ef22aeea229eab25932112a5f86.png

    As for the big buildings (Double yurt buildings) i made another cart a bit bigger, but in any case only 1 cart couldn't carry all the resources needed for build again the barracks so i've made an empty versión of the barrack with only 1 yurt building and the other "under construction" with an upgrade system, so it makes more sense the cart can carry at least enough resources for build the 1st yurt and then the player rebuild the rest of the building for less cost as an upgrade

    Barrack

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    screenshot0033.thumb.png.bff9b8f7349b841344cfef4717e77b88.png

    Empty

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    screenshot0035.thumb.png.25ee3b96e1b5ac75c73f890e7b3e599c.png

    Cart
     

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    screenshot0034.thumb.png.4b78249e5193e0a17d30d140258d539e.png

     

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