Jump to content

Alexandermb

0 A.D. Art Team
  • Posts

    3.284
  • Joined

  • Last visited

  • Days Won

    166

Everything posted by Alexandermb

  1. For the alpha 23 every civ will have Stable right @stanislas69? so i think every cavalry unit will be moved from barracks/civil centre > stable, if i'm right then the teambonus could be stable/cav related bonus because right now i can't make civ/team bonuses affecting only the cavalry tech cost/time so i have to go right to the cavalry units itself.
  2. If the catapult will have wheels i can make the walk animation similar to the shoushe so it won't be needed a packed/unpacked versión or horses but for realism purposes it will need be very slow.
  3. For now is just finish the icon's and i was doing some fixes on the cavalry animations, horse mesh, riders animations, saddle etc; also it will be needed some history added per building or tech
  4. @stanislas69 here are the files for alpha 23 siege_weapons_animations.7z onager animations.blend
  5. @stanislas69 the onager needs some fixes on black zones textures. (The rock spawns in the infantry hand for avoid weird movement's, after the rock is fired the rock disappears from the prop point)
  6. @LordGood this faction have workshop already ? this is a nice sketch
  7. Some animations for the rabbit Rabbit.7z (Blender file included in the zip) @stanislas69 in case is committable.
  8. Here's one with the public horse (i keep the other saved). Sele_Chariot.7z
  9. Yes the onager first will be better, the bucket was a test i was just diggin in the texture folders wich one looks like a bronze bowl.
  10. @stanislas69 @LordGood this is finished in case it can be added to the public game if its accepted Blend file included in the zip gastraphetes.7z
  11. The actual fireraiser i think it need a texture update (model too) so i was asking if its okay to update the wheels or the chariot holding the weapon per se and use the weapon as a mesh rigged separated from the chariot Screenshot for comparison Edit: have to fix the sizes, i had some problems importing to blender
  12. @stanislas69 is okay to update the wheels with the packed version of all siege weapons? i can do a separate version of fireraiser making the wheels one mesh animated, and the weapon mounted another mesh animated same with the fire prop in front, i can add a prop bone for the bowl so it can be updated in a bronze/iron bowl
  13. Sele_Chariot.7z Edit: The red chariot texture could be faction colour
  14. Here is an example of what i mean, both are seleucid champions but only 1 looks like a champion unit (visual speaking) the elephant has: helmet > unique mesh Helmet prop > unique mesh Armor > unique mesh The horse have Generic front armor Generic blanket
  15. The prop point Works fine with chestband but that skirt goes from the chest to the upper neck, or it can just be new textures/props meshes or use the same style of the cape's copying the animation file ex:"file/biped/xxxxxxxx" in any case those horse with props needs some love if the horse will be updated in any alpha
  16. Some 2d artist could make an armor look on this uv's for test if the horse could be remeshed for make it look like its wearing an armor similar to the Menu wallpaper Uv's exported in a png
  17. Some updates with the galop fix and some adjustments to belly/head Files >>Horse_new.7z<< Screenshots with riders
  18. The rig is ok, the limiter or "helper" are the messy ones, is like the horse rig i adapted to the horse they work flawless for some type of animations but when you are going to try some movement they become a problema and is better to keep the rig as it is so it won't harm any other skeleton
  19. Tried to do some fixes on the front legs, head and chest (actually it was some bones) based on the references from @Sundiata
  20. This was the only i could find about the horses, the blender files with the actual horse body, the new one stan did and i took some time ago the one called "Horse_New" in the art folders wich didn't have uv maps so i fixed them the most similar to the actual horse and started from the beginning with the actual skeleton for avoid bugs, but they are still a wip.
  21. Because when you make a single catapult you can consider adding 1 or 2 users for the catapults, but maybe in a future you think its better to have 3, or its better to move the user a bit further from the catapult, or rotate the user, this way you only have a pivot for place them more accurate and you make the animations based on the pivot wich is easier and safe, maybe in a future modifying the dae file of the catapult could bring some bugs like when you import a skeleton to blender and change some bone they return to the original position and deform everything.
  22. A reminder for the future mounted animals: don't use the same walk animation for fauna/cavalry, they look unrealistic unless the speed is equal to the animation footsteps for example the actual horse only have 1 walk animation and it looks ok if the horse is fauna or if the horse is the trader horse but if it is the cavalry, the speed is higher and the horse looks rushed i think it applys too for the camel.
  23. Here's the look of the uvs with another textures and the actual horse for comparison
  24. i will upload the files but first i will upload some gifs for the horse alone; i've made some adjustmends to the horse back legs Trot (or Walk for ingame cav) Galop (Run) Walk Relax
×
×
  • Create New...