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Alexandermb

0 A.D. Art Team
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Everything posted by Alexandermb

  1. This is how it looks ingame with the iberian cavalry texture.
  2. it seems to be it can be possible, and that bug it's weird because i wrote the cape's and meshes just like the actual javelinist infantry
  3. This could be good with some damaged look, and maybe ivy around 13% of the target
  4. i agree, and maybe use this texture you made to make this. So it just take a little tweaks in a horse texture for make the look of armor with the body variants i'm trying with the horses
  5. Got the files, looks good and i see the cataphract have a mask so i've updated the mask
  6. This could be a way of make the heavy armored horses with just textures, just have to make a little uv's adjustments and done. Uv edited:
  7. They have been pierced by the giant scythe they would need a chariot re-mesh same as the trader horses, or for an easier work, made a curved harness to add above the saddle and keep it stationary. the size difference between the old horses and this one is noticeable that why it looks pierced. Update** Horse_new.7z Fixed the separation between armor and horse
  8. The seleucid have one the chariot file in their units folder i thought they have their own chariot without using persian faction influence because of that file
  9. In case you haven't noticed i've made am update of the cavalry (including actors) feel free to use it on your mod, it will be useful to have people testing and see if anyone can see bugs or frames i haven't noticed yet in the animations beside ideas while i'm still working on it. Feel free to make any comment and suggestions for animations.
  10. I will try downloading A23 to test it, the bug appears to be between the sling-or the holder
  11. Changes: Fixed attack times Changed relax 2 handed spear animation Cavalry spearman recharge time in template files changed from (3500) to (1400) for fast attack animation Cavalry swordsman recharge time in template files changed from (750) to (1050) for fast attack animation Added the small shield variant Horse_new.7z
  12. Recently i've made a small test in the UnitAi file which changed how the unit run into a fight and submitted the dif to some web page i forgot the name,. In August i've tested the same code with small changes about distance, before the unit just run's even if the unit was very far away when the order for attack was given, but specifying limits of distance (Minimum distance for start running, run, maximum distance for start running) the unit walked if it was outside the minimum range, and if it was in the range they charge (Every unit) assuming the changes works like planned making the units run into battle (Like Total War series when the cavalry/infantry reach their target they charge) that would need some gameplay balancing over the cavalry?
  13. There's at least 5 variations: Shield (Ready, Generic, Relax) No Shield (Ready, Generic, Relax) 2 Handed (Ready, Generic, Relax) Archer (Ready, Relax) Javelin (Ready) I need some reference for walking animations for the riders when trotting because mine's i feel them a bit lifeless and want to make them fluid and realistic, and i'm making another variant for the small shields like the iberian_spearman_E like this one:
  14. The internet won't help here, it's easier make it all offline and just upload the finished files while there's nothing consuming the internet.
  15. Ups! wrong file uploaded now its no longer attached.
  16. Fixed, that was the only gif made with the camera attached.
  17. The camera is following the rider body, the horse slightly move backwards
  18. >>Space for gif's<< Cavalry 2 handed spear cavalry small shield Archer cavalry swordsman cavalry javelin death Attack animations have no shield version too
  19. And if the pc won't explode in the process, last time i've made the drekkar gif's the recorder + gif's web page consumed the whole cpu (AMD Sempron 145 Single core 2.80ghz) now i learned to use blender renderer a bit so it will be easier
  20. i took the skeleton from there for use it in this one same for the uv's
  21. Didn't have enough time to test the whole animations, so if anyone test them ingame and see something weird, i'm open to suggestions.
  22. Included in the Blend file: Rider animations. Rein animations. Horse animations. Weapons and Shields (Including crossbow). All armors and blankets. Have textures attached so it won't end looking pink. Have the byzantine cataphract cloth armor i've made too in case people want to make a texture for a full body armor they will have the UV's and the mesh for testing. This is how will be seen when open: Red: Legs Green: Belly Turquoise: Tail Purple: Spine. Yellow: Knee's and shoulder helpers. Blue: Head (Green on head are Ears). For exporting an animation after baking using the action capture tool, selecting the whole armature is needed (What is seen first is the helpers i've made for make the animations) This is the whole armature selected: The two dots under the armature capes are for the props, they aren't needed for baking actions neither the 3rd one, thats for configurations of hoofs rotation. For baking attack long animations FPS is needed to be set in "32". Some actions aren't needed and are just placeholders or are broken feel free to delete them if want to. Files *Updated* 07/04/18 >Blender files Horse.7z
  23. Update: Lithobolos animations adjust siege_weapons_animations.7z
  24. Thanks @Servo i check it yesterday and will see which frames i have to adjust to fix it, the lithobolos was the only one i couldn't load in blender
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