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Alexandermb

0 A.D. Art Team
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Everything posted by Alexandermb

  1. Question: Since im making operators for the bolt/stone artillery should i scale up Rams at least to have 6 men inside?
  2. @Nescio very usefull indeed, that will help when i'll make the Scorpio, that was my plan at first, following a design similar to that one but having the front, side and above plan is better. At this moment i am animating the Oxybeles operators: Just Started.
  3. Forget a little but important feature missing: "Turrets"
  4. Scaling it isn't that simple, each scale would require a different animation and animating a 400 frame lenght animation process on the infanty isn't that simple.
  5. If that happens, i'll recommend you to look/use as reference this two jewels: And its actually quite simple because being most of the factions "Robots" this means every texture is a metal wich are easier to do. If that happens also, i'll recommend starting by two factions first, either its empire or Droids.
  6. @Nescio what would be your personal recommendations on the roman ballista? This is the mesh whitout idle/attack_ranged animations: One possible solution: Reduced Height, Here you can see the difference: Don't want to go too much lower because it will look similar to lithobolos and im trying to avoid that.
  7. Hello @Vido and welcome to the forums! may i ask what have been changed on that animation? Do you have any gif showing it if its possible? i haven't touched any animal rather than horse this year and only have been working on infantry/cavalry animations, helmets, shields, ships, and now siege artillery. So i am a bit lost on what have been done with the boar beside the update @Stan` did. i wonder what is different. Kind Regards Alexander Morgado.
  8. I don't see the problem with it. I like how every weapon is used maintaining the "light" artillery on its own way. However i request some template changes on them. Speed from 1 to 100 ratio. Gastraphetes around 50-60%. Scorpio around 20-40% Polybolos 100% with the actual attack speed. Though the range and accuracy should be lowered. Oxybeles this is just like scorpio torsion and windlass, having to remove each lever and introduce it again to reload so it requires a bit more time to reload and avoid looking strange. id say from 20-40%
  9. And me, include also Kings and Generals. The voice, the work, the visual are perfect for a good afternoon with a coffe on hand and listen it.
  10. Question: Polybolos ought to be used only by ptolemies or it should also be used by Macedonians and Seleucids? Oxybeles could be used by Athen and Spartans whitout Trouble.
  11. HAHAHAHA "graphic card" Intel HD 4000 core i3 3110m Dual core, 6GB Ram Windows 10.
  12. Polybolos Done!: Smaller than before. The arrow pops up about to be fired and falls from the rotating tray in the middle section as it should work IRL.
  13. This reference show it has a rope holding the back zone though i have done it that way for use again the reload animation so i don't struggle making it specificly for roman ballista considering performance/space. I could make it a lil bit longer i belive. i was also thinking on place the rope, but didn't worth the polygons: Or maybe i could reduce a the height, but the main point is to keep the levers in the same place and same rotation to avoid making 3 more animations of 400 frames lenght for a single ballista.
  14. With the animations I've done with the ballista and lithobolod rotating the levers I can make a loop of it and use it on a crane. However I don't see where we can use cranes (visually speaking) properly.
  15. Just played a match to prove you are wrong, it does fit. They aren't MOUNSTROUSLY BIG enough to make a difference between buildings and scales. Smaller than a Palm. Small than the roman wonder, wich is a good comparisson having in mind wonder isn't real scale. Why i would compare roman ballista scale with Gaul houses or fortress? Every architecture has its own design and size and obviously romans had taller buildings wich are already seen in your mod with Insulaes, Also can be seen at every other roman building such as aqueducts or colliseum. Isn't that big. @Stan` Any way to avoid this to happen in my configuration? (Low) I know i can avoid this enabling shadows but i don't have a graphic card to properly play at 30 FPS with or whitout shadows. This is probably the face of every player looking at lithobolos and ballista actually: Before it shots looking that small size: After it shots looking the damage: What i have changed with that? Well, if you see those huge ballista aiming at your town you should have this expression based on the damage it would do, and the pyschological effect it has: So if the enemy already reached that knowledge/late game artillery, and you still at phase 2 you will assume you are done.
  16. Only on magazine, the trigger is different. It took me a while to figure it out because every single reference only says: "Here, this is the polybolos" -But how does it work? " Here, this is the polybolos"
  17. Progress update: Polybolos. i've already figured out how it works so i will make it shot faster whitout introducing bolt.
  18. Ship Scale is already an issue, at some point if gameplay performance isn't that bad with huge maps naval battles with ships should be real scale, but im not the one to decide that. Neither we have the performance available for have the amount of sea we need. Just throw out of the board that AoE scale gameplay stuff, thats already wasted and disgusting at this point of 3D worlds. I can't enjoy a game like AoE Online not because of the cartoon look but the size of a Ship or an artillery having the same size of a cavalry. We already have AoE 2 DE and in the way an AoE 4 with walls with the size of an elephant why we need to sell the same product but cheaper?. Every company/indie group should have their own artistic vision and gameplay. That era of fake scale stuff has ended a long time ago with the death of first RTS's.
  19. In other talk, from the beginning i've always considered siege artillery excluding ram a joke, not visually speaking, because that haven't been updated since the beginning of the game i assume (excluding roman ballista) but size. A polybolos, scorpion and oxybeles having around the same size of a Lithobolos, but the lithobolos does by far more damage? Thats a joke. That lithobolos scale only can throw a sling rock. Small artillery have a good size, but Roman/Carthage Ballista and lithobolos are a joke.
  20. Doing it whitout "real size" its a problem at least to me when animating, not only with artillery but in any other case, using other measure likely lead to bugs and problems when animating/meshing at some point ending on a week of blender looking a wait to fit the size issue with infantry. Animals, Trees, Weapons, Helmets, and anything that is used or affected by the human scale mesh on game should have real size either it will end looking cartoony and breaking historical accuracy. Gameplay related size only matter on ships if we ever had ship boarding but thats far from being possible i belive, if that happens then we can scale up all structures and ships if we ever have navmesh. And its only in this case Height for roman ballista. Lithobolos does have around 1,5 or 2 footprint more however i haven't touched that yet. Imagine having a WW2 Tank being smaller, it would end looking very ridiculous and people will make fun of it. Structures somehowe already have a decent size, not to mention that it was wrong at first place when the game was done not the scale of the buildings but the Scale of all living entities being too big for the world size. Because if i do a RPG Size Scale infantry on a RTS map i will need a RPG Scale size with RPG level of Detail. And yep, the point was doing it huge not comparing to buildings because its already useless to compare sizes since we already know buildings aren't real size scale. The main idea is to introduce what i've proposed in gameplay splitting artillery into Small boltshooters, Medium Stonthrowers, Huge Stonethrowers. If its okay either this ballista is replacing the actual one, or another one im planning to do after polibolos with medium size for med artillery. My mystake in many cases was to "Follow" what it is ingame, following what it was already done lead many times to mistakes and weeks of struggling on blender trying to achieve the "Detail" or artistic work ever done on 0.A.D. At least to me that lead me many times to mistakes and time wasted. I accept that i can't work with "fake measures", i can do adjusments to match gameplay but sometimes i can't go farther than this because every artist have his own way to work.
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