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Alexandermb

0 A.D. Art Team
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Everything posted by Alexandermb

  1. Max bones reached on big artillery are 37 bones wich 10 arent used because of constraits and 6 Props bones.
  2. Most references show roman a different windlass/rail way to work, for example greeks use a dented line. And only for differentiate carthage is why im willing to do another one following the same principles but with different build or "Capitulo" but if it doesn't need to be different i gues i could leave it that way (That means less work to me but just to finish scorpio and roman medium Ballista) What are the different sizes im looking for? Well, visually sell what it is his purpose. For the record this are the different sizes: Polybolos smaller than current model. Oxybeles smaller than current model. Scorpio haven't started but it should have more width and lenght than current model. Litho/Ballista bigger than current model (Medium size is smaller than current model but bigger than light artillery). A boltshooter is intended to decimate enemy from a large distance in fast reload speed. This reducing his damage agaisnt building so this weapons wouldn't be that much efficent agaisn't buildings. A stonethrower could either be a medium size weapon to destroy a ship or to be attached in a ship/wall, wich a Huge ballista would certanly not be very usefull due the reload time and aiming precision. And a heavy stonethrower seen in the reference above 3-4 Talent caliber lithobolos for Destroy buildings. A polybolos with a burning arrow would certanly destroy a gaul house, but a carthage house/wall what would a bolt do? even it its on fire, it has to enter in the house between a window or something but that means every boltshooter has a precise shot. Instead, a 3 talent lithobolos/ballista could destroy a wall/building with a boulder easily with each reload time properly. Im not engineer neither 0.A.D. a Physics simulator so im very limited between Historical Accuracy - Real life usage - PC performance - Blender Limitations. Keep that in mind with any new model sometimes. While i like having measures they often are a restriction if i follow exactly due to my native languaje "Spanish" making difficult to understand some lectures however the most problem resides on not every single piece being measured wich is often leads to a dead end valley. Yep, of course, i was wondering if it was thicker as seen in one refence before. Lets Tie to our currect artillery wich is Light and Heavy only. While ladders, hooks and tunnels are good, they need navmesh just like Stronghold or Rise & Fall Civilizations at war gameplay wich is good but currently not possible on 0.A.D. I would like to leave heavy artillery offense only making it only buildable on neutral territory from a distance restriction from enemy building. Leaving them mostly for Wall/Fortress destructive purpose. Clearly building this kind of artillery wouldn't be possible near the enemy walls because enemy could destroy it with projectiles from the distance or send skirmishes to delay construction.
  3. Not only one smart hack, i have around 10 per siege artillery: See those bones and empties on every lever? Thats a constrait for the armature to keep the lever in place or help the direction of the movement. at the start of the lever animation you can see it is first place in the windlass and then return to handle it. Thats another constrait.
  4. Nope, i attach with a constrait the bolt from the body armature to the oxybeles armature. A Tag for hide the props in a certain amount of time woudl really help sometimes but in this case works as it should being attached to the oxybeles.
  5. So far 5 artillery done. Next in my list is Scorpio, after that Medium Roman Ballista + Two lithobolos same size variants for carthage.
  6. Question: Since im making operators for the bolt/stone artillery should i scale up Rams at least to have 6 men inside?
  7. @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.
  8. Forget a little but important feature missing: "Turrets"
  9. 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.
  10. 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.
  11. @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.
  12. 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.
  13. 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%
  14. 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.
  15. 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.
  16. HAHAHAHA "graphic card" Intel HD 4000 core i3 3110m Dual core, 6GB Ram Windows 10.
  17. 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.
  18. 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.
  19. 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.
  20. 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.
  21. 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"
  22. Progress update: Polybolos. i've already figured out how it works so i will make it shot faster whitout introducing bolt.
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