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Everything posted by Alexandermb
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===[COMMITTED]=== Siege Weapons Infantry Animations
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
in atlas when you switch from packed to unpacked the atlas think its another unit, however ingame they should keep the same helmet PD: another one done. -
LEGAL WAIVER: Please read this before contributing
Alexandermb replied to Jeru's topic in Art Development
3D Artist I am the copyright holder of original works I post in the Wildfire Games 0 A.D. Art Development forum. I hereby release all original works I uploaded to this forum in the past, and those I will upload in the future, under the Creative Commons Attribution-Share Alike 3.0 Unported license. -
Don't worry you can use any model i do, they are open for everyone who wants to use them i always like to do things in blender and animate them to make the game look's alive like the chin shoushe, the model its pretty good, but it was unanimated so i gave him the 4 basic animations plus 4 animations more for the infantry moving and using the siege weapon, i never liked to see in RTS Siege weapons moving or firing without someone using them. about the other units if they are models like the chariot i could made them, but if they involve making from 0 textures i'm not so good with 2D work that would need other hand.
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Didn't notice that one i did was a copy paste of the back wheels, here's fixed maur_ram.7z
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Exactly like the houses they have, they are small compared to the other houses
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Here's the maur ram @Nescio without reference images it's kinda hard to imagine how it was so i follow they architecture design and used the same textures of the buildings. maur_ram.7z
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i think not, where do i check if i can commit ? Here are the files with the infantry animated. chin_shoushe.7z
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Trying to make the animations for the shoushe infantry, will try to make 2; 1 its ready wich is show in the screenshot, the 2nd one is for put the bolt in the shoushe and for walk animation both will be pushing the shoushe.
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@wowgetoffyourcellphone try use the latest files for both and remove the old files, here is working with delenda est
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Fixed the bug by using the skeleton of the hele_siege_lithobolos now the gastraphetes and chin shoushe can exist together chin_shoushe.7z
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@Nescio Use this file instead the first one, i fixed a bug with the skeleton, using an existing one for preventing crashes on other siege engines gastraphetes.7z
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Have to try, in the meantime here are the files done working without gastraphetes. chin_shoushe.7z i will see wich skeleton i can reuse with wheels and balista for the chin shoushe.
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i started the trebuchet from 0 and has a lot of bones btw using the same skeleton works too, when i said they can't be similar i mean they can't be modified, they need to be made from 0.
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Found the bug of the atlas and maybe the bug i saw with the horse last time I made the shoushe skeleton with the same skeleton i used for the gastraphetes with a few modifications, but i had both mods activated (i've made the a mod separated for easy handle the shoushe like the gastraphetes) then it says everytime the same error "vertex by unknow bone" but then i deactivated the greek gastraphetes mod, and leaved the shoushe activated and worked, maybe the skeletons both XML/DAE can't be similar or it will crash. Working without gastraphetes activated With Gastraphetes
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Rigged the Chin Shoushe and made the 4 animations Idle Walk Death Attack Will upload the files when tested ingame whitout bugs.
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i will take a look on them 44-R: Try modifying the template files, by using something like food_grain food_fruit or fruit alone. food.fruit, food fruit until you get it, if its not possible by templates then you will need change the ResourceDropsite.Js
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With reference images i can try. Go ahead, i guess the gastraphetes can reach the 0AD, its around the time frame.
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@Nescio here are the files with the helmet (Edit Small fixes to the attack animation) gastraphetes.7z
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Don't worry, we are here to make it the more history accurate as the game engine/models/textures allows us
