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Alexandermb

0 A.D. Art Team
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Everything posted by Alexandermb

  1. Si, ellos hacen ese pequeño movimiento al impacto, es cuestión del caballo por instinto frenarse y evitar el impacto con la cara hacia el enemigo.
  2. The horses will have this little movement when the melee rider is attacking if i'm not wrong.
  3. i've made 2 walks animations for the horses for a more natural life style in the gaia horses > Gaia horses: Walk like the 1st video, slow peacefuly > Cavalry horses: Walk like the 2nd video, faster with the neck up
  4. i'm looking some, i saw AoE2, maybe will try look attila total war because the have beautiful horses, and some medieval/ancient era movies when the rider attack this are the first animations i've made for the horse
  5. I need a little help with some ideas for the horse animations, for now i have 7 animations But i need something when the rider is attacking, the horse shouldn't stay just idle like freezed, should i make a similar animation to the cavalry archers of AoE2 ?
  6. they will have one, but im not sure if i should use 2x2 decal with the square form, or make a new one with circle form (if its posible).
  7. Aqui en el archivo tiene dos materiales, usualmente eso me causa un error cuando lo exporto con dos materiales
  8. aquí leyendo un vistazo rápido vi esta captura, este modelo tiene 2 materiales vacíos, debe tener únicamente 1 o no debe tener, también para tener en cuenta: cuando dice "mesh is made out of triangles" es cuando el modelo tiene vertices/edges/caras inútiles por así decirlo, que no cumplen ninguna función, ya sea residuo de algo que se eliminó o algo que se desecho. "single set of polygons" es cuando el mesh posee varios materiales, o esta seleccionando varios elementos, hay que asegurarse de seleccionar solo el elemento que se va a exportar, si este elemento tiene varios ejes vacíos o como se les llama en 0 A.D. "Prop-points" se apreta (Ctrl +) y se asegura de tener todos los ejes con parentesco o subordinados al mesh principal.
  9. this is how the nomads are going by now
  10. with some of the props placed not all yet, still missing the horses, tools and maybe some saddle and as lion's says Ox skulls Screenshot whitout material and whitout missing specular/normal map
  11. White cloth is the faction colour
  12. Fast simulation: Yellow hay Black Tools Red Door Blue Horses it will need something somewhere to show the faction color
  13. this is what i have in mind at the moment for the corral, a circle fences like all the other buildings some tools like a pitchfork with hay, some animals laying like 4 or 3 horses the inner fence will be filled with this
  14. I used some of the swords of the other post for a low probability of spawn those swords on the xiongnu, because if they were nomads, they attack and steal everything including swords/spears so i assumed they can have a little probability of use enemy swords.
  15. No entendí muy bien, ¿que le agrego?
  16. Wood for make the arrows/bows/spears and also if in case the blacksmith work as resource depot for wood and metal and houses/food deposit-market for food Most of the space will be filled with helmets shields and weapons once they are done
  17. Blacksmith once the textures are done, it will have one armor stand with the body mesh, some rugs outside the yurt, and when i end the bow animated it will have some bows spread around.
  18. This are the weapons for now, i leave in your hands the accuracy.
  19. Then can be only 6 buildings for the faction wich is the most accurate: Yurts: Houses Royal yurt instead of calling civic center or Chanyu's hall because it can't be called a civic center Food deposit/market: Barracks: 2 Yurts with a battleground/Archers practice ground with fences Blacksmith: The one i showed Horses corral: circle fences with props for horse living Maybe with the wagoons i've made the houses should work with packed/unpacked properties so the faction can actualy work as nomads. Similar to Warcraft 3 Elf's tree's but whitout attack. Also yurts shouldn't attack they don't have windows and can be annoying having a nomad faction placing their's yurts around other faction and using the yurts as siege weapons firing arrows near the town.
  20. Some small tweaks to the body meshes to make the look of the xiongnu armors
  21. speaking of parthian tactics i was thinking on see what i can do with the new horse mesh as it is now "0 textures no skeleton" and make something with the actual horse textures and put it a skeleton for make this pose for a screenshot so it can work as tech icon
  22. the one i lack of knowledge is about the temple/sanctuary, i don't know yet what kind of rituals or gods they had, so that one will be difficult. Praise de san.
  23. that could be a good idea too, maybe the houses and resource depot used for wood/food and the blacksmith & barrack/archery range for metal and stone ¿they should use stone? as for buildings 4 are done, the blacksmith is nearly done for future work the barracks should work for infantry/archers but not for cavalry, it will need something like a corral with horses for cavalry a mix between corral/archery range also they shouldn't build farm's but instead use the corral, so this faction will be more force to build corral and train herd's for hunting or maybe resource trickle with corrals if it works, or automatic spawn of the animals they hunted in the corral with some kind of cooldown. Something like the game total war attila, they can't get food, they just get them invading. and this make the faction force the player to find a new kind of gameplay.
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