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Alexandermb

0 A.D. Art Team
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Everything posted by Alexandermb

  1. 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.
  2. this is how the nomads are going by now
  3. 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
  4. White cloth is the faction colour
  5. Fast simulation: Yellow hay Black Tools Red Door Blue Horses it will need something somewhere to show the faction color
  6. 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
  7. 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.
  8. No entendí muy bien, ¿que le agrego?
  9. 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
  10. 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.
  11. This are the weapons for now, i leave in your hands the accuracy.
  12. 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.
  13. Some small tweaks to the body meshes to make the look of the xiongnu armors
  14. 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
  15. 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.
  16. 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.
  17. @Lion.Kanzen Ayer me quede hasta las 6:00 am mientras aprovechaba las ideas de las decoraciones de las yurtas antes de que se me olvidaran y resultaron buenas. @wolflance also the resources depot is this: when finished it will have prop points inside for tools, resources or any kind of use it can have
  18. i will change the stall of the food depot with pieces of meat like the ones used when male citicen carry meat. @wolflance the next in the list is the blacksmith PD: thanks for the picture, i will make props with it small chair low table
  19. For now 4 buildings are ready for test on atlas House 3 variations + props # variations a b c Food depot (i din't called it farmstead because they were nomads i don't think they settledown a year for farming and then kill and move along), every prop has variations except the crates
  20. Si puedes arreglarlas perfecto, probar el 1er test de yurta con varios props, ya esta exportado para 0 ad
  21. i used paint.net, i used it before like the caro wonder/school and din't failed. but now since i've make the file from the start copying and pasting from the "rome_tent" and "chin_struct" failed this time i think not. Also, like this two images and as they are nomad people, i will make a resources depot like the mauryans elephant, a wagon "laager" with 2 or 3 variants pulled by a horse, Ox or steer.
  22. Maybe the 3, i tested the 3 together and crashed then tried with only the basic texture and crashed again
  23. i have no idea what to do, i'm not so good using Texture programs.
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