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Alexandermb

0 A.D. Art Team
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Everything posted by Alexandermb

  1. i saw one reference video on other topic (forgot where i found it) but the problem is they interact with each other, so the animations need to be made only attacking, but i think i can manage to adjust the sword to the minute 2:15 - 2:48. The shield height is ok, the only weird is the sword.
  2. What you think about this animation i made today Is for melee shield sword/axe-man
  3. Same barracks structure but with more height (Maybe with this mesh it can have less depth.
  4. Carolingian Abbey Based on real life structure "Lorsch Abbey" Ao baked 3.3-3.7k tris (Trees and props added for better presentation) Screenshots Textures BLEND FILE >>>Lorsch Abbey [Finalizado].blend<<<
  5. This is normal ? or its a mesh bug, i saw this same problem with the knarr
  6. @niektb i've made this two, in case the mod could use it The saxon and the norse used seax weapons, so i think this one could work (The sheath was just for make the mod more 1000 ad and less 0 ad) I used as reference this book.
  7. i think i've learned how to make the ao maps, thanks for the link.
  8. ship sinking i guess its already done, some configuration file or root animation where the ship sink whitout adding it to the xml file.
  9. i will upload the fisherman animations at this topic, i did a separated one for the longship's since, the three uses the same animation. The ram i will do some adjustments and the axeman i will take a look for the lion video and try to make a similar idle. Ya perdí la cuenta de todas las estupideces que a echo jajajaja.
  10. Longship Animations Gif's Idle walk Attack Ranged The three nordic ships use the same skeleton and animations. Idle (ignore the viking turning around) Walk Attack Ranged
  11. i'm uploading the longships animations as gifs, but the fisherman have to wait, Maduro did it again and my internet is downloading at 0kbps @niektb
  12. Question: the buildings should be adapted to match the proper size of the new unit models? for ex: Houses a bit taller because the door is too short for the units
  13. Fishing ship and Fisherman AnimatedFishing Ship for norse Civilization Same fishing boat. Animated sail. Animation for idle and walk. If the ship already gathered some fish, it will spawn a basket with fish inside. Fisherman added. Fisherman idle, gather fish. Screenshots Idle Walk Fisherman
  14. Drekkar Tier 3 nordic longship 22 Oars 22 Crew members (They have animation for [Idle - Move] and some of them raise their shields to protect the archers) 1 Viking leader (He have animation for [Idle - Move-attack (order)] Oar's animated Idle animated Shields modular 2 Sails: 1 folded when idle or attacking, and 1 deployed when moving. Bigger ship Dragon head and tail. BLEND FILE >>Drekkar [Finalizado].blend<< Screenshots Idle Attack Walk Floor
  15. @Skhorn that was my first idea, but i don't know how to make them stay on every oar when garrison, or stay in the ship and play the animation files instead of the basic infantry idle. For now the ship crew spawns with the ship, and the ship has every prop point for each sit. that would be a lot realistic, but it will need a new code for GarrisonIa telling the unit's to play another variant like the "base_swordman_shield_relax".
  16. @niektb Should i open one topic for the three ships or one for each ship?
  17. i don't liked the idea of the ghost ships spawning arrows from the root, so with the people inside the ships. they use the original ranged animations, and i've made two animations more for right and left side crew. in this order they will attack or defend (simulated, this don't affect at all damage or defense) A D B C A D B C A D B C A and B use the ranged animation. C and D use the shield raised animation. Note: that was the snekkja ship i've made, here you can see the difference of the ships
  18. i was making an experiment with the huscarl but the idle pose in the link looks better.
  19. Forgot to say that i made a fishing animation for the fishing boat.
  20. the viking_longboat texture was updated so i copied the texture from there and used on the drakkar. Textures i will upload later a new 7z with all meshes, so you won't have to look around all topics @niektb and i will upload the drekkar when i fix the oaring animation for the crew.
  21. Made a karvi ship, (Smaller, and have less oars) and also, remade the drekkar animation file and fixed the position of the skeleton, now i've made a base skeleton in case anyone want's to make another ship whitout concerning about the animation. this skeleton will use two animations wich i already made, for Idle, and for move. (Still use Longboat skeleton.xml file) Note: The drekkar still have the same size as before If someone needs to make a ship with oars, just delete the ship and keep the oars you need and make the ship as you like. Animations Blender file: >> drekkar reanimado.blend <<
  22. Reading about the karvi says its uses 13 pair of oars, and the drakkar used about 34 pair of oars, should i add them those oars ?
  23. I think the actual axe needed an update since the new units meshes are coming and most of the weapons have very low poly's and like most topics say's the performance of the polygons is good enough, the only limiter we have is the pathfinding.
  24. made this axe for the norse, using the norse_struct as texture.
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