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Alexandermb

0 A.D. Art Team
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Everything posted by Alexandermb

  1. i made this two tools for update the old meshes of the axe and the pick Reference Blend file >Tools_update.blend <
  2. not sure if this is how it works, but here i leave it. https://code.wildfiregames.com/D653 UnitAI.js.patch
  3. Modifying the "UnitMotion" file in simulation / components. I defined to the unit that at the moment in which an attack is ordered the unit changes the animation to run towards the unit. At the end of the command, by killing the unit and there is no one else to attack or to change the order to walk to another point other than attack, the unit returns to its walking animation. All this to simulate when approaching, also I plan to define to the unit of rank to stay away each time that they approach the end of a shot, of this way the unit of rank maintains the advantage of distance keeping away of the unit of melee or cavalry.Modifying the "UnitAI" file in simulation / components. I defined to the unit that at the moment in which an attack is ordered the unit changes the animation to run towards the unit. At the end of the command, by killing the unit and there is no one else to attack or to change the order to walk to another point other than attack, the unit returns to its walking animation. All this to simulate when approaching, also I plan to define to the unit of rank to stay away each time that they approach the end of a shot, of this way the unit of rank maintains the advantage of distance keeping away of the unit of melee or cavalry. this gives a most faster and realistic combat.
  4. Btw, here is the blend file of the drekkar forgot to upload it earlier because it wasn't over, in case someone else want's to improve it or made another Drakar_Idle (Finalizado).blend
  5. For now i leave the anglo walls for a few days until i research more about the towers. and after saw a lot of images of the drekkar, and the viking casc structure i made the drekkar a bit more wider, and made symmetrical the folded sail, and now it moves with the ship at idle stance.
  6. then maybe related to the stances for example: > Passive: Gathering rate 100%, walk speed as usual, animations in walk/relax mode, defense 75%,attack 25% > Defensive: Gathering rate 75% walk speed slower, animations ready/walk mode, defense 100% attack 50% > Aggresive: Gathering rate 15% walk speed faster, animations ready/run mode, defense 50% attack 100% > hold position: Gathering rate disable walk speed slower, animations ready/walk mode, defense 125% attack 15%
  7. @tlauick_19 Si, yo lo hice, las texturas que usé fueron unas que use del dominio CC faltaría que alguien hiciera unas texturas para este mismo ya que las que posee no se asemejan a un casco real, y modelando nada mas modificando mediante vértices como si fuera un plano cartesiano y dando forma usando el "symmetrice" lo cual es muy util.
  8. Changed the colour using the same faction wood, gate already is animated for the 4 stances and added slope both sides
  9. yeah. the colours doesn't match and those props could added adding prop points and moving each prop point for each wall type and making variant's of the wall
  10. Door for anglo. el de la izquierda es el de los nórdicos y es el modelo de prueba, el que se usa actualmente no posee slope, y el 2do es basándome en el diseño de la foto, pero puede tener una mejor textura, hasta ahora solo seria de prueba. the left one is from the nord civ, and is the test model, the one actualy on the mod doesn't have slope. and the second is similar to the desing of the picture, but it can have a better textures, for now its just for testing.
  11. Is there any way to make the units walk within the area of influence or own territory, when leaving the territory use the "ready" animation and of they are in enemy territory use the "run" animation? My point is that, being in the territory itself, the units feel safe and walk normally so to speak, when leaving the territory enter in alert mode as any unit in the unknown territory exploring, and when discovering enemies or being in enemy territory, Instantly enter into chase mode and run the animations. i've tried to look for files related to movement and animations but didn't had the time available to read them all. The new models have the amounts of excellent animations but, apparently they are used less than those that were developed in the majority of the units and much of the work is being lost.
  12. found it, i'm gonna start working on it
  13. If someone have anglo-saxon walls pictures or sketches it will help to make one in blender. Atm i have found walls like the norse and one's less wider.
  14. Also, using the celt ram made this one similar but not the same, siege_ram for the norse faction, it have 6 mens and they are animated for: >Move >Attack
  15. Fixed the longphort using the prop max-min height, the problem is the build placement, and obstruction parameters. This is how it will look in the atlas. Longphort_files.blend
  16. Thanks, i din't know about that, i'm gonna fix it.
  17. i think the longphort is complete, about the floating tents is for match the terrain when you place at the shore it will fit
  18. Those are the exported dae's, and i have some blend files saved somewhere, the dock i posted it earlier in the frank faction topic, but skhorn recommended to publish pictures of the done projects in a separated topic. btw i do have the drekkar blend files "Idle/Move" i'll fix it.
  19. Here i will be uploading the meshes i've been doing for the mod. @Skhorn By now the done meshes are Norse: >Drekkar >Longhouse >Gate >Sentry tower >Tent's props >Longphort Carolingian: >Big Structure for School or Abbey proposal (Based on a real structure), >Sentry tower >Dock Anglo: >Storehouse Pictures of the buildings Drekkar animations showcase. (Note: The drakkar moving animation have the infantry of the picture with animations and the Viking leader on the front the oaring people have 4 idles animation and 1 for walk or run the viking leader have 2 idles, 1 walk/run animation and 1 for order attack.) >>>>>>>>>>> New meshes.7z <<<<<<<<<<<<<< MODELS HERE (UNZIP ON MILLENIUM AD FOLDER) (Fixed missing textures and drekkar sail)
  20. Habia pensado en eso, tal vez señalando con el arma en dirección hacia delante cada vez que avancen y ondear el hacha en un arco de 170 grados cuando ordene un ataque.
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