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Alexandermb

0 A.D. Art Team
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Everything posted by Alexandermb

  1. Distance: 10% distance 20%: distance: 5% at 5% doesn't look bad, it gets some brigthness as well as avoid getting over desaturated. in 10-20% red start to look pinky.
  2. i've avoided to put the sword straight to the feet, in case swords is bigger:
  3. New idle pose for the gaul swordsman: (left actual - Right New) Reference:
  4. actually was pretty fast and easy while doing animals or just lines like this ones: while in cases like this it does take more than 20 minutes: And later i've thought it was better have a full plain color and simply bake a green or purple line with the design if wasn't complicated like boar or bull:
  5. Yes, i think so. Going to mine: Wouldn't matter if the starting pose is different? This is the one we have for "constant" minning: This the last one ive did for front minning: if its horizontal minning it could end being like 2nd idle or something similar.
  6. Ah well, that was better mention before bake the 30*3=90+ texture variants Though it looks pretty much similar to the aspis color even though one is baked and manipulated with paint.net and the other goes directly alpha from blender.
  7. Even if i bake the action before exporting it looks weird. Looks more blender related like not being 100% accurate, here you can see the problem i mention: The constraits works perfectly while being stationary, the problem starts while picking it up.
  8. @Stan` while the resting on shield is pretty awesome in blender, being the "shield" bone attached to the hand blender doesn't handle it very good exporting to collada so.. it moves after being droped and doesn't feel good. Any opinions if they should be added or not? They could work for predefined idles when the shield isn't part of the actor but of the ambient.
  9. 1 could work maybe, if don't confuse. 3. ah yes of course, this isn't the final mod. if they aren't filled with another variant they are deleted. i still think 5 variants only for a champion isn't enough. 4. i don't follow yet it has the same alpha amount of others textures, nothing changed compared to the other textures but only the design.
  10. 1- They will be removed, some spaces were left intended in case i've add a prop such as boss etc, cleaning is still needed. 2 - while it should be a or 0# some meshes have different shape and would be confusing have "scutum_01" and then after a long period of "scutum_20" suddendly it changes to "scutum_21" being the scutum_21 a different shape compared to others. Its better to keep 2 prefix or sufix for idenfity 1st the shape and 2nd the variant so either scutum_type_A or scutum_a and then lastly the numeratio _01 _02 _03 _04 _05, i know theres a naming convention but thats confusing if batch files are handled, such i've handled before with the gaul shields. In fact, naming conventions should be changed either to found a confort naming schema or a strongly strict and confusing one wich ends mixing all meshes while if theres any other artist he gonna have to import and look every single asset to find a diference. 4. Same case is kept for differentiate between swordsman shield and scutum, otherwise i would have to make such amount of shields with all the alphabet and lastly will have to use scutum_rome_AA - Scutum_rome_AB and thats worst. I've named them following rank also first letters are for basic rank such as A, B, C, and so on for elite and advanced. 6. i've noticed that if i don't apply the death variant they switch back the "no damage" variant. 7. they need frequency? if that so i'll add them. in case we have new death animations showing both. Reverting back to "no damage" variant doesn't make a difference in performance compared to death variant, both are only simple textures so reverting doesn't gonna make a difference i belive. Some colors are desaturated to avoid mixing them with their respective player color, like blue and red. i've kept them here in case id add another variant (and the test unit i've used for combat variant), was pretty time consuming going through folder for make 1 variant per texture if i could only leave x amount of variants and only add the textures.
  11. Already have some but if i don't have a proper gameplay to test them, im tie handed. @LordGood thoughts so far? any animation you may need?
  12. @Stan` you can review this mod in the meantime, ignore the infantry spearman_e variant since this is the one i've used for combat test. 0.A.D.-Rome-Scutum.7z
  13. The attacking repeat time of pikeman is way too slow, the animation even play's slower than blender. What is this? Ultra Nerfed attacking speed.
  14. @Stan` can we make builders select 1 Single building variant animation per variant file while building? That could be awesome to have if i make some saw animations and even plowing.
  15. New attack pike for having more phalanx attack: Note: Clipping with shield can't be fixed as it suppose to have a belt holding the shield with infantry.
  16. Thats the idea, i had first the thought of splitting by etnic because of vikings, you know, a vikings is more know of savage, ruthless, and fearless. Having them walking, idle with the same education of a roman legionary doesn't make it feel like viking. One game that catch pretty well the animations is this one:
  17. Probably with spears if they are in formation, but we can ensure that formations will have a different "variant" for avoid this. Making formations use only "specific" idle variants. such as this: Reference for skirmisher: Reference for Heroes:
  18. @Stan` you know what i forgot to add and was very important for future mods? Separate a single finger of the hand for triggers and other actions. Before re-exporting all animations. Build tweaked starting frames of hand:
  19. Yep, indeed split variants per etnic as well as shield could be usefull, more specific and less generic. @Stan` Minning:
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