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Everything posted by Alexandermb
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Welp, i'll leave it as it is then. Theres no problem, i've just mentioned something i've noticed in most of the references and also modern games were they never stand like T pose while the end of a movement, a foot always end a lil bit ahead (same happens with animals like horse also) 2- In case we have melting for mods like city building. 3- Standing hammering? This need to have the same idle or can be done in different variants to choose independent of the starting frame?
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Proposal: Hoplite idle change for relaxed variant Only move legs and body a bit, to show a more relaxed state and less stationary wich looks perfect for "hold ground" if we ever implement what is mentioned before. Comparisson: Left New / Right Old @Stan` thoughts? Points to consider, often as end of a walking both foots don't get together or in the same X Axis coordinates one ends slightly ahead or behind to the other, this happens mostly while doing a march or standing still if military for respect
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Reference for iron melting:
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Thats what i've used Welp, i guess i have to upload the diff to the combat variant, with a few actors changes for test.
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For Reference: Possible Relaxed:
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This is a good pose for Gaul portraits since this is very used in artistic references: Shield Visible, Helmet Visible, Weapon Visible, Body Texture Visible
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Age of Empires 2 Definitive Edition
Alexandermb replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
@Lion.Kanzen you will need to make another topic for another king Warcraft 3 Reforged. -
TBH isn't a feature im adding, im just replacing "combat" with "ready" and also adding 1 single line to the unitai. so the changes are already there, we just need to add that line and add the variant to every single actor in the game (at least the infantry) and we could finally leave "relaxed" for every unit and keep ready for combat, while this if someone developt it further then we can have stance based animations.
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@Stan` well, so far for a first implementation and pretty basic, its just add a single line or replace the whole "combat" with a better name "ready" to avoid confusion. But it needs to be added for every actor the ready variant. The quality of this isn't the best but, you know 3rd World laptop and it was pretty laggy while filming it. Here you can see that the infantry walks as usally when used only right click, while clicking with ctrl + click (wich is the default hotkey to make them attack everything neary) they enter in ready variant, also when approaching to an enemy they switch inmediatly and by they own to ready variant.
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It has a little movement after being dropped but its because blender, @Stan` can you check roman veteran head? it has a weird flickering checker texture and i don't know if it may be my pc.
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Indeed, if they don't affect the gameplay vision it would be better idles, thought as i've mentioned restricted to footmen only.
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Gonna read the changes and see if it can be applied to the recent unitai change. Scutum is relatively done for the ingame used infantry so i have no other task to attend (rather than camel). Though my patch only apply for combat.approaching or even ctrl + click command wich makes them attack the nearest enemy.
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Starting pose, if its relaxed standing with the banner raised sooner or latter it will get your arm really tired. If its relaxed it will behave relaxed, following with other natural idles. Relaxed should be handle not as "Hey im relaxed in the middle of a battle, look how i joke on your face showing no fear as an arrow goes straight to my face, i used to ve an adventurer like you but then i got an arrow in the knee, how i got the arrow in the knee? i was relaxed while a rain of arrow came straight to me" But as the word say "relaxed", i feel relaxed because i don't feel any threat nearby, thatst why the Combat ready/relax is needed. We need to split the citizen behavior from the threat behavior. In a city you are ready to combat if you feel any threat like riots, thiefs, enemy invasion, fire on buildings otherwise you remain relaxed trying to keep the energy when the threats come nearby. That should also apply similar tha what @Angen did on the Scar-L mod i had, he managed to change variant based on stance, that would indeed help to recognize when my infantry is looking for any threat or just staring the wind and providing resources to the settlement. Defensive > Relaxed but prepared. Passive > Sword on sheath relaxed and resting on shield, liting a firepit, looking the wind, sharpening my sword. Aggresive > . Ready to fight but carefully planning my steps and my attacks so i don't go straight to a trap. Violent > Ready to fight and running to kill them. Hold ground > Maybe similar to what movies do with soldiers holding ground in a kings room, just stand still with the shield on front and spear like hoplite. Some movie, or series scenes to show my point: Relaxed: Defensive: Hold ground or Defensive: Relaxed: Way too relaxed but good for campaing, walking with the helmet on hip: Ready: Relaxed: Relaxed: Note that Lucio has a head on his hand, this is another perfect example of being relaxed. I have my enemy head on my hand, i don't feel any threat, i feel confidente i feel power, i won so i feel relaxed. Now Art: Relaxed: Defensive: Hold Ground: Relaxed: Some relaxed and middle defensive: Again i quote Mount And Blade: Warband. If i walk with my shield not covering my front view, i will be killed instantly by an arrow (if the archer has a good level on the game of course).
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Wasn't them _a _b before? if that so, i will change the sufix for all of them.
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Also, important to mention, last night i was tweaking end frames of the natural idles to make the transition from one to another more smooth, i will committ them soon.
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Yes, i meant: if i use sit idles or stuff like that, 60 frames lenght are just the transition from stand to sit, it would look weird, but if i apply longer timers it would look more natural But a sit idle will be canceled by an order inmediatly.
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So long idles wouldn't matter? Yep thats it, but since the change is barely noticeable didn't make a gif.
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For resting shield on ground i would have to include longer idles, wich will only work if the infantry isn't sync with any other actors ex: chariots, riders, animals. but yeah i've thinking on do them. @Stan` wouldn't affect having long idles (around 100 or 180 frames) for idles like relaxing above shield (thought this would require to measure every shield and see if they would fit probably gonna require duplications based on the shield size.) i mean, they will be really relaxed and won't look weird if they start to walk while their shield is on ground?
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Yep, thats was my thought, its something you do if you are ready not something you do relaxed thinking on life and resources.