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Everything posted by Alexandermb
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el que te parezca mejor, de verdad nunca pude conseguir una buena visibilidad del yelmo Atico.
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Its hard to find good resolution references of attic variant: The plan is to achieve the detail no matter if its engraved or bump in the helmet visor and cheeck, Head ornaments such as laurels are easier and i can do them.
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@Sundiata i request your services once again and @Lion.Kanzen. I Want to update the Attic helmet, however the point of attic helmet are the details on it right? Well i've just found a way of doing the high detailed sculpts whitout struggling by performance or by vertex hand position: Would it be possible to achieve the 2D Details of the attic helmets as separated textures for place i'll let you decide wich one, or even be free to choose the decoration, it just need some engraves to show the attic helmet.
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Only the walls, the rest of the architecture looks good to me, at least reminds me the "Settlers Heritage of Kings" wich was a great game in that time. The Color is a lil bit warmer but that doesn't harm, its like comparing Marvel with DC Universe. Quoting Ryan Reynolds: "You are so dark, you sure you aren't from DC Universe?" From a Commandos or Command and Conquer game i would expect darker ambient color or even Dark souls Dark Crusade, but from AoE we already had cartoony looking infantry before with AoE 1 and 2, clearly it haven't been look cloosely the units before AoE DE.
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Yeah, but war selection lags horribly on low end pc (my own experience)
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Btw in an interview they mentioned the game starts before Aoe 2 and ends near Renaissance.
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Age of Empires 2 Definitive Edition
Alexandermb replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
Hope my HD4000 runs it at least on 800x600. If i played in my childhood the Demo version with only william wallace campaing and limited to 3rd Phase, i won't mind some bugs hahaha -
Ensemble Studios already knew they will screw it a lot if they didn't do medieval age. They know what a failure was AoE 3 era, not the gameplay, not the design, The Era. They could start from there a new 3D era for ensemble studios gaming, however making WW1 or WW2 is more difficult since it will be probably a copy from Empire Earth or Command and Conquer. Honestly the most interesting aspect of RTS Genre are: Fantasy, Roleplaying, Ancient History, Medieval History. The Gunpowder Era in RTS Genre doesn't sell too much unless you are ready to handle such amount of entities like Cossacks. Gunpowder era is more for First Person Shooter or Spionage. A WW1/2 game would fit perfectly with the Dawn of War gameplay. But in a game like AoE 2 or a Gameplay like Ensemble Studios does, is just a basic genre RTS. Unless they are going all in with a Settlers Economy management in AoE 4 mixed with the micro managamente of AoE 1/2.
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Could be both, i don't know if they used stone archs often but if they do and its what we already have, arch then.
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Commited for ranged attacks variants
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The stone arch + wooden door.
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Simple deform and array probably, curve isn't very helpfull in this things because of imperfections at the end. however with a simple deform and array it gets a better angle and lastly a mirror modifier. Door texture could use a re-texture in the rome_struct file. @Stan` anything possible with substance painter?
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i was wondering the same about props, so i did some extra variants whitout props for capes and whitout blood on death. that might have been a performance leak all this time. Fixed both issues. Thanks on the catch up!
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Dont know if it's possible to achieve this kind of noise whitout too much background noise. The starting seconds rocks slightly falling like small pieces of dust and rocks. Would help a lot on the impact sounds of buildings in any kind of hit. And the big rocks collapsing sound at the end should be good for a ram impact hit.
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The main mesh should also have in the Vertex weight groups the prop bones parents, as well as those parents linked to other bone such as root bone. Otherwise it will tell you that and won't find the prop bone.
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===[COMMITTED]===Improve Artillery Tower Particles
Alexandermb replied to Stan`'s topic in Completed Art Tasks
No please! don't remove the crater that crater is needed strongly for all artillery shots decals. Maybe the same dust but more stronger at the beginning, thought i really don't know how particles works so far. -
===[COMMITTED]===Improve Artillery Tower Particles
Alexandermb replied to Stan`'s topic in Completed Art Tasks
Also, could be good to make the dust darker and stronger to hide the crater popping up. -
===[COMMITTED]===Improve Artillery Tower Particles
Alexandermb replied to Stan`'s topic in Completed Art Tasks
if its attached to the projectile after impact it will stay in the ground, however don't know if its possible to change projectile after impact. -
i belive i will have to split for ranged but also if ready variant is ever implemented it will also should be split for match the ready variant of the actor.
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===[COMMITTED]===Improve Artillery Tower Particles
Alexandermb replied to Stan`'s topic in Completed Art Tasks
What if the attach point minheight, maxheight is used ? -
Borg Expansion Pack Mod implementation in 0ad alpha 24 release.
Alexandermb replied to snelius's topic in Game Modification
thats sounds good for a immersive perspective however we would lack some good textures for differentiate some of them. -
Borg Expansion Pack Mod implementation in 0ad alpha 24 release.
Alexandermb replied to snelius's topic in Game Modification
For Slaves, maybe spawn entity on death could be spawn some slaves based on buildings such houses and civ center. Civ center: 10-15 Male Slaves. Houses 2-3 Female Slaves. After being destroyed the house spawn a capturable on sight gaia entity slave. This could be good for force early game rushes attacking houses of the enemy in order to get some early slaves and economy boom. -
Can you mention what features? i would like to have a vision of it. New idle relax for archer done, as well as the new jog animation: Plan: New Idle Ready for archer: While the idle relax keeps the bow whitout being stretched in order to retain the silouete of the archer, the ready version stretch the bow as if its "ready" to fire: All of this with having in mind to retain as much as possible from the main animation, considerating that we only have archers using ready variant pose: Now i just need to do some relaxed idles and ready jog animation and we are done with the archer and probably covered all the infantry natural idles.
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Made jog relax and ready animation for the slinger as well as some idles
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Borg Expansion Pack Mod implementation in 0ad alpha 24 release.
Alexandermb replied to snelius's topic in Game Modification
If possible, take spearman cavalry and pikeman attack speed to a realistic level, at this moment the spearman cavalry attacking animation is too slow because of the attacking speed.
