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Everything posted by Alexandermb
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===[COMMITTED]=== Civ: Rome Scutum
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
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. -
===[COMMITTED]=== Civ: Rome Scutum
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
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. -
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?
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===[COMMITTED]=== Civ: Rome Scutum
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
@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 -
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.
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@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.
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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.
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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:
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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:
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@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:
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Yep, indeed split variants per etnic as well as shield could be usefull, more specific and less generic. @Stan` Minning:
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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.
