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Alexandermb

0 A.D. Art Team
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Everything posted by Alexandermb

  1. 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.
  2. @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.
  3. 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.
  4. 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:
  5. 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:
  6. @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:
  7. Yep, indeed split variants per etnic as well as shield could be usefull, more specific and less generic. @Stan` Minning:
  8. 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?
  9. 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
  10. 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.
  11. the prayers have been heard: Long idles are better.
  12. 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
  13. @Lion.Kanzen you will need to make another topic for another king Warcraft 3 Reforged.
  14. 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.
  15. @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.
  16. 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.
  17. Here an example of long idle test sketch: Initial movement - poses whitout tweaks.
  18. Indeed, if they don't affect the gameplay vision it would be better idles, thought as i've mentioned restricted to footmen only.
  19. 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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