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Alexandermb

0 A.D. Art Team
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Everything posted by Alexandermb

  1. Doing a 2nd commit with the infantry adjustments, the 1st one was only the addition of the helmets. That one will be deleted in the next commit and replaced with the new one. Thanks! will clean those while removing the other unused files. Will do one with crest soon with hair particle.
  2. Committed the latest changes before heading home.
  3. @Stan` should i use this as replacement of the corinthian helmets of the tech portraits?
  4. @Nescio this what i've talked about, maybe this would work for your mod icons replacing the infantry with only the infantry most attractive helmet or the one they use most, with a Sword/Spear from left to Righ inclined taking only a 1/4 of the icon.
  5. Been saying that the whole post , speed should be the same for all as well as taking walking speed into a multiplier of 1.0 right now javelinist have 1.4 wich is too much for a "citizen" and the animation just illuminate the broken template and not integrate a "broken" feature like running into a tree, the infantry was always running in terms of speed but not of animation. and if the other solution is implemented a solution would be take speed walking to the resource and to the dropsite to a 1.0 and 0.5 while going to dropside (overweighted by the resource, specially if they have 30 carry resource tech)
  6. @Stan` thoughts on this toon shader for icon baking? Changed rotation: Adding some reflections:
  7. Joggin require an adjustment for a more serious "jog", do you have any good reference for jogging ? a more "aggresive" look like.
  8. hele_thracian_b9. Missing crest or will use the other thracian crest's?:
  9. so im missing "slash" animation and added the first one and last one.
  10. @wowgetoffyourcellphone could explain better i belive, he mentioned that some page's in this topic when the skirmishers animation was changed.
  11. 1. ok 2. Exactly, but the "jog" animation doesn't fit because of the high speed, and if i apply walking animation it goes the same issue the perfect example of speed not being adecuate to the animation is this character: 3. I'll addjust the variant.
  12. Saddly i lost the celtic helmet blend file because i've ran out of space in hard drive and had to clean some files and blender saved the file with another name and didn't saw what i've deleted. But considering the differences between that file and the one im using, lossing that helmet is nothing compared to not have the crest's highpoly files. I could do later the celtic monte bibele helmet. So i will leave here a Drive link with 1024 textures of the monte bibele helmet for art repo and will committ later the 256 helmet to the game.
  13. No one, there was a talk about swordsman attacking IIRC in this topic so i've just decided adjust some of them for the use of rectangular shields, The usage of shields on attacking animation is poor compared to hoplites, is like if they just are holding a lamp instead of a shield. it reminds me this: 2. So should i leave the cartoony jumping animation on skirmishers? a proper fix would be: 1 Reduce walking speed of skirmishers out of combat, 2 Apply shuttle speed like @wowgetoffyourcellphone did. Honestly the animation just point the broken speed of the skirmishers compared to other infantry kind while gathering so from my point of view is a broken "template", all infantry should have a 1.0 walk speed as base no matter what, the speed could be reduced but not increased. a Heavly armored hoplite should be slower but a light armored skirmisher shouldn't be Flash or Quicksilver This are skirmishers and slingers in 0.A.D. Right now: My point is to take to human-realistic speed the movement animations but if isn't desired i'll remove the adjustment. 3: Have an example of this one?
  14. Be carefull with scales on animations. i haven figured it out yet but when you apply scale on blender and you have the action stored with constraits AKA "IK Bones" it ends changing the whole animation ending in a weird armature movement.
  15. @azayrahmad this also can be helpfull for the spartans: Description of the reference in spanish says: skenoporos servant of the hoplite
  16. haven't been considered adding a tombstone everytime a hero dies using his helmet and shield now that we have proper visual atractive helmets. Something like this: Maybe even give glory to those mods using that resource everytime is gathered.
  17. Flawless, i've fixed all the 4 sheaths in every animation when i added the sheath bones.
  18. i never felt happy with the corinthian_b2 i've did so i did some adjustments to the mesh and the texture: Right helmet will be the replacement of the left one.
  19. Sounds good! The render doesn't take too much time thanks to blender 2.81 Denoise.
  20. @Stan` any thoughts on the swordsman using scutum shield attacking animation? (not intended for smallshields like iberians) You can compare the attacking animation placing roman_infantry_swordsman against iberian_infantry_swordsman.
  21. Added gladius (generic) sheath work for all roman swords (Pompeii - Fulham - Mainz)
  22. Will give it a shot, gotta enable the "hair" particles to give a proper crest hair effect. Any thracian or chalcidean that would fit that? or the illyrian?
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