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Alexandermb

0 A.D. Art Team
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Everything posted by Alexandermb

  1. Nah, just the texture. i will keep the meshes you did and just adjust the UV.
  2. The mesh is intact, only i would have to adjust the UV. The 512 is the initial bake or the pixels will be scatered all around the edges of the different colors but i do agree the texture should be 256x256. My point was replace the barrel wich is already replaced in the mod file, but this barrel is only used in Atlas or in escenarios with treasure barrels.
  3. @azayrahmad in case you want to implement levy, theres a new animation for spear with two hands but less heavy than sarissa.
  4. i don't know, it clearly has more details because i used all the 512x512 texture space for the barrel UV, otherwise i would had to bake in 8k texture to have a proper texture. but we have pros and con of having it for buildings as props: Props: instead of 3 barrels per each visible barrel we will only need 1 and use minheight - maxheight in the prop point. Cons: Draw calls.
  5. This tutorial have some good techniques for modeling for those blender users:
  6. @Stan` should i upload that barrel file here? or add it to the game for treasures (not for civ barrels until props draw calls are merged into a single draw call per template)
  7. I've did some attacking sword animations with more "usage" of shields (mostly is keep most of the time the shield facing front reducing the open flank of the chest) and i want the opinions on them if they are good enough since there was a discussion about sword attacking IIRC. Doing attacking animations isn't easy as it looks like. Points to Consider: Starting Frame: The first attacking animations have a little space o pen between the starting frame for each attacking animation. (Old: Left / New: Right) High Slash: High Stab: Lower Stab: body movement along Y axis (front of actor) is reduced so the animation is more centered to the root of the template. The idle is done following roman hastatus reference: And this is how it looks actually ingame the "idle_ready" we have: Now the adjusted "idle_ready": To test the animations together with the improved relaxed spearman and walking relaxed animations, unzip the animations in their respective folder: swordsman.7zspearman.7z
  8. Macedonian pikeman using bryastovets (not the first one i've found), in the next bronze specular fix i'll upload i will add bryastovets for macedonian pikemans Side note: Player color helmets material can be changed from "player_trans" to "objectcolor" wich let the user decide wich color they want for the alpha channel by a code i totally forgot. Ie: using phrygian player color helmets like hele_phrygian_p1 have always red/blue color defined in the actor group. Thracian_Crested: And this one: Added more crest's: Some files will be deleted after this patch is committed. (All the crest's i've did before, none of the old crest's will be deleted)
  9. Not in my knowledge i just followed the old helmet prefix, maybe @Stan` would know, thought it helpets to keep the actors grouped per faction instead of mixed ie: Monte_fortino (Gaul or Roman?); Gallic_Type_H but it is gallic or its Roman? for those who don't have the proper knowledge they may belive its a helmet for gauls.; Coolus (Gaul or Roman?) etc. hele in this case groups all kind of hellenistic faction, while celt groups all the celtic kind (britons, Gauls, Iberians). Or at least thats my point of view. We always should do work having in mind that not all users are expert on history, including myself in that. I've learned a lot of history thanks to this forum and this project.
  10. will have to do a patch for reduce the redundancy of helmets/celt_helmet just like hellenic and roman helmets. helmet should have only the faction prefix, in this case celtic or "celt" like phrygian, corinthian, thracian helmets use the hellenic "hele" prefix.
  11. Already done, i baked it earlier this morning On Gaul champion:
  12. This is just the first bake, if its good enough my grandmother laptop will be gratefull:
  13. @Genava55 good enough? did this quick mesh (WIP) for the side decoration:
  14. i liked so much the scythian brooch and the illyrian helmet ram so i wanted to do the celtic one: @Genava55 do you know a proper visible reference for this helmet? ive already have this ones:
  15. Managing props like cheecks and mask's make its easier having them in a single file, while also the crest's feathers and shapes/sizes. Often i just took the attic helmet wich is the most closest to fit in the head properly.
  16. @Stan` don't have any issues with having all the helmets done in a single blendfile? its going to 200mb.
  17. @wackyserious in case you want to make an etruscan faction. in the celtic helmets file (already merget to the helmets file) are some etruscan helmets done:
  18. Just committed the actor lonely, i totally forgot about it and yesterday i was connected only in a phone.
  19. If you gave me a valid point i would consider it but i only see the same excuse of every change; "no i dont like it i preffer the old way" "no thanks in my mod ill keep the old actor", "i dont care if its historically accurate or physically valid, i'll stick to the old way", as mentioned before i just see the same fear of changes in every topic, yet you have your own mod to tweak it as you wish with a lot of changes no matter what is added or deleted from EA, and just like angen did in his mod he tweaked a lot of actors adding more realism to the "CITIZEN-Soldier" feature wich is the key feature of the 0 A.D. and it is not my decision to make if it change or not i'll let community decide and see if they approves and not just follow the decision of only 1 besides i'll just add my point of view. If the variant is called relaxed and the state should be relaxed i dont really know why it should be in ready state just like slingers just that i havent found any good concept for a good relaxed state for slingers. And infantry is quite easy to distinguish from distance despite their animation. Just need to shee their equipment and most importantly the GUI template name "Skirmisher" "Hoplite" "Swordsman". If they are citizen soldiers they should be relaxed and behave as humans, relaxed and pacefully not ready in the middle of a city. If the game were about guns and tanks what would you think about a guy holding a barret rifle in the middle of a plaza like if it were just about to kill someone but suddendly you order him to gather some wood, is that normal ? Is that the proper way of make the game "attractive"? is just like not having ready for combat state implenented. Imagine a hoplite walking to a persian sparabara with a "im gonna kill that pers scum with my pacefully walk carrying my shield next to me opening my whole chest to a possible arrow straight to the hearth" or even better "im gonna kill that tree as soon as i get there" *walking aggresively with a spear ready to cut that tree and and a hoplon*.
  20. Not really, actually some infantry have same idle ready despite being champion, axeman, maceman, spearman or swordsman. And if i manage to implement ready/relax variants with the help of @Freagarach that would be a whole game changer making the battles more immersives while having relaxed as default for all infantry and cavalry too.
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