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Everything posted by Alexandermb
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===[COMMITTED]=== Hellenic Helmets
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
Good, been doing slowly but making advance on the elephant animations at least. -
===[COMMITTED]=== Hellenic Helmets
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
Done. Np, i want to have that folder clean and stop scrolling a lot throught tons of duplicated helmets of the old variants. If i have some time after ending the animation re-export i've see if i can separate helmets by their respective kind in the old variants, there are a lot of duplications because of helmet mixing. -
===[COMMITTED]=== Hellenic Helmets
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
Check now, commited another. -
===[COMMITTED]=== Hellenic Helmets
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
Its funny because some of them were duplicated and others an overwrited helmet by the new ones but they didn't were removed due the actor update at some point. Fixed them in the last commit. -
===[COMMITTED]=== Hellenic Helmets
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
@Stan` Done, let me know if something is wrong. -
Others RTS - Discuss / Analysis
Alexandermb replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
@Sundiata -
@Stan` will add the gallic kind helmets (only gallic) to the game as replacement of the old gallic i've done following the cleaning of the helmets folder.
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===[COMMITTED]=== Hellenic Helmets
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
@Stan` im preparing a commit to move all old helmets into a new folder inside helmets called "old", also in the texture folder as well. im checking first for every changed file path and variant so after this patch i'll let you know in case i miss something and checkref found them. -
@Nescio patch fixed that removing the nerf or buff off every unit kind. And yes im glad you mention that, that is also another broken fact of infantry speed the only way speed should be different between infantry is running and running should be implemented only with stamina for not having it as an exploit of skirmishers. Honestly this isnt a "balance" issue, this an exploit and an insult to realism or immrsion in gaming, is kinda stupid and not doing anything only worsen the fact of the speed exploit. Look the most modded game of all: Skyrim. It has magic, beasts, dragon, huge axes and everything an RPG has to offer, Yet the community of this game made thousands of mods to make the game more realistic and immersive by adding hypothermia, thirsty, hungry, deceases, Mods to modify combat into directional damage and proper sword and shield combat etc. Everything to make the game realistic and immersive for the community taste. Who was wrong in here; The community who plays and buy the game , Or the developers ? Remember AoE 2 Forgotten devs. Doesnt that applies too to 0.A.D. ? This is a game for educate our community about history but what about realism? We have to question ourselves "What are we teaching ?" That a skirmisher walking zoom all over the map? That a ram is faster than a pikeman formation charging ? That an skirmisher army was more dangerous than an army of well protected and shielded pikeman. Also the fact of having different kind of walking speed is just another excuse for being a clon of AoE. If this game doesnt want to be compared with AoE, do the right. Implement good features: Realism in human matters, Realism in combat, the opportunity of create batallions after creating single infantry and then make them forget about gathering and improving their combat skills while they are in batallion.
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===[COMMITTED]=== Hellenic Helmets
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
Might have to wait to wednesday till i get back home. -
===[COMMITTED]=== Hellenic Helmets
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
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. -
===[COMMITTED]=== Hellenic Helmets
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
Committed the latest changes before heading home. -
===[COMMITTED]=== Hellenic Helmets
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
@Stan` should i use this as replacement of the corinthian helmets of the tech portraits? -
===[COMMITTED]=== Hellenic Helmets
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
@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. -
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)
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===[COMMITTED]=== Hellenic Helmets
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
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===[COMMITTED]=== Hellenic Helmets
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
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===[COMMITTED]=== Hellenic Helmets
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
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Joggin require an adjustment for a more serious "jog", do you have any good reference for jogging ? a more "aggresive" look like.
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===[COMMITTED]=== Hellenic Helmets
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
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so im missing "slash" animation and added the first one and last one.
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@wowgetoffyourcellphone could explain better i belive, he mentioned that some page's in this topic when the skirmishers animation was changed.
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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.
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===[COMMITTED]=== Hellenic Helmets
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
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. -
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?
