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Alexandermb

0 A.D. Art Team
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Everything posted by Alexandermb

  1. so im missing "slash" animation and added the first one and last one.
  2. @wowgetoffyourcellphone could explain better i belive, he mentioned that some page's in this topic when the skirmishers animation was changed.
  3. 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.
  4. 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.
  5. 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?
  6. 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.
  7. @azayrahmad this also can be helpfull for the spartans: Description of the reference in spanish says: skenoporos servant of the hoplite
  8. 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.
  9. Flawless, i've fixed all the 4 sheaths in every animation when i added the sheath bones.
  10. 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.
  11. Sounds good! The render doesn't take too much time thanks to blender 2.81 Denoise.
  12. @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.
  13. Added gladius (generic) sheath work for all roman swords (Pompeii - Fulham - Mainz)
  14. 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?
  15. Nah, just the texture. i will keep the meshes you did and just adjust the UV.
  16. 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.
  17. @azayrahmad in case you want to implement levy, theres a new animation for spear with two hands but less heavy than sarissa.
  18. 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.
  19. This tutorial have some good techniques for modeling for those blender users:
  20. @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)
  21. 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
  22. 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)
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