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Alexandermb

0 A.D. Art Team
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Everything posted by Alexandermb

  1. 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.
  2. @azayrahmad this also can be helpfull for the spartans: Description of the reference in spanish says: skenoporos servant of the hoplite
  3. 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.
  4. Flawless, i've fixed all the 4 sheaths in every animation when i added the sheath bones.
  5. 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.
  6. Sounds good! The render doesn't take too much time thanks to blender 2.81 Denoise.
  7. @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.
  8. Added gladius (generic) sheath work for all roman swords (Pompeii - Fulham - Mainz)
  9. 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?
  10. Nah, just the texture. i will keep the meshes you did and just adjust the UV.
  11. 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.
  12. @azayrahmad in case you want to implement levy, theres a new animation for spear with two hands but less heavy than sarissa.
  13. 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.
  14. This tutorial have some good techniques for modeling for those blender users:
  15. @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)
  16. 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
  17. 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)
  18. 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.
  19. 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.
  20. Already done, i baked it earlier this morning On Gaul champion:
  21. This is just the first bake, if its good enough my grandmother laptop will be gratefull:
  22. @Genava55 good enough? did this quick mesh (WIP) for the side decoration:
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