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Everything posted by Alexandermb
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I meant to say, i couldn't upload it. i gave up and start to look youtube (Armies and Tactics: Roman Polybian Legion and Triplex Acies) and see what i can excavenge from there and started to animate idle poses:
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i fixed that last night but internet connection was uploading at BYTES yes bytes . so the higher the resolution the more its blurred by antialias? Can't tell the difference to be honest, looking everything in a little laptop generic screen when i used to have a TV as monitor everything looks tiny.
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Also had to add 3 bones, because they didn't had the cape prop bones. Animations are the same, archers were changed to for avoid clipping, shield was clipping hand was floating with arrow, being the hand reversed while having to fire the hand twist completly to fire the arrow so yeah it was wrong at first place, Pikeman remain the same, attack animation changed only the hands and arm not rotation neither timing, the whole chest was clipping with the shield arm and shield was going through hand before other than that they just remain the same. Hoplite used only 1 attack before even when the blender file have 5 attacking animation for them. i just added the others to the variant list (still enrique's work) Hoplite still the same, Don't know if those animations were changed in a last file whitout being uploaded to the art repo but as far as i know i only added testudo and syntagma, while editing hand and bow bones of archers, other than that was just "export". 42 original + 6 from sheaths and quivers i've added. Could be the same animation exported twice or just that they are identical, have to check that.
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Mind upload this ? https://drive.google.com/open?id=124xRLST4s6yvqRkX7QF8IkB3TqiEQkIy Blendfile with onager engine inside the file: https://drive.google.com/open?id=1on-VcbkuXSLGzznlv9f7kSE_pukAgflL
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Depends if the collada/animation engine uses the whole mesh computation for each animation instead of just the bones location and rotation. However another quick fix would be just like i've did with the fisherman, import the animation select the action in the fixed armature/mesh and re-export it again. Mostly for generic non important animations. I will add onager on the blendfile just like i've added the siege engines and re-export again the onagers infantry
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I've found what he mention, there are two actors "civic_centre" and "civic_center" and in the simulation they are called "civil_centre" what would be the proper name for all? thats a TODO for fix.
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Done, its my internet. I disabled all other connections and restarted the router.
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@Stan` See, the server is annoyed by animations. One single file just 1.1mb doesn't even reach 800kb before fail.
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Peltast shield Blendfile link: https://drive.google.com/open?id=10wvkS2xpFNKJzTcL22fKnM4rmvFHSawR
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Aspis Blendfile link: https://drive.google.com/open?id=1EDiPewMdMIEXsS_40JHBaoySd512-uYq
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Greaves Blend file link: https://drive.google.com/open?id=1YQG-ofV8zwtf6T-tNxhCCRHOxOVUQ3nc
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Rome_champ: 24 Mace_champ_e: 28 athen_infantry_spearman: 30 (this one is using weapon texture update just like mace champ) Not every unit texture has specularity neither normal map in each texture. Some of them has specularity but don't have it properly on the greaves. And working with the uv in the current state only @wackyserious and @LordGood know how. To be honest the uv in the current state having to stretch the chest and the legs make it kinda annoying to bake textures using 3D Bake.
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@Stan` animation file zipped in 7z format went from 119mb to 7,58mb.
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Do you happen to have the elephant riders animations in new folders i didn't know they were in there to be honest. There is an ongoing blackout again in my country but im trying to fix what i can fast before it reaches my house, at least 11 states whitout electric power.
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if want just to test the building as an actor and no need to check yet the template you can just make a new folder of the civ with the actor, otherwise the better would be take the templates of one civilization like the one you are doing and make it properly with the new civ prefix (maybe mino_) and replace the actors on the road.
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@wowgetoffyourcellphone having this finally committed. Would you mind taking two screenshots in proper scenarios and with your graphics settings for update the loading screen tips wallpapers of formations. I have in mind one for phalanx recreating gaugamela or something like that and one of romans attacking walls in testudo formation.
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Yeah @Lion.Kanzen noted that too, but textures were taking too much to bake so i reduced bake amount time and the cost was some noise, but as himself said too "it looks okay from distance" Sacrifice a lil bit of quality for keep the laptop alive.
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after tons of try yeah it worked but for some reason went farther than animation. Animations committ wouldn't even reach 2mb.
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Well, lets see if i can
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Having animations re-export committed i can commit this.
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Having animations re-export committed i can commit this.
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Having animations re-export committed i can commit this.
- 33 replies
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I hate the death animations (at least doing manually) but i do have learned something about the physics and did that with an unit mesh but didn't found how to bake it properly. But when doing the SCAR animations i've applied gravity to magazine when reloading so kinda know how now, applying keyframes to the constraits
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Civ: Germans (Cimbri, Suebians, Goths)
Alexandermb replied to wowgetoffyourcellphone's topic in Delenda Est
@Obskiuras give me a color palette for the faction walls Stones/Woods, Wicker. etc.