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Alexandermb

0 A.D. Art Team
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Everything posted by Alexandermb

  1. The master mind behind the stance based animation was @Angen wich can be found in this mod:
  2. Most of the ones wich needs to be deleted are in the "new" folder, wich make it easier to delete.
  3. Nope, won't be fixed. Those actors placeholders, those won't gonna be committed. Ignore the actors units folders.
  4. From all of that, infantry actors are just placeholders for testing. I'll do the whole actor update after finishing comitting the whole animation + greaves + aspis + pelta + sheaths for swords. i didn't found any jog_relax_shieldsmall with sword in actions so replaced with the one using the actual "shieldsmall_swordsman" Just committed the fix.
  5. Yep, i was eating before finish cretan properly. Should i also add the state split animations? Idle > Prepare > Aim > Loose > Reload? Just in case
  6. Thats the idea yeah, hope that could be implemented.
  7. Hopefully you will find the same as faterbushido. Thought i havent committed the latest archer changes, neither the jav shieldarm
  8. Theres a trick i know. When the file is getting Extremly big, Append everything from the file to a new blend file. It will reduce the size by A LOT. Animation main file went from 40mb to 11mb the first time i've did that, but eventually it returns to the same size because of the animations.
  9. Different file by scene i meant it need a setup with physic's. In fact i imported the action to blender and re-exported the action with the proper armature and mesh. so i didn't touched the fisherman file.
  10. Nope, fishing is in another scene, siege included and formations. In fact due the amount of actions file went to 110mb (Or maybe its a blender bug to increase file size?)
  11. Can also do the "Cretan Archer" and a 2nd animation for formations like this: Cretan archer:
  12. Mine should be 3rd, Tilted version should be the 2nd:
  13. Thats why its better to work with the assets in blender :
  14. Mostly for just have the animations in case that function is added someday. Here a preview of the long range:
  15. Maybe also add what @Angen have in his mod. Split ranged attack animations per state, Idle > Prepare > Aim > Loose > Reload > Idle This way maybe long range attack archers can be interrupted @Stan` also i edited archers animations to use Bow bone instead of Weapon L. Wich proper rotation, bow was wrongly placed before.
  16. Attack zone just like onagers do in AoE 2? that could be the rain of arrows im talking about. Archers have a more straight pose while aiming forward, Javelinist same.
  17. I have enough already to update peltast shields, according what we have now.
  18. Would also love to see archers and javelins attack ranged animation base on distance. I mean, for have rain of arrows in case we have tons of archers far from target.
  19. Made it work with variants and in perfect sync: Note how the wicker tone is the same front and back. This is how it was before the update:
  20. @Nescio this cow/wicker scratched could work pretty well for the figure of eight shield. @Genava55 you may want to add wicker shields references to the celtic shield textures now that i can bake them.
  21. That gave me other perspective and worked pretty well: However i used the wrong object for baking. This shouldn't have border. Im making two kind of textures: Generic: Spheres of texture for work with everything. Shield Shape: Textures for specific kind of shield shapes, like borders and colors. Gonna leave the intact cow skins and make 3 or 4 more for Scratched skin. Allice in the node labirynth:
  22. I know a way i could do that in blender, but won't work while baking. Using Noise texture node as "fac" while mixing principle shader + transparent shader. But will end baking as black instead of alpha.
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