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Alexandermb

0 A.D. Art Team
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Everything posted by Alexandermb

  1. @wowgetoffyourcellphone i left a few animations for "market stall" citizen but didn't feel very satisfied with the result. i'll let you know when i smooth them and finish them.
  2. Code supports the possibility to make immersive the game, all we need is just imagination.
  3. Every unit have human-like movement speed? I mean if we compare a faction with Pikeman and Javelinist, having an army of full Jav will carry resources faster and will return faster to the resource than a Hoplite or Pikeman. I belive carry_resource state should reduce movement speed like a 0,85 for all infantry but all the same speed.
  4. I need to re-done the patch, + @Angen worked with a new feature wich changed the variant also depending on the stance (passive, aggresive, holdground) while i was working with the SCAR
  5. Yeah, i proposed that many times. In fact we can already have that ready/relax state for infantry with just changing a few stuff in UnitAi.
  6. We have a lot of animations being unused just because "lets make the actors feels unnatural and use the same animation like others even when the actor walks 3 times faster than the actual animation lenght" Skirmishers and Champions feels like having a Cobra Car from AoE2 all the time.
  7. PROPOSAL: As we already know A LOT of infantry looks pretty much unnatural and weird with their high movement speed while using a "walk" animation, so i changed as test the walk animation from "jog_relax" to "run_relax" in the javelinist variant and pretty much fixed the issue and looks more natural. Should this be applied to fix once for all the Inhuman walk speed animation? To be honest this behave just like the bug of the fauna animals walking ultra fast while moving just 2 steps from the run speed change to multiplier.
  8. Probably you mean the border, some designs have borders others don't:
  9. 5 Shapes, this one is pelta_thrac_02: Haven't started to modify player color.
  10. For now: Can work with the actual SVN Since this don't require the animations. Just the main mesh with the prop bones.
  11. Trust me, handling tons of files can get you confused and end doing bad stuff constantly. Thats why i use folders to organize everything. This reduces the probability of exporting a "Javelin" animation where should be a "Swordsman" animation.
  12. Because i end re-exporting them dozens of times because exporting i missclicked many times from idle_relax_hop to just idle_relax. Same like pikeman, Both uses "spear" but keeps the folders cleaning from having prefix or sufix like "hop; pike; halberd" Etc.
  13. Thank you! Needs to be deleted from every infantry, mid went from 1 animation to 4 types with different angles. Haven't touched camelry yet. Neither Missed this one Neither Shouldn't be in spearman since i added a new folder for the hoplites. Neither
  14. Directly here, i even't forgot this days i had a github repo. Mostly the infantry, siege, formations and riders. other stuff wouldn't be priority
  15. @Nescio in your opinion wich athenian/spartan infantry should wear two greaves and wich one just one?
  16. OHHh ohhh haha, alright. Yeah i think that too but im not sure what would do better. Recognize more the wicker from the distance or just leave it small:
  17. I took the actual peltast shield and added more geometry only. Plus it seems it have several shapes and sizes:
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