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Alexandermb

0 A.D. Art Team
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Everything posted by Alexandermb

  1. No idea, but maybe we can apply the same we use for square formations (fill from center) wich distributes the less powerfull infantry to the middle.
  2. Continuing my experiment with the new wood material:
  3. Proposa: New formation! Can be considered as an special formation for persians sparabara + archers?
  4. Carefull with that, you can burn your video chipset and leave your motherboard useless (happend to my aunt pc's). Blend file of barrel: https://drive.google.com/open?id=1L6GmEOG-HiuV_NE76ngIkrKT7YB3_h4P Editing normal map reducing opacity for have an inversed height in the cover:
  5. i leaved only syntagma to macedonians (the ones actually using it) didn't realized every civ has the formation enabled. I will commit a patch with every pikeman having syntagma variant files.
  6. Imagine how it would be having a GPU. I would experiment further if the preview was as fast as tutorials, they can previsualize every micro change in seconds while for me it takes minutes. Also baking the texture in 2k or 4k size gives even better results when resizing and a sharper look but that as other things require a proper GPU, at least a GTX 1000+. Cool that you have also a HD4000, maybe i can post a blender file just to press bake or F12 for Screen render like enrique's did in his tutorial for scales or wood if you want to experiment changing colors, scales, shapes etc.
  7. So i've spent most of the day doing this (because my pc is crappy and don't have gpu but just an Intel HD4000 and every render is 30 mins long and preview is 30 seconds per frame): Experimenting with my base material for helmets and ships, plus another tutorial i've watched + everything i've learned so far. A fully zipped material into this: And this is how it looks inside: A WHOLE DAY FOR A SINGLE BARREL! Yes, thats how much it takes for my pc to experiment with materials. Plus this i've baked for the persians: Missing if desired the lower player color zone:
  8. 1 can be done similar to javelin. 2. It would work if we have something to make the fishing ship attach to the croc or whale. Otherwise we will just have a choping water animation so at least for now not possible. 3. This could be done too.
  9. Thats how they work, they sill will spin around suddendly, also clicking twice the formation makes them take the proper position/animation. And looking DE tons of actors are just a copy of SVN
  10. Yep, they were the old armature so they weren't usefull
  11. Will take a look tmw, today i spent the day looking new procedural materials tutorials.
  12. @wowgetoffyourcellphone can you confirm this is working both in svn and your mod?
  13. Thanks for the testing as always @gameboy this bug was weird to me because i didn't named the files fisherman_x so i had to look where it was being called the old armature animations. It was the "Base" fisherman variant in the biped/fisherman folder i took this opportunity to remove from the game the old bodies and actors of the fishermans too.
  14. You can use them, by appending. (i use intel HD Graphics be sure to update your drivers) but with the DxDiag i can see the graphic chipset of your processor is too low for 2.80
  15. @wackyserious Do you imagine any use if i bake a whole 512x512 or 1024x1024 texture of scales?
  16. Yeah i saw that after the bake but it takes 30 mins per baje (Normal/diffuse) so i leaved it as it is . 3 Test following references for scale chamfron/armor: First normal bake was wrong (forgot to change Y to -Y). Persian winged: Sele Chamfron: And persian Bactrian cavalry:
  17. Any request before i close for a while the animation and start baking again ?
  18. Perfect then! that clearifes my doubt about it. Rotated the hand a lil bit and used the "fingers" to hold the arrow and rope.. or at least simulate that:
  19. @Nescio have you consider adding as upgrade for towers, fortress a technology wich increases the fired arrow amount half or similar to having garrisoned archers inside, but this as the cost of half of the archer cost but also adding population cost to the formula.
  20. @Bigtiger in case you have levy infantry, i've made some animations of spear whitout shield different to pikeman and they are in the SVN repository. However as attack i leaved the pikeman attack.
  21. Here a test ingame of a persian cataphract following this reference: Cataphract: Texture for now is 1024, but will be rezised.
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