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Alexandermb

0 A.D. Art Team
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Everything posted by Alexandermb

  1. Testudo ready, make anti-cavarly is kinda easier and faster:
  2. Here a perfect example of what i say about they changing their rotation suddendly: Here can be seen what they are pointing or what they face. Yet, still works at least like a 70% if we consider how it was before they wasn't even remaining idle:
  3. So basically the variant name now define the animation id instead of the name or id itself, at least now they remain idle and thats a progress . I'm redoing the testudo in a cleaner way with blender instancing: This way i can see better the position of each one and keep them in their root point and not having to move them further to the root for fill an space.
  4. @Stan` i was wrong, it does work with testudo and even remains idle. But when movement ends sometimes they turn back suddendly.
  5. That was the initial render and meshes, Someday i'll do adjustments to the greaves and bake a better texture
  6. So far what i have: (i changed sun position for have a better reflection)
  7. @Stan` only missing formations and elephant riders after i export those ones will committ for start with the aspis
  8. Splitted for keep animations topic clean.
  9. Sure, i will open a TASK later for update wicker vase and use it properly after leaving all other task finished. i went today to this material for change scenario for a lil bit for clean my mind from other task's.
  10. It have a good taste for Bake brand new wicker baskets, Wicker back shields, wicker celtic shields: Varely normal map. Strong normal map: Comparisson:
  11. Changing the sun position really helps to see... and i always thought it was the color being baddly baked, but is just illumination.
  12. Following this reference: Greaves: Note; the spartan aspis have a more orange/redish look following the old texture, athenian bronze shields follows the same helmet tone. @Nescio let me know if want the greaves for your mod.
  13. The only way i can test formation animations if they work is moving the variants to the 1st group, Yet still is very broken and worst than before, actor won't even recognize the order of the walking animation and just spread all the specific id animation in all the formation
  14. Yesterday i've did this for see how it would see with samnites: Yeah, the armor used all the draw calls possible even when its the same texture for all 3 pieces
  15. infantry using all the prop points for armor:
  16. 37 Helmets + Crest + Weapons texture update + Sheath + Both Greaves + Aspis + aspis Back + Handgrip
  17. With cavalry animations needs to be baked, otherwise the rider will be exported with increased height because of rider prop point. And i use a lot of restrictions often in rider
  18. Sorry about not being on touch with this topic or another, re-exporting all cavalry animations for an "8th time" for each changes is time consuming and also made a lot of adjustments to make everything faster and easier to fix or to add. I'll try bake a new metallic border for this shields. Mind if i have a proper fully visible reference of the metallic border?
  19. Im inside a facebook group of procedural materials and i liked a weave generator and i asked author if can use it on 0.A.D and he said yes: Heres the link: Now i can do wicker shields (hopefully?)
  20. A simple greave for testing purpose: Bake didn't went as i thought
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