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Alexandermb

0 A.D. Art Team
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Everything posted by Alexandermb

  1. Sounds reasonable wouldn't mind adding more variants.
  2. They use both hands, that was me just showing the collections in the blender file (Thanks to blender 2.8) being lazy to change animation idle for a screenshot
  3. FYI: The blendfile will have props as weapons, sheaths, shields, helmets but also a Heavy Plate armor props for those artist who want to have a look at the armor bones:
  4. Started to add variants files for shields for finishing details. This TASK will have as pre-requisite this other TASK for commit. Everything working fine so far! Will end this to re-export cavalry animations once more for commit the animations fixes with the new sheaths and pikeman shields bones adjustments. Missing Themistocles shield texture (will do it today) And 1 Kardakes Hoplite eagle sillouette.
  5. I haven't touched anything related (yet...) i can confirm this.
  6. The game gains a lil bit more graphical fanciness being isometric. This feature included in game config will surely turn some players community upside down (plus their heads will be struggling getting used to)
  7. Thanks for the catch up, to be honest i mostly lost all of the notifications or mentions sometimes and forgot about some stuff.
  8. Gonna have to look over the video for notice that. About zoom HA! i knew it, everyone zooms in a lot to see details. i had a headhache because i wans't used to isometric
  9. After re-exporting cavalry animations i will be committing the animations re-export and fix. Will include something for this feature.
  10. athenian_champion_marine with sheath in prop point "sheath_02_L" with a new falcata sheath i've just did for testing the sheaths bones: The sheath doesn't haven too many details since the small texture size and being so small doesn't let user appreciate any detail properly. But at least we gonna have sheaths for falcata users.
  11. Only need a few heros patterns and one more kardakes symbol to finish (ptol eagle remains untouched saddly). Rebaked them, fixed the blender bake issue: Here a comparisson of the shields Also, added demetrius and Craterus shield:
  12. Since aspis remake i had problems finding the proper position of the pikeman shield, but also struggle every time i try to properly place a sheath or a quiver, so i had this plan: Add a fully prop points for every piece for armor or weapon now that bodies and animations are being re-exported. We no longer have just a plain 0.A.D ancient era game. We now have a community of modders wanting to do their own era games like @Bigtiger 13th century mod and we no longer are restricted to mediterranean civilizations. So here i show the prop points for a fully armored knight of the 14+ century: A fully armored prop bones for each zone of the bodie allowing to modders to have a fully armored infantry whitout being limited to a plain visual. Sheaths/Scabbards and Quivers always have been an issue in 0.A.D. not only the exportation from blender but also the clipping with the bodie so i added 6+6 more animated bones + prop bones for every sheath for no longer have that clipping issue and open also the posibility of having a seax behind and a also the option to have a katana: Scabbards and Quiver whitout need to adjust to the bone position: For any modder exporting a prop is an issue because of the position. See ingame scabbards and quivers for example And our non existent sheaths: We have to make TWO ACTORS per quiver or sheath for each side and would require a THIRD one for back seax so. No longer this will happens and we only require a single sheath or quiver for both sides.
  13. Last year i've did this building shape whitout UV, may be stored somewhere in my house because i dont' recall have uploaded this to my drive repository.
  14. Update: Replaced the bronze rim: Pers_kardakes_01:
  15. None of my mods modify womens nor templates just actors and .dae files
  16. Same configuration, same bake, something changed:
  17. I have an issue with my blender 2.80 last release wich kinda changes all the bakes some are bright some are clean some are darker dunno why.
  18. Since phenotype integration some female support citizen plays male sounds instead of female even when not a single male selected.
  19. Actor viewer window doesn't reproduce any other animation rather than idle, wich doesn't help me reproduce the animations for test and corrections.
  20. if the idea is to make every civ feel exclusive, just don't do every building the same shape with different texture
  21. IA/AI Petra bot/PC computer will know how to use this mod or is just based on multiplayer?
  22. @azayrahmad i love all you said in the last post but im a singleplayer guy so... Does IA work in this mod?
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