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Alexandermb

0 A.D. Art Team
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Everything posted by Alexandermb

  1. Here a test done combining the aspis material + scales:
  2. Following this tutorial i have recreated the scale material easier to use with another material: Here a look: The material is controled by this "simple" node group: Color can be used as one or if want imperfection use both. "Tamaño de Escamas"; Traduced as "Scale Size". "Separación Intermedia"; This is handle the middle separation between scales. This little dot is the separation: Value 1: The little dot is in the middle of the scale. Value 0: the dot goes up to the middle section of the scale. (i've increased the dot size to be visible) 3. "Tamaño de Separación"; Traduced as "Size of separation". This one handles the lil dot size: Value 1: Looks like a chainmal! Value 0: No dot. 4. And last the Scale border (Borde de Escamas); This soften the scale edge: Blendfile: Will be uploaded later when my internet goes stable.
  3. Could tweak the hoplite stand then. About archer: Step by Step: Prepare Aim: Before: Right hand Floating shield floating. Having to twist the hand every shoot isn't very confortable: If I left it right as it was, you can see the clipping while the hand is not resting in the bow rope wich in a ready state is the more logical position If im ready to shoot i have to hold arrow and bow ready to raise my arm stretch and loose: What you are looking isn't a more "closer" hand but more raised. if i left it in the same height distance i have to stretch right arm to reach the bow rope wich also make its unrealistic and inhuman: And if i move a lil bit the shoulder to reach the bow, still is very unconfortable: So the real difference is: We have better bows and animations wasn't done having in mind a proper working bow. We have shields resting in the forearm or "shieldarm" instead of floating away from the shieldarm. Thats the downside of animating whitout the proper assets adjusted to real measures or having a support like the aspis handgrip.
  4. Step 1: Have a pc... Joke, select by color. Step 2: Ctrl + I for invert selection from alpha to the whole letter (Fast way if they are multiple colors) Step 3: Filters > Light and Shadows > Xach Effect: Here the values;
  5. i would say the _m is irrelevant for now, when turret is applied i can imagine folders will have just a horse_x horse_y horse_z instead of cavalry. being logical the proper way would be rename horse_javelinist_x instead of cavalry_javelinist_m and leave cavalry as the rider. but again having to update it again when turret is implemented makes it irrelevant the best way would be the "after" update, i know a program (Advanced Renamer) wich can rename the whole files easily removing sufix or prefix and also know how to rename all the template files removing _m with notepad if that is the case.
  6. Another issue constraits should be in vertex groups? i mean, i haven't thought about that properly, but vertex groups aren't supposedly to be just the deformation bones and not the prop/constraits bones? May i ask you a favor? I don't remember the way of importing old armatures and animations to new blender and i want to have the elephant animations (all of them) so i can redo the same animation and the same movement of the elephant bodies while improving a bit the geometry of the elephant keeping the same uv (mostly for avoid rotation bones look stiff) and fix once for all the 3 Bugs; Elephant not having a blend.file > The bug i have while using gpuskinning > Elephant riders animations done in proper way. Can you import the animations to blender? doesn't matter if the armature breaks i just need the motion for recreate them.
  7. weird, im sure i've re-exported all bodie meshes. Some of the spearman aren't found in the action list thats what i meant with some animations. I knew rome ballista have another animations but didn't found it in my drive so that one is missing in my house also.
  8. I meant to say, i couldn't upload it. i gave up and start to look youtube (Armies and Tactics: Roman Polybian Legion and Triplex Acies) and see what i can excavenge from there and started to animate idle poses:
  9. i fixed that last night but internet connection was uploading at BYTES yes bytes . so the higher the resolution the more its blurred by antialias? Can't tell the difference to be honest, looking everything in a little laptop generic screen when i used to have a TV as monitor everything looks tiny.
  10. Also had to add 3 bones, because they didn't had the cape prop bones. Animations are the same, archers were changed to for avoid clipping, shield was clipping hand was floating with arrow, being the hand reversed while having to fire the hand twist completly to fire the arrow so yeah it was wrong at first place, Pikeman remain the same, attack animation changed only the hands and arm not rotation neither timing, the whole chest was clipping with the shield arm and shield was going through hand before other than that they just remain the same. Hoplite used only 1 attack before even when the blender file have 5 attacking animation for them. i just added the others to the variant list (still enrique's work) Hoplite still the same, Don't know if those animations were changed in a last file whitout being uploaded to the art repo but as far as i know i only added testudo and syntagma, while editing hand and bow bones of archers, other than that was just "export". 42 original + 6 from sheaths and quivers i've added. Could be the same animation exported twice or just that they are identical, have to check that.
  11. Mind upload this ? https://drive.google.com/open?id=124xRLST4s6yvqRkX7QF8IkB3TqiEQkIy Blendfile with onager engine inside the file: https://drive.google.com/open?id=1on-VcbkuXSLGzznlv9f7kSE_pukAgflL
  12. Depends if the collada/animation engine uses the whole mesh computation for each animation instead of just the bones location and rotation. However another quick fix would be just like i've did with the fisherman, import the animation select the action in the fixed armature/mesh and re-export it again. Mostly for generic non important animations. I will add onager on the blendfile just like i've added the siege engines and re-export again the onagers infantry
  13. I've found what he mention, there are two actors "civic_centre" and "civic_center" and in the simulation they are called "civil_centre" what would be the proper name for all? thats a TODO for fix.
  14. Done, its my internet. I disabled all other connections and restarted the router.
  15. @Stan` See, the server is annoyed by animations. One single file just 1.1mb doesn't even reach 800kb before fail.
  16. Peltast shield Blendfile link: https://drive.google.com/open?id=10wvkS2xpFNKJzTcL22fKnM4rmvFHSawR
  17. Aspis Blendfile link: https://drive.google.com/open?id=1EDiPewMdMIEXsS_40JHBaoySd512-uYq
  18. Greaves Blend file link: https://drive.google.com/open?id=1YQG-ofV8zwtf6T-tNxhCCRHOxOVUQ3nc
  19. Rome_champ: 24 Mace_champ_e: 28 athen_infantry_spearman: 30 (this one is using weapon texture update just like mace champ) Not every unit texture has specularity neither normal map in each texture. Some of them has specularity but don't have it properly on the greaves. And working with the uv in the current state only @wackyserious and @LordGood know how. To be honest the uv in the current state having to stretch the chest and the legs make it kinda annoying to bake textures using 3D Bake.
  20. @Stan` animation file zipped in 7z format went from 119mb to 7,58mb.
  21. Do you happen to have the elephant riders animations in new folders i didn't know they were in there to be honest. There is an ongoing blackout again in my country but im trying to fix what i can fast before it reaches my house, at least 11 states whitout electric power.
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