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Alexandermb

0 A.D. Art Team
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Everything posted by Alexandermb

  1. if want just to test the building as an actor and no need to check yet the template you can just make a new folder of the civ with the actor, otherwise the better would be take the templates of one civilization like the one you are doing and make it properly with the new civ prefix (maybe mino_) and replace the actors on the road.
  2. @wowgetoffyourcellphone having this finally committed. Would you mind taking two screenshots in proper scenarios and with your graphics settings for update the loading screen tips wallpapers of formations. I have in mind one for phalanx recreating gaugamela or something like that and one of romans attacking walls in testudo formation.
  3. Yeah @Lion.Kanzen noted that too, but textures were taking too much to bake so i reduced bake amount time and the cost was some noise, but as himself said too "it looks okay from distance" Sacrifice a lil bit of quality for keep the laptop alive.
  4. after tons of try yeah it worked but for some reason went farther than animation. Animations committ wouldn't even reach 2mb.
  5. Having animations re-export committed i can commit this.
  6. Having animations re-export committed i can commit this.
  7. I hate the death animations (at least doing manually) but i do have learned something about the physics and did that with an unit mesh but didn't found how to bake it properly. But when doing the SCAR animations i've applied gravity to magazine when reloading so kinda know how now, applying keyframes to the constraits
  8. @Obskiuras give me a color palette for the faction walls Stones/Woods, Wicker. etc.
  9. The master mind behind the stance based animation was @Angen wich can be found in this mod:
  10. Most of the ones wich needs to be deleted are in the "new" folder, wich make it easier to delete.
  11. Nope, won't be fixed. Those actors placeholders, those won't gonna be committed. Ignore the actors units folders.
  12. From all of that, infantry actors are just placeholders for testing. I'll do the whole actor update after finishing comitting the whole animation + greaves + aspis + pelta + sheaths for swords. i didn't found any jog_relax_shieldsmall with sword in actions so replaced with the one using the actual "shieldsmall_swordsman" Just committed the fix.
  13. Yep, i was eating before finish cretan properly. Should i also add the state split animations? Idle > Prepare > Aim > Loose > Reload? Just in case
  14. Thats the idea yeah, hope that could be implemented.
  15. Hopefully you will find the same as faterbushido. Thought i havent committed the latest archer changes, neither the jav shieldarm
  16. Theres a trick i know. When the file is getting Extremly big, Append everything from the file to a new blend file. It will reduce the size by A LOT. Animation main file went from 40mb to 11mb the first time i've did that, but eventually it returns to the same size because of the animations.
  17. Different file by scene i meant it need a setup with physic's. In fact i imported the action to blender and re-exported the action with the proper armature and mesh. so i didn't touched the fisherman file.
  18. Nope, fishing is in another scene, siege included and formations. In fact due the amount of actions file went to 110mb (Or maybe its a blender bug to increase file size?)
  19. Can also do the "Cretan Archer" and a 2nd animation for formations like this: Cretan archer:
  20. Mine should be 3rd, Tilted version should be the 2nd:
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