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Everything posted by Alexandermb
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Greaves Blend file link: https://drive.google.com/open?id=1YQG-ofV8zwtf6T-tNxhCCRHOxOVUQ3nc
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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.
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@Stan` animation file zipped in 7z format went from 119mb to 7,58mb.
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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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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.
- 118 replies
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- bronze age
- mod
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@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.
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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.
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after tons of try yeah it worked but for some reason went farther than animation. Animations committ wouldn't even reach 2mb.
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Well, lets see if i can
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Having animations re-export committed i can commit this.
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Having animations re-export committed i can commit this.
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Having animations re-export committed i can commit this.
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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
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Civ: Germans (Cimbri, Suebians, Goths)
Alexandermb replied to wowgetoffyourcellphone's topic in Delenda Est
@Obskiuras give me a color palette for the faction walls Stones/Woods, Wicker. etc. -
The master mind behind the stance based animation was @Angen wich can be found in this mod:
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Most of the ones wich needs to be deleted are in the "new" folder, wich make it easier to delete.
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Nope, won't be fixed. Those actors placeholders, those won't gonna be committed. Ignore the actors units folders.
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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.
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Committed latest changes
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Yep, i was eating before finish cretan properly. Should i also add the state split animations? Idle > Prepare > Aim > Loose > Reload? Just in case
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Thats the idea yeah, hope that could be implemented.
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Hopefully you will find the same as faterbushido. Thought i havent committed the latest archer changes, neither the jav shieldarm
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Can't wait to end with this
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