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Alexandermb

0 A.D. Art Team
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Everything posted by Alexandermb

  1. 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.
  2. 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.
  3. 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?)
  4. Can also do the "Cretan Archer" and a 2nd animation for formations like this: Cretan archer:
  5. Mine should be 3rd, Tilted version should be the 2nd:
  6. Thats why its better to work with the assets in blender :
  7. Mostly for just have the animations in case that function is added someday. Here a preview of the long range:
  8. Maybe also add what @Angen have in his mod. Split ranged attack animations per state, Idle > Prepare > Aim > Loose > Reload > Idle This way maybe long range attack archers can be interrupted @Stan` also i edited archers animations to use Bow bone instead of Weapon L. Wich proper rotation, bow was wrongly placed before.
  9. Attack zone just like onagers do in AoE 2? that could be the rain of arrows im talking about. Archers have a more straight pose while aiming forward, Javelinist same.
  10. I have enough already to update peltast shields, according what we have now.
  11. Would also love to see archers and javelins attack ranged animation base on distance. I mean, for have rain of arrows in case we have tons of archers far from target.
  12. Made it work with variants and in perfect sync: Note how the wicker tone is the same front and back. This is how it was before the update:
  13. @Nescio this cow/wicker scratched could work pretty well for the figure of eight shield. @Genava55 you may want to add wicker shields references to the celtic shield textures now that i can bake them.
  14. That gave me other perspective and worked pretty well: However i used the wrong object for baking. This shouldn't have border. Im making two kind of textures: Generic: Spheres of texture for work with everything. Shield Shape: Textures for specific kind of shield shapes, like borders and colors. Gonna leave the intact cow skins and make 3 or 4 more for Scratched skin. Allice in the node labirynth:
  15. I know a way i could do that in blender, but won't work while baking. Using Noise texture node as "fac" while mixing principle shader + transparent shader. But will end baking as black instead of alpha.
  16. @wowgetoffyourcellphone i left a few animations for "market stall" citizen but didn't feel very satisfied with the result. i'll let you know when i smooth them and finish them.
  17. Code supports the possibility to make immersive the game, all we need is just imagination.
  18. Every unit have human-like movement speed? I mean if we compare a faction with Pikeman and Javelinist, having an army of full Jav will carry resources faster and will return faster to the resource than a Hoplite or Pikeman. I belive carry_resource state should reduce movement speed like a 0,85 for all infantry but all the same speed.
  19. I need to re-done the patch, + @Angen worked with a new feature wich changed the variant also depending on the stance (passive, aggresive, holdground) while i was working with the SCAR
  20. Yeah, i proposed that many times. In fact we can already have that ready/relax state for infantry with just changing a few stuff in UnitAi.
  21. We have a lot of animations being unused just because "lets make the actors feels unnatural and use the same animation like others even when the actor walks 3 times faster than the actual animation lenght" Skirmishers and Champions feels like having a Cobra Car from AoE2 all the time.
  22. PROPOSAL: As we already know A LOT of infantry looks pretty much unnatural and weird with their high movement speed while using a "walk" animation, so i changed as test the walk animation from "jog_relax" to "run_relax" in the javelinist variant and pretty much fixed the issue and looks more natural. Should this be applied to fix once for all the Inhuman walk speed animation? To be honest this behave just like the bug of the fauna animals walking ultra fast while moving just 2 steps from the run speed change to multiplier.
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