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Alexandermb

0 A.D. Art Team
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Everything posted by Alexandermb

  1. Following this reference: Greaves: Note; the spartan aspis have a more orange/redish look following the old texture, athenian bronze shields follows the same helmet tone. @Nescio let me know if want the greaves for your mod.
  2. The only way i can test formation animations if they work is moving the variants to the 1st group, Yet still is very broken and worst than before, actor won't even recognize the order of the walking animation and just spread all the specific id animation in all the formation
  3. Yesterday i've did this for see how it would see with samnites: Yeah, the armor used all the draw calls possible even when its the same texture for all 3 pieces
  4. infantry using all the prop points for armor:
  5. 37 Helmets + Crest + Weapons texture update + Sheath + Both Greaves + Aspis + aspis Back + Handgrip
  6. With cavalry animations needs to be baked, otherwise the rider will be exported with increased height because of rider prop point. And i use a lot of restrictions often in rider
  7. Sorry about not being on touch with this topic or another, re-exporting all cavalry animations for an "8th time" for each changes is time consuming and also made a lot of adjustments to make everything faster and easier to fix or to add. I'll try bake a new metallic border for this shields. Mind if i have a proper fully visible reference of the metallic border?
  8. Im inside a facebook group of procedural materials and i liked a weave generator and i asked author if can use it on 0.A.D and he said yes: Heres the link: Now i can do wicker shields (hopefully?)
  9. A simple greave for testing purpose: Bake didn't went as i thought
  10. Sounds reasonable wouldn't mind adding more variants.
  11. 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
  12. 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:
  13. 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.
  14. I haven't touched anything related (yet...) i can confirm this.
  15. 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)
  16. Thanks for the catch up, to be honest i mostly lost all of the notifications or mentions sometimes and forgot about some stuff.
  17. 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
  18. After re-exporting cavalry animations i will be committing the animations re-export and fix. Will include something for this feature.
  19. 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.
  20. 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:
  21. 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.
  22. 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.
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