Jump to content

Alexandermb

0 A.D. Art Team
  • Posts

    3.284
  • Joined

  • Last visited

  • Days Won

    166

Everything posted by Alexandermb

  1. Sorry i missed this post, wasn't committed. Its only the frontal area what you need or the full mesh? for reduce the amount of vertex if its necessary.
  2. Sounds good, perphaps use some of the motion of the slinger animation but replace only some frames.
  3. @Genava55 any advice to replace round shields on celtic buildings ?
  4. Mane don't have bones, i know its a thing nowadays to have fluid hair but mane is more a paint over the neck rather than a individual properly rigged hair with gravity physics. Too much high end gaming for a RTS .
  5. Could be, i can say that my variants and blender knowledge today is not the same from two years ago from what i recall started to update the cavalry really outdated since the beginning of the game. That includes knowledge of Vertex distribution for a proper animation, Armature bones placemente for a better transition, Constraits etc. But most important Sculpting high poly and procedural skin shader for bake a higher amount of textures. If the camel is take back to this days it looks gorgeous because its a texture from wikimedia commons with CC.30 baked in a low poly. Well now im working with High poly sculpting to low poly wich makes everything easier when its already sculpted something i couldn't and never have done back in those two years so that shows a better road to the process of updating OR adding new fauna to the game.
  6. Not yet the auroch, the model lacks the vertex amount required to have a proper movement of the bodie with the armature. Im planning a sculpting process for the cattle family to have proper breeds, fauna and higher amount of textures.
  7. Ty, now its fixed. Small bug when exporting with the new blender 2.80 configurations. Comitting fixed ".dae" file soon. Updating milleniumad horses.
  8. Yes, he have to committ the files, since the blackout in my country i coulnd't commit and have always Http 408 request timeout To clarify how the horse textures are now: Horses were used to have different texture per rank, now the actor just change the rider and other visual assets (blankets or armors) don't see any reason why a horse change skins like a snake each time he promotes. I wish it could be a way to make horse keep the initial or basic version texture through rank in case in the future we find a way to make horses remain and infantry dismount. That way Horse is just a "Mount" in game therms instead of a full unit version.
  9. A call to modders! HORSE UPDATE IS IN! i'll be glad to help modders to fix cavalry actors in order to keep in sync your mod version to SVN 24. let me know if need help, actors will be broken since all cavalry were replaced to a new mesh, and replaced textures actors lines for a simplified version of variants.
  10. That helmet really served his purpose lol. Nice work with the textures, lot of units have been updated for alpha 24 i will end having a visual pleasure when it releases.
  11. Then it should be related to the mesh, will look the files for export a new one.
  12. no it haven't been committed yet, unit works in atlas so i don't think it should be related to artwork.
  13. If the infantry has "carthaginian" distinctive assets it could be in the "cart" folder, otherwise its a purely gaul citizen wich also is included in genava design document (Two birds in a single shoot). Theres a mod for thracian faction and there is thracian merc too, so that merc's will end being citizen of thracia faction, handling the actors in batch is easier when the whole faction is gathered in a folder instead of spread in "celt - brit - gaul - cart". Actors should be included in the factions folder Only if it has faction distinctive assets and history. ie: X slave infantry that never was used as military in his homeland.
  14. Fixed an issue with the horse trader hair/tail and added the chest_colorband for trader only
  15. Committed the helmets! no changes were needed, only use the actors updated with @wackyserious textures.
  16. Exactly just like capes, the thing is that i managed to found a way of make it work back in the first horse update wich make 1 armor works for all cavalry, instead of how capes works having "cape_swordsman_ready" "cape_sowrdsman_relax". And the rein is just an actor using the horse animations/armature wich make it simpler instead of exporting 1 animation per state of a external rein armature back as it was in the first update wich was a total pain to do because isn't behave as a rein but as a stiff pole clipping with everything messing with both armatures infantry and horse. Capes should work this way too just that will need a lot of fixes in variants and standarize every animation (speed, amount of animation id's and idles)
  17. Can be done, is just center a few vertex while keeping the same texture uv:
  18. Included gaul carthaginian mercenaries on mod BUT, moved the actors from "Cart" folder to "Gaul" folder if its okay for all, i mean, its unnecesary to have a gaulish actor in carthaginian folder even't if its a mercenary, we should keep consistency with the unit faction/homeland, we never know what the future have for us for that faction or those mercenaries.
  19. @Bigtiger just in case: Millenium ad has an unit object wich is called "coif" that one is a "root - attachpoint" actor wich covers the head in several ways. Feel free to use it in your 13th century mod (i would upload the picture but for some reason i can't so check milleniumad )
  20. Rein works better with horse armature instead of separated mesh. Some files will be cleaned, and others merged.
×
×
  • Create New...