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Everything posted by Alexandermb
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===[COMMITTED]=== Horse Update 2.0 (Retexture)
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
i've been playing albion online and they low poly stuff is really great, i would like to try change the rein as a it is now (separated mesh with separated armature) as a mesh of the same horse armature (just like the blankets and armors works now) for reduce the amount of animation files and make the horse easier to do. TBH i have most of the mod done, only the rein is the annoying piece of the horse to do. -
@stanislas69 should i ?
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@wackyserious @stanislas69 should this ones be committed? (except the cloth one, i don't like the result)
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@stanislas69 result of texture compression using tinypng tool: Mod went from 17mb to 9mb: Shield texture preview: L: Compressed R: Default Baked texture No notable difference but better size for textures: Mod folder with the latest changes and fixes: mods.7z @stanislas69 rider death wasn't changed on this two mod, that bug may be unrelated to the mods. if you find another indent bug tell me the files and a screenshot, i saw some and fixed them. should shield files be switched from "brit_shield..." to "shield_brit..." ?
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Thats my thought too, wich would be the pros and cons of having multiple textures or models. Wich one Will have more impact on performance, because using atlas Will mean shield shapes Will be restricted to that textures, and the textures Will be highly compressed lossing most of the details having pixelated shields instead of 2019 textures.
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1 will fix it 2 Carnyx + Scabbard only as backup in that folder, only shields would be committed (once more i've had to move files from one state to another). 3 had to use both numbers and letters for the shield variants (oval A,B,C,D,E,F,G,H) as @Genava55 mentioned, some have boss_group_X others boss_group_Y and others orle_protection_X, so 3 variants type per rank, unless variants can be used to compress the 3 actors variants and specific called by the actor rank. 4 By texture atlas you mean, all shields textures an a single one? The main objective of separate borders from faction patterns, is to reuse in global scale the shields shapes/textures whitout having the same design X amount of shield shape, (less shields textures, less actors, less models). For example, having pattern X for shape oval A,B,C,D,E,F,G,H / Hex: A,B / Sq: A,B,C,D would mean 14 textures for each shape multiplied by the amount of patterns used (Already discussed in the first page). same with the spinas and borders, rehuse them for romans, iberians, ptolemies, also for allow modders to make they shields easily by only painting the pattern above any base they want to use for their mod. 5 celt must be removed, but that would come after everything is properly divided (don't want to mess any map or actor calling the celt actor in the initial release) 6 will fix those with visual studio. 7 will do. 8 nope, didn't saw that will fix it.
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@Genava55 initial Release: mods.7z This include a secondary horse mod with the actual horse actors, horse update has its own updated cavalry actor. More patterns for square_a shield (small square shape shield) needed if desired. Black and white shapes like the one genava shared work perfectly and fast for more designs. @stanislas69 initial review needed.
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0.A.D Forgotten Factions, i'm glad outdated unit textures are getting improvements .
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Since these have a slightly high amount of polys compared to old shields keep the old assets for buildings wouldn't harm, even retrieve some designs/patterns to new ones (SVG or black and white siloutte would help). Enabled group 5 with 3 variants, Used design done by @Genava55: Mod with latest changes for backup:Celtic_Shields.7z Note: Remember this is using horse revamped, if this is committed before the horse update proper horse actor will be done.
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Sure, do your mod last release have the problem or only a pre - release version ? for testing. Thanks, that clarifiy the usage of the britons only 4,5 Enabled the group 4 with 2 boss variants: (Texture is 1024x1024, this will be reduced for 256 ingame and kept the 1024 version as resource in art_rep) No rush, time hasn't been at our side this days
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Calling the gameplay modders i remember for a helping hand: @wowgetoffyourcellphone @Angen @ffffffff @borg- I Ask for a helping hand in this case for any1 of you guys if possible, to start a github mod for the gaul redesign, proposed by @Genava55 so i can properly implement the rest of the shields and give a more in depth, historical accurate, and interesting Celtic factions in a Kushite/Seleucid Scale. The main goal of this mod is for having a base for the changes done in the celtic roster including the carnyx if desired, and later branch that changes if you guys want into your mods, but having the Master only with the historical accurate changes. Otherwise for having also the alternative of the deffault vanilla roster @Genava55 may i request also a distribution for the actual roster in the meantime?
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For reminder of wich ones i have done.
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@Genava55 due to lack of group 4-5 bosses variants, will be using 3 in the meantime, later will be replaced with those. First i want to make the distribution with the items we have done.
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@Genava55 before the whole electric problem started in my country i tried to organize the shields, do you find suittable that i divide each shield in 3 variants? ie: shield_oval_a_01 - Shield whitout Boss shield_oval_a_02 - Shield with boss group_X shield_oval_a_03 - Shield with boss_group_X_orle_Shape Do the shield groups are restricted to factions? i see the group 3 mostly used by gauls while the 4 and 5 used by britons
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Hello! Im fine, just having trouble with electric power we only have acces 1 hour per day barely 1:30h and spent from saturday struggling with the decease of my grandfather wich became a nightmare whitout power, not even 1 funeral service wanted to work because lack of water and electric power but everything is done now. And now the internet is worst than before. May took a few days or weeks hopefully to have a stable internet again.
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===[COMMITTED]=== Roman Infantry (New texture)
Alexandermb replied to wackyserious's topic in Completed Art Tasks
He sold it for having a T Rex and a SCAR wait for it he's just not showing it. -
Daniel Morgado AKA Alexandermb Animations
Alexandermb replied to Alexandermb's topic in Eyecandy, custom projects and misc.
Esa es la idea, que aprendan todos a animar en blender, trataré de poner un video + imagenes aqui -
Daniel Morgado AKA Alexandermb Animations
Alexandermb replied to Alexandermb's topic in Eyecandy, custom projects and misc.
El conocimiento es poder, desde que hacia las animaciones de caballos sabia usar las restricciones pero el blender no las exportaba como debia ser y se veia una mano moviendose aleatoriamente. Ahora se sincroniza perfectamente. -
Daniel Morgado AKA Alexandermb Animations
Alexandermb replied to Alexandermb's topic in Eyecandy, custom projects and misc.
Hint for animators and folder hierarchy: Instead of having a bunch of animations for a unit type, make a folder for every animation props and later variants for example: Saving the Assault_Rifles animations in a folder make them easy to find and remember when making the actor: So i have the animations with a basic name instead of Unit_Tyrannosaur_Rex_Hipopotamus_Firing_Sharks_From_The_Eyes_While_Singing_Highway_To-Hell_Running_in_the_Back_a.dae And this is the result of a cleaner, easy to understand, faster to change acftor: -
Daniel Morgado AKA Alexandermb Animations
Alexandermb replied to Alexandermb's topic in Eyecandy, custom projects and misc.
Example of blender working animation for sheath/unsheath glock in a R_Holster using constraits and restrictions: -
Hey guys, here i will post the animations i've done in case someone want's to use it for any project. sometimes not specially related to the games: Starting with: Assault rifle Animations: GitHub link Weapon: WARNING high poly weapon 3k to 4k. SCAR - L MK17 SCAR - L MK20 Idle and walking animation is supposed to change when stance is changed however the UnitAI doesn't know yet how to maintain the idle whitout going back to default. Carnyx (Sketch WIP): Carnyx.7z
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Blender AddOns, Materials & Tutorials.
Alexandermb replied to Alexandermb's topic in Tutorials, references and art help
Good news! exporting animation now works properly as mentioned some post ago. You don't need to bake the action. just modify the exporting settings an done! they don't used to export properly before ending on wrong animations due the armature didn't apply the constraints and restrictions. -
Blender AddOns, Materials & Tutorials.
Alexandermb replied to Alexandermb's topic in Tutorials, references and art help
Procedural Scratches node for materials: Procedural Bark for trees materials. -
Offtopic: You just gave me an idea with this.