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Alexandermb

0 A.D. Art Team
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Everything posted by Alexandermb

  1. Update: Added dirtier version of houses, storehouse, sentry, defense and forge: House: Storehouse: Forge: Sentry and Defense:
  2. Testing Snow Layer for winter maps. But that prob Will need an extra plane roof mesh
  3. Continuing with the civ decal's next one is hellenic civilizations.
  4. Decals mod for test, rome almost done. Starting with hellenic's civilization then persian's: decals.7z
  5. Hen file for test purpose: hen.7z
  6. You got a point! those stairs should be wooden.
  7. Desaturated version of the range dirt:
  8. To make emphasis on the "civ" decal's heres an example of gauls dirt rocky ground decal vs rome cobblestone decal:
  9. Yes there was dirt decal texture, but for some reason it gets over the cobblestone, so i need to check if it is any vertical offset i can add to the cobblestone layer so it won't get undearneath the dirt one.
  10. i get the idea you mean, i belive i applied that to the fortress
  11. Working with procedural shading and curves found a way to make alpha channel rendering so we can have more decal's per civilization. Starting with the roman's wich i had the idea of giving them the city appearence with the stone roads i would like any advice to deliver unique aspect of decals per civilization for next alpha: Would like any advice or sketch for next civs and also rome ones. Still work to do.
  12. Imagine you need Sheep + Baby Sheep, then you can recicle the same mesh the same animation at a certain scale.
  13. Hint: To make scalable meshes/animations make a root bone wich all non parented bones are connected to (keep offset) scale the mesh with armature and apply scale to the desired scale to export the base mesh (skeletal mesh). Next, don't keep the apply scale, revert the changes with ctrl + z so the mesh has the original size and use root bone scalation equal to the desired scale.
  14. @Stan` Reduced bones count by 3, currently 29, 5 are IK's. but i belive blender have an export "deform" bones only option so probably 24 Edit: That option break the whole armature, don't.
  15. ((5+5)/2)*(1/5) then it could be opened a ticket todo. For future city building game mode could be usefull also. i made those animations for feeding with longer staring-breaks and it seems they always have more importance than idle's ones:
  16. Due to unproportional and unrealistic "meat steak" size i propose change chickens to be single citizen gathering slot and only once carrying chickens straight to cc as a dead hanging chicken. Carry_chicken:
  17. fried chicken ready to test:
  18. Capture mechanic's could be related to specific buildings only: Military: Fortress, Towers, Gate's. Civilian: Civ Center, Wonders, Temples. Other structures should have a territory dependency like houses could be automatically captured if a city civ centre is captured. In that way, city siege could have two objectives: Destroy everything at glance. Capture primordial structures to take over the city if the defenses aren't prepared enough to defend the city avoiding turtling. Capturing fortress could gather small area of effect over the nearby buildings. Capturing city could have strong area of effect of nearby buildings.
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