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Everything posted by Alexandermb
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Added the medium shields and assigned them to the gauls according to the gaul_design doc: And two more designs: Separated units by factions, (artistiscally speaking so only actors) and assigned some of the shields following the gaul design doc (i can't find the british doc): @Genava55 another mod file: Celtic_Shields.7z Side Note: Don't try the cavalry, they are using the Horse - Update 2.0 mod i have, forgot to mention. Going to upload the horse mod in the horse topic in case you want to test the gaul cavalry. Side Side Note: If you feel theres some bosses who needs to be divided or classified, name them and i'll do the changes
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1 interesting, would it worth doing it for 23+ texture for now? i mean, having the three tones in all variants means around 70+ when finished (some are british exclusive i guess) 2 i could try add some shadow inside the alpha channel where the player color goes around the edges, but the spina would need a basic rectangular shape with dirt around the spina using alpha channel. This are the used textures for now: And a preview of a shield: @Genava55 give it a try here: Celtic_Shields.7z To try them all together in entities write (Celt) and you see theres two celt_infantry_jav holding a spear, B: No boss E: Boss Note: Some textures may not fit in the shield but they are just for a preview, later texture variants will be assigned per shield type. There are 3 variants for spinas: White - Player color - Brown (wood) decide if they will be used or saved for later shields.
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The left side is the Hex shield with generic texture for all shields, using the borders of the shield and the back as a basic_trans less textures, more variants, less work.
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1.- i may have an idea making a rectangle textures for make them a single texture for every shield shape (kinda like making the paiting above persian tower shield) and later add in front of it as a 4 vertex plane the border as a basic_trans 2.- yep 3.- here some examples of the wooden textures i use from procedural materials: With the proper 2D reference i'll render them in blender theres still some celtic designs i haven't find yet and some to be done. For now 9, missing square shields, pictish shields and one medium oval shield.
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Topic made with the only objective to reach a proper distribution and design of celtic shields for both factions Brithis - Gauls. Only a few shapes to be finished, more design's to be done with the proper 2D references. @Genava55 once when finished i'll give a mod so you can examine them in game a make a schema of distribution for later apply them in factions.
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Well, for now i had to write a readme before i forgot how to use them: Boss - 01: is allowed to by used by spina shape A - B - H, this means we wouldn't not have a weird clipping between Spina F and Boss 01. To reduce the amount of actor files and code lines the meshes are used this way: But, for specific cases exist specific actors such as an unique shape for X faction, then we divide the actor for its usage only. For example: some of thoses bosses are celt restricted wich means romans wouldn't be using them.
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@Genava55 is a good start? trying to get some of them done starting by the oval Variant. Note: Added the brown color around the shields for a better gameplay aspect, whitout it looks really dull and plain making it look like AoE Flat. Edit; forgot to add the variations on spinas: And finally with bosses: After renamed the whole spina/boss/shield things the final count for props now are: 55 Spinas each with 3 variants wich includes: White - Player Color - Default Brown. 24/55 with iron bosses, meaning this could end being +24 = 79 when including golden bosses +24 = 103 when including bronze bosses (if its desired needed only) After doing this this means we will have 55+ spinas ( Still need to do to choose when making new shields wich reduces the amount of textures based on if it uses spina/boss or not.
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Thats all i needed to know, then would rename all the files properly later.
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Question: Due to similitude of shields "spinas/bosses" made for the celtic factions to other factions shields such as: Ptol_Thureos_X Iberian_X Rome_Parma Rome_Scutum Millenium A.D. or any other Mod Should spinas/bosses be generic for all? i mean, removing celtic_ prefix, so far i've divided them by texture type following the next schema: 01 - Player Color 02 - White 03 - Default (Wood) Possibly: 04 - Gold 05 - Iron 06 - Black Also for bosses could be: 01 - Iron 02 - Gold 03 - Bronze @Genava55 they can be recicled to other factions? doing this means: future shields textures updates would use already done work making it faster to do and more shields variants in the future. Also, should shield shape be renamed from celtic_ to Flat_Oval/Rectangle/Hex/Egg and later add the curvature of other factions shields to recicle the shield meshes globally? For ex rome faction has scutum_e wich has a mix between oval and flat superior and bottom edges nearly similar to one celtic shield shape: shields actors can be done such way like: Flat: 01 - flat_egg 02 - flat_oval_a 03 - flat_oval_b curved: 01 - curv_egg 02 - curv_oval_a 03 - curv_oval_b This way not only mesh making would be reduced for future factions shields, but also add the resources for modders whitout 3D knowledge but 2D, to make their own shield textures whitout relying on a 3D User for provide such meshes. This also means a mod can be done separated for faction modders when pyrogenesis engine split is done by making things likes Flora pyromod. Fauna pyromod. Shields pyromod. Separated factions pyromod. (kinda like Total War DLC'S) i asume someday modders will end doing "Hellenization mod" Having only hellenic factions highly developed in terms of artwork - coding and things like that. this also means, having the same mesh globally in some factions (350 Celts sharing the meshes with 250 Romans and 100 Ptolemaic's in a single map) performance could be improved by using geometry instancing (i belive?) am i right? @stanislas69
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===[COMMITTED]=== Horse Update 2.0 (Retexture)
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
kinda, it would use double faces and right now the amount is Horse + Rider + Props + Blanket + Armor + Tail + Hair, its kinda like the old years tank in terms of polygons. is there a way i can upload this as a patch in phabricator whitout commiting so everyone can see the code and give their opinion? because i'm replacing ALL the texture code lines with variants making a lot of variants for every situation: PD: i moved Horse texture's variants inside a horse folder due to the possibility of making also variants for future sculpted animals, i don't want to see the game folders like it is right now the props folder mixing ALL kinda of props making them harder when importing to blender, also doing this with weapons textures update for the sake of weapons organization. -
Or if trees are made using leaf's and branches as props and later use geometry instancing, certanly trees can't become 100% low poly because flora is the visual core on maps, i mean ugly land textures + ugly flora = The new Flat AoE copy.
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===[COMMITTED]=== Celtic Druid (Re-texture)
Alexandermb replied to wackyserious's topic in Completed Art Tasks
oh sorry, it was hided in the celtic shields folder and not in the celtic helmets folder i used to commit helmets. Now its committed. -
===[COMMITTED]=== Celtic Druid (Re-texture)
Alexandermb replied to wackyserious's topic in Completed Art Tasks
celt_helmet_mistletoe -
===[COMMITTED]=== Celtic Druid (Re-texture)
Alexandermb replied to wackyserious's topic in Completed Art Tasks
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===[COMMITTED]=== Horse Update 2.0 (Retexture)
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
Don't worry, do scythians have specific body paintings or manes ? Horse Armors ? -
===[COMMITTED]=== Horse Update 2.0 (Retexture)
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
Not really, most of the changes are just add the mesh and the color variants, in fact it reduces the amount of lines used on every actor. I was thinking a way of calling a variants inside another as used in actor with groups for only have 1 line for the mesh variant calling the rest of it leaving the cavalry_m file just for decide wich props, the rider and the animation variants. To this: I Want to leave it only as: Pick Breed - Leave the breed choose the colors. if you want an specific color, define it by using <textures> line for a more cleaner actor file and leave modders an easy way to choose. Also, with the horse mesh for sculpting now it can be baked horse statues properly (Golden - Rotten - Bronze - Iron etc) -
===[TASK]=== 0 A.D Ships Update.
Alexandermb replied to Alexandermb's topic in Eyecandy, custom projects and misc.
Sorry for the late reply, internet isn't in his best today weird because i'm not using any mod is right in the svn folder but shows. -
===[TASK]=== 0 A.D Ships Update.
Alexandermb replied to Alexandermb's topic in Eyecandy, custom projects and misc.
Screenshots for fix them. -
===[COMMITTED]=== Horse Update 2.0 (Retexture)
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
Reduced a bit, however it always look's better with gpuskinning enabled: Also, color diferentiation between rank is no longer used, now every horse (depending on breed) uses the same color by variants; The variant reduce the amount of lines by also calling two props depending on the color, they will call a color range predefined by another variant with the tail and mane: