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Alexandermb

0 A.D. Art Team
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Everything posted by Alexandermb

  1. @wackyserious thoughts on the linothorax neck? m_armor_naked: Gonna make the long sleeves armored variant.
  2. Helmet on blender unit: Helmet on Atlas: Note: Was done in less than 1 hour
  3. @Lion.Kanzen was going to move the talk to this topic but ended deleting it . In any case, something like this? References:
  4. Something about, cloth or tunic or sleeves.
  5. Someone remind me, what are the changes desired of the bodie mesh or the variations ? i forgot where they were asked in forum.
  6. I'll guess i'll have to wait for proper mods to work with A24 , i want to play a good, deep and complicated singleplayer mod but i want to play with the A24 art improvements.
  7. @Nescio any alpha 24 version available? i would like to give it a try.
  8. is this fur look enough for a bear? Took me 36 minutes to bake so i think i can't spent too much resources increasing bump on the material
  9. Yes, what kind of metal want to get? One like celtic helmets or one whitout many bump?
  10. Yeah same, but mostly beacuse i used a plane. The actual material was intended for a Cilinder: Here the cilinder by material creator With proper color tweaks reach the bark wood.
  11. This is a half baked plane i got from a procedural "oak" tutorial material i was looking. What purpose can be achieved with this? Terrain? Cliffs? Minerals? Incas? Britons?
  12. @fatherbushido you can be taking a look over here https://github.com/0ADMods/0.A.D.-Unit-Meshes-Fix riders haven't been re-exported yet.
  13. Saw the git repo, most of the ones you would need to edit are chin gathering, and hoplite one because of the phalanx formation you made. The rest have 3yago date so probably unused.
  14. If you haven't touched variants in your mod, then nothing would need to be done, mostly affects any1 who included a new "variant" in their actors. If no, then 0.a.d dependency does all alone.
  15. Those two animations weren't in the blendfile, may have been in another blend file or an unsaved version of the blendfile
  16. Everything good then, heres a quick look of how it goes:
  17. @wowgetoffyourcellphone @LordGood @Stan` @Nescio @Angen @Enrique Question: Would it matter if i organize animations and remove them from the "new" folder in such way each animation name start with the state? IE: bow_attack_hip.dae to > attack_ranged_bow_hip.dae 2h_attack_a.dae to > attack_melee_2h.dae Folders: Citizen: For include normal states whitout exceptional weapon usage and open the possibility of miscelaneous random citizen life animations (Swords/Shields/Spears) Infantry > Sub folder for each infantry type (Archer/Swordsman/Spearman/Pikeman) : For anything including combat and weapon usage. (Rider/Cavalry is already added) Gatherer: For anything related to resource gathering. Formations: Sub folders with formation name. This way to have the animations files organized in folders instead of spread whitout schema having to dig in all the files names to find one animation type. Update so far: I Have re-exported most of the foot citizen-soldier animations included in the animation blender file in art-repo, However two are missing (Capture and Sarissa). After that re export have to continue with the next file: Siege weapons In last step i'll leave the re-export of unit meshes to leave it open to any suggestion or modification wanted for add more unit meshes.
  18. A recent fix was comitted recently for trader cart, and for two/four wheeler cart.
  19. @Angen At first glance i thought this was an opinion about 0 A.D. when i read the tittle, but i like what i see in here. Plenty of stuff i wish for main 0 ad is in this topic. Pin my name in here if AI works and becomes deadly in this mod.
  20. All of them already added, included for horse breeds in the update and that issue was already present in the first horse update with the armors and peytrals, just that nobody was aware of it because the body movement was always the same, only the head was different.
  21. Just did a quick check on atlas, bug with the unsync animation was this: Animation sync works like this; Being horse "A" Tail/Hair/Rider "B" Trader Cart "C", horse props takes the animation timing and variant of the Horse "A" But being The trader cart the primary actor and having animations directly in the main actor and not in a secondary actor (variant) it forces the order/timing of the animation. So it works like this: Animation playtime C Force > A To play Animation X > A Tell Wich animation play following C. Also both horse idle and trader cart idle, need to be the exactly same amount of frames, trader cart has an idle of 20 frames, and horse 60 frames. Being Trader idle the primary animation forces the horse animation to play only 20 frames of its 60 frames.
  22. I'll check it, the laptop im using is "operative". However im not sure how long it could stay like that because as my Dad wich fixed the charger for me said: "This one works for that laptop but they broke faster than the original one". I just played yesterday the alpha 24 svn version after a long time whitout having pc but i mostly get harassed by 2 players 2vs1 when i play vs IA and they never let me get a market trade route . If you have an screenshot of the issue better, But if its in atlas its a bug in character animation sync and not directly related to horses mane/tail/armors.
  23. Hey @Enrique glad to see a fellow artist come back after long time no see, also glad for being able to meet you and if its possibly work with the responsable of the unit update but also the WIP cavalry update wich worked as a base for the end result we have today in alpha 24 progress. Saddly i'm still busy with university test but at least got a temporary fix for the laptop charger, a fixed wire in the meantime (Original charger wasn't possible to repair). Hope you stay for a while.
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