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Alexandermb

0 A.D. Art Team
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Everything posted by Alexandermb

  1. Hi folk from 0.A.D, This is the surpirse: Proudly present the Retexture (Also remesh) of the horses in 0.A.D. Introducing more colors variety and the alpha channel hair for manes and tails done by @Sundiata: The update comes with a video tutorial of modeling and soon sculpting process for how it was done. Also the update comes with another blend file for allow blender users to bake their own horse textures, (including neon green, red orange any color they desire) Blend File: Blend file will be 2.80, but also 2.79 users could benefit from it anexing the objects and making little adjust to the nodes Baking nodes: color is managed in by a simple slider with multiple tones, or just two if desired, The body color is handed such way by the Vertex painting colors, i have defined a body paint with RGB allowing to move by another 3 sliders the way the colors are influenced by such vertex paint. There is already some predefined colors, once it finished. i would share another video of the process of baking but sadly my pc wouldn't resist such thing and could loose it since my AMD 145 enough battles has won from around 7+ years of life, and so it is my Nvidia GT520 wich already loosed his fan around 5 years ago and had to adapt another one. Some preview of the cavalry updated: Horse mesh comes with little updates to adjust more to the quality of animations, this means better knees and shoulders (meshing speaking) for a better transition of bones when rotating or moving (ie: galloping, promoting) Animations remains the same, just trot, walking and galloping were changed to move legs movements more centered as mentioned before. Blankets and body armors seems to adapt better to the new mesh due to the way the vertex are placed, making a smoother view, yet theres still some props to adapt, and more to do: Also including some distintive genetic details (not everything but at least the most noticeable) for horse fauna variation: Lusitano colors Indian Marwari Ears: Persian - Arabian contexture: Celtic breed face shape: Why suddendly horses? because i was working on updates for Mythology A.D. And realized i will need better textures for a fluid transition when making pegasus and sleipnir. Comparisson from a gameplay distance of a cavalry army Hope you all enjoy it.
  2. Latest Stable version is 2.79, but if you like start using 2.80. (it would be pretty hard get used to the new UI and things and most of my materials are half broken there)
  3. Here the .dae, i belive not, haven't checked if they do. wolf.dae
  4. Who said it was going to be Google? It was you?
  5. Thats it something should be thought when implementing those batallions, they should be implemented as an optional function for big armies to reduce micro clicks on them, not by forcing the player to train x15 soldiers each time, so you should have Form batallion button and Disband.
  6. Its totally true. i can already see the properly implement of "Monstertruck" in that foliage.
  7. if we find references historical accurate could be, but since they are nomads and mostly from the steppes the better choice we could have is this as smiley mentioned.
  8. add bloom, postprocessing and done you have the visual aspect of AoE3. Nice job!
  9. Myth Unit: Minotaur Update: Texture reworked Texture color variation. Added Body Variants Skirt is for test purposes, not showing an end result one.
  10. Do you want to know this and much more? Tune into the next episode every year on Channel 8.
  11. No idea, i haven't played with materials yet.Maybe @stanislas69 would know something about.
  12. is the material, changed and worked.
  13. Minotaur reworked Still need to finish ears, eyes, teeths and any other detail: (WIP) Why naked? because i just sculpted the body, later will add armor as props. Ingame: PD: i also need to make a tail...
  14. Hi @GK_Daniel, do you have screenshots ? the actor has a template unit for be shown as an entity in Atlas? did it show at least in Actors/ tab?
  15. That makes me think the most terribly military strategy: Go enemy base with archers, kill the animals, defend the corpses so they don't gather them, Run. Possibly do it when dismount/mount can be acces to, right now is just an instantly transition between cavalry and infantry gathering animation. As you mentioned realism isn't exactly yet a thing in 0 A.D. Somehow realism in 0 A.0.D is achieved by mixing the ideas of multiple mods (some have good things as they also have exagerated things) for me the realism hit or priority is standarize humanistic and animals speeds and weights between movement speed & attack speed but thats what is good of 0 A.D. if you reach the knowledge enough to make a mod like Delenda Est or @Angen batallion mod, it just becomes matter of time to adapt and enjoy (kinda like skyrim but in RTS). Personally i like your point i don't consider cavalry enough in my skirmish games (often i don't even train them and just traint ranged units and defend a base with walls) and considering it could be possible (i hope) someday to make units mount/dismount from horses it wouldn't be needed cavalry gathering, instead it will be the same "Human" gathering.
  16. @Genava55 can the rome basic infantry use this coolus variant?
  17. @wowgetoffyourcellphone i need your great icon skills for make the new cattle's family tree on the next addition if possible Cattle.7z
  18. @stanislas69 is okay to make bow texture variants,or i should leave 1 single color? updating it because we never know if sail textures may use a different wood texture later.
  19. Most of the spears updated, still need to update some of the secondary weapons like iron jav, gold jav, gold spear, reverse spear etc. mod with the files: weapons_update.7z
  20. Auroch is okay to use bull texture ? or zanga cattle textures? Other cattles are the same size.
  21. Ok then, i would need your help @Genava55 here if possible with the current celt - iberians unit using the celtic helmets because they will now be using the new ones or the new iberians. i'f possible divide between Gaul or Brit the helmets by Infantry type. Removed all helmet_ prefix from meshes and textures for avoid redundance >props/helmet/celt_helmet? now they are with their respective name, actors remain with their helmet prefix for easy search in atlas. Will be uploading now the helmet fix before i remain whitout electricity 30 hours again.
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