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Alexandermb

0 A.D. Art Team
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Everything posted by Alexandermb

  1. The main idea was to implement something small like we did with coif's and how it is right now with capes, but if you want to go that far with a full chest piece with skirt can work too but that's add more tris above the bodie. Making the mesh variants wouldn't be a problem. Just adding that idea if for future textures having the shoulder pads make it easier to you. Otherwise continue as it is now. Also the possibility to add this too:
  2. @wackyserious like this? m_armor_tunic_short_sleeves
  3. Quoting this post from Roman Infantry Texture update Topic, @wackyserious @wowgetoffyourcellphone @Sundiata @Stan` should i add prop points for both legs for add single leg-guards actors for special cases?
  4. Update: Added a lil bit more geometry to feets (No more than 20-30 tris) Say Goodbye! To blocky feets. Compared to blocky hands, this is more annoying because is easily noticeable. Years ago when i talked to a friend about the game the first thing he told me "Uhg! Those feets".
  5. @wackyserious thoughts on the linothorax neck? m_armor_naked: Gonna make the long sleeves armored variant.
  6. Helmet on blender unit: Helmet on Atlas: Note: Was done in less than 1 hour
  7. @Lion.Kanzen was going to move the talk to this topic but ended deleting it . In any case, something like this? References:
  8. Something about, cloth or tunic or sleeves.
  9. Someone remind me, what are the changes desired of the bodie mesh or the variations ? i forgot where they were asked in forum.
  10. 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.
  11. @Nescio any alpha 24 version available? i would like to give it a try.
  12. 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
  13. Yes, what kind of metal want to get? One like celtic helmets or one whitout many bump?
  14. 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.
  15. 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?
  16. @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.
  17. 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.
  18. 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.
  19. Those two animations weren't in the blendfile, may have been in another blend file or an unsaved version of the blendfile
  20. Everything good then, heres a quick look of how it goes:
  21. @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.
  22. A recent fix was comitted recently for trader cart, and for two/four wheeler cart.
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