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Alexandermb

0 A.D. Art Team
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Everything posted by Alexandermb

  1. 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.
  2. @wackyserious Mistletoe headdres is committed now in case druid will use it
  3. Don't worry, do scythians have specific body paintings or manes ? Horse Armors ?
  4. 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)
  5. 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.
  6. 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:
  7. 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.
  8. 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)
  9. Here the .dae, i belive not, haven't checked if they do. wolf.dae
  10. Who said it was going to be Google? It was you?
  11. 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.
  12. Its totally true. i can already see the properly implement of "Monstertruck" in that foliage.
  13. 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.
  14. add bloom, postprocessing and done you have the visual aspect of AoE3. Nice job!
  15. Myth Unit: Minotaur Update: Texture reworked Texture color variation. Added Body Variants Skirt is for test purposes, not showing an end result one.
  16. Do you want to know this and much more? Tune into the next episode every year on Channel 8.
  17. No idea, i haven't played with materials yet.Maybe @stanislas69 would know something about.
  18. is the material, changed and worked.
  19. 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...
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