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Everything posted by Alexandermb
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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: -
===[COMMITTED]=== Horse Update 2.0 (Retexture)
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
Tutorial Videos: Modeling: Sculpting: -
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.
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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)
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Here the .dae, i belive not, haven't checked if they do. wolf.dae
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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.
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13th Century Europe Mod - In Development
Alexandermb replied to Bigtiger's topic in Game Modification
Its totally true. i can already see the properly implement of "Monstertruck" in that foliage. -
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.
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13th Century Europe Mod - In Development
Alexandermb replied to Bigtiger's topic in Game Modification
add bloom, postprocessing and done you have the visual aspect of AoE3. Nice job! -
Myth Unit: Minotaur Update: Texture reworked Texture color variation. Added Body Variants Skirt is for test purposes, not showing an end result one.
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