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Alexandermb

0 A.D. Art Team
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Everything posted by Alexandermb

  1. 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?
  2. 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.
  3. @Genava55 can the rome basic infantry use this coolus variant?
  4. @wowgetoffyourcellphone i need your great icon skills for make the new cattle's family tree on the next addition if possible Cattle.7z
  5. @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.
  6. 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
  7. Auroch is okay to use bull texture ? or zanga cattle textures? Other cattles are the same size.
  8. 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.
  9. Continue of helmets: Boe helmet: And renamed the wrong names: @stanislas69 how do we remove or move to old public the old helmets?
  10. To continue the celtic faction Redesing - Visual Update done this helmet: 1024 texture vs 256 texture for game usage (Blender tip: Always bake the best resolution possible you can handle, because if you bake directly a 256 texture or 512 they will bake with 80% imperfections, if you can bake 2k textures and then rescale to 512 or 256 better).
  11. Update: Updated Axe sagaris Added celtic sword: like it was before ?
  12. Update: five texture; slightly moved the swords to fill the empty space, added the rope texture into the texture in case a weapon use it later (Bows for ex), Also polished a bit the sword texture for a cleaner and shiny version (Still want to have cubemaps reflections as a material for weapons and helmets reflecting the skybox). Gonna make two weapon textures, 1 As it is now and Golden version for not having to make multiple meshes for just a golden piece (so modders who need a golden sword just change the texture variant). Prayse the new swords: textures:
  13. i used a reference the time i did those blades following the shape schema. Update: Fourth texture (Changed the way the axe is placed and the shape of it): Maur 2h Axe @Rolf Dew for minotaur but bigger:
  14. There was another picture with that headdres:
  15. Re-exported again the blades (8 normal spears blades) manually dividing the faces. They are using parallax now.
  16. Update: Added normals and spec map. Updated some spears and javelins Updated the pillum Spears blades updated: Added more variation based on @Genava55 celtic references. Fulham and more variations theres six hilts pers shape 18 in total: Mainz: Spatha: And pompeii: Preview of spears: Preview of spatha:
  17. Update: Third Texture Starting the blade updates with rome Weapons (was already done 2 years ago) same as spears Handle - Blades
  18. Axe wasn't supossed to be rendered , if i'm not wrong, specularity would also help with the blood look like. let see how it develops when i've made the specular map. Nope, can't figure yet how to make it drip like the reference.
  19. Better like this? not sure how to make a better blood spread like the one in that axe
  20. Before & After: Maybe add more darkness Recently celtic sword (Gonna make proer handguard before finishing) Before & After:
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