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Alexandermb

0 A.D. Art Team
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Everything posted by Alexandermb

  1. @Genava55 is there a helmet here that can be used for iberian faction? they use some of the old celtic helmets and those files should be moved to old public once its completly unused. @stanislas69 did i uploaded the blend file?
  2. @stanislas69 i was thinking on make variant files for the sail textures for factions, because the merchant ships use old sails but could be reduced a lot of copy pasta of variants making one single file with the texture variants.
  3. i have the source files like this: 1.3GB i should compress them as much as i can erasing texture files and leaving only low-high poly meshes with materials. What needs the kush bireme? @Sundiata tagged me somewhere for that too but lost the topic in the notifications. Edit: 1 mistake found on the files: Pers sails used old sufix _c _a and didn't saved the xml file after rename the files to _1 _2 following the other's sails schema.
  4. @Angen one question, did you manage to separate fire from reload action and animation? Because i want some feature like that for one special unit developed some time ago in Terra Magna, that unit should fire constantly the amount of ammo of the magazine then reload.
  5. Pers sails: Get ready to remove unused dds files Edit: Updated sails. Files:Ships_Update.7z Retrieved some hellenic symbols from very old sails:
  6. increased persian bireme ship size for match the other bireme ships: Added variant's files for the oars and shields of every ship for a cleanear actor files: renamed skeletons for a better organization. moved ao textures to ao folder. File: Ships_Update.zip
  7. Fixed some details & indents, removed some unused files. Added some shield variants on rome trireme/bireme, added ropes to the ladder: added player color on cart trireme, added cart standard on the tail of trireme/quinquereme, added quinquereme sail:
  8. @Angen so the ia is working again? i like the idea of unsheath before fight so i want to try a simple sheath/unsheath animation and see if the times could be reduced based on the animation lenght? What you have in mind when units prepare themselves before fight. Poses or references may help.
  9. The mistletoe headdres? i'll be doing it soon .
  10. Here the zip file for start a review process. Note: Still in progress since some ships still need some deck details and props. Things i've need to do: Cart Quinq: Sail, Oaring pole , rudder however its called in english. Cart Trireme Green line to player color, Maybe Better Eyes. Cart Bi: Oaring pole , rudder however its called in english. Rome Ships: Ram, improve bridge and some fixes. Rome Bi: improve turret and add back tent + banner Rome Tri: Improve turret and add back tent + banner Rome Quin: What can be added here? Bigger Sail? Two turrets? Two sails? Back tent of course and banner Pers Tri: Ram + Back Rudder/Oaring pole Helle Bi: Ram, bake again the deck texture. Update: Athen_trireme.7z
  11. Right in my socialism. The patch did improve very well the single player lag agains't 4 IAS, the map wasn't very big neither but the games always stutter when mid game but this time didn't.
  12. Dude! what laptop is that ? my games alwasy starts as 50-40 fps. i tested the pathfinder update the last week and crashed when reached 4gb rams, gonna be testing the updates if they are packed as @stanislas69 did before.
  13. Made the laurel as a separated mesh for a wider variety of helemts:
  14. i might then be making a 3D shield base wooden texture for @wackyserious for properly make distinctive shields, i'll be using the pdf you shared before. Yes plz, post it starting with the essential, pdf and pictures.
  15. i belive we should start by this topic the separation of gaul/brits from celt infantry_ so they could end looking different as factions and historical accuracy.
  16. laures are very often in helmets, should i make the laurel as a helmet prop for fit it everywhere?
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