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Alexandermb

0 A.D. Art Team
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Everything posted by Alexandermb

  1. I make this topic to ask for some help on references and naming for the celtic helmets. So far i have made thise: Updated 11/06/18 : 17 helmets Total. Agen type: Montefortino: Ciumesti Raven: Ciumesti: Berru: Classic Coolus: Coolus: Crested Etruscan: Crested Urnfield: Marne: Port Alessia: Waterloo: References i have for now: Osprey Rome Enemies 2 Unknow source:
  2. Not sure where i left my blender file with the first helmets so i started again and made 4 (+ checker) variants: A: B: C: D: E: I used as reference this (i had no internet connection for check the references from all angles possible i was waiting my death because of boring at 4 o clock in the morning i had to use some i kept in case like this) The shield textures seems a little blurry to me so i decided to make some trys in case someone like its: Comparisson: Shield Elite: Shield Basic:
  3. Made this quiver last night: Not sure who will use it. Reference:
  4. Thats what i had in mind to make first but too much detail to make them by hand in blender while my PC Lags when sculpting but neither will be fully noticed in 0 AD with 512 textures.
  5. i've made a change in TM about that, hope @wowgetoffyourcellphone merge from there.
  6. Who will use Sutton Hoo helmet? Based on this version: Ingame after some corrections:
  7. Who will get this weapon and why ? What will be his purpose on the civilization ? How they should shoot if the weapon is called repeating crossbow but 0 A.D only has 1 animation type for ranged attacks and reloading.
  8. Any plans on using this thread files after alpha 23 is released again?
  9. Enabled the crossbow quiver for chinese crossbowman and their fire back animation.
  10. This 3 mens looks pretty nice for a wallpaper but the pines are scaring me
  11. @stanislas69 Lian nu fixed but isn't being used yet. I've made another armature and gave restrictions for easy handle the animations already done one for firing but since this is a repeating crossbow game needs to split attack_ranged from reload animation in both template, dae, and actors: Blend file: chin_liannu.7z In case of need cavalry bow blend file:chin_cavalry_bow.7z Preview of the blend file:
  12. @stanislas69 updated the cavalry bow to have animation: Also did the chin crossbow quiver as suggested in the respective topic but that require animation (fire from back) if time allows i'll make it today if not it reach the next release:
  13. Then i have green light for delete it? or is necessary for pyromod changes?
  14. @stanislas69 fixed the corral mud it was indeed from TM, but any decals on mod files could be merged to public folder regard they are used or not could be good to have it in the public folder and remove it from TM same with smoke_curved and any other decal/particle that could be useful for modders from the main game repository.
  15. We could start this for release in alpha 24? We did magic with Byzantines and Carolingians in only 1 alpha.
  16. @wackyserious resized the shorwell helmet:
  17. Renamed both chinese/zapotecs special ships to their respective range for allow PETRA to handle them (Stats remain unchanged): Zapo canoe > Zapo Bireme Chinese Tower > Chinese Quinquereme There was a bug relating to petra because of the lack of ships from the zapo civ (or maybe it was xion but i don't think so, Zapotecs were the ones standing idle in the shore waiting for a ship)
  18. @stanislas69 i got the files of the heavy cavalry helmet laying in my mod folder should i commit? (template is champion cavalry but isn't trainable yet)
  19. Found this while play testing:
  20. Made a special variant for the chin chariot spearman, when the chariot walked he walks too, now he remains idle: Ups, i didn't push the fix .
  21. They work now, but they were missing "/" in the end of <Max>
  22. Xiongnu don't have banner yet, neither zapotecs
  23. @stanislas69 chinese storehouse/farmstead wont open: is directly related to garrison holder tag: Wouldn't be better if we disable that ?
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