Jump to content

Alexandermb

0 A.D. Art Team
  • Posts

    3.329
  • Joined

  • Last visited

  • Days Won

    167

Everything posted by Alexandermb

  1. Enabled the crossbow quiver for chinese crossbowman and their fire back animation.
  2. This 3 mens looks pretty nice for a wallpaper but the pines are scaring me
  3. @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:
  4. @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:
  5. Then i have green light for delete it? or is necessary for pyromod changes?
  6. @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.
  7. We could start this for release in alpha 24? We did magic with Byzantines and Carolingians in only 1 alpha.
  8. @wackyserious resized the shorwell helmet:
  9. 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)
  10. @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)
  11. Found this while play testing:
  12. 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 .
  13. They work now, but they were missing "/" in the end of <Max>
  14. Xiongnu don't have banner yet, neither zapotecs
  15. @stanislas69 chinese storehouse/farmstead wont open: is directly related to garrison holder tag: Wouldn't be better if we disable that ?
  16. And found this two also: @stanislas69 We could retrieve this two textures?
  17. Found this: Sails are broken because of the 2 deleted sail textures: options are revert the deleted files commit, or just remove them from the variants in the actor xml file. Fixed the dependecy of the oars in TM: Osprey "The Vikings" book reference for norse sail:
  18. Added a prop neck if bell's are planned, not sure if collars should be a mesh or like horses alpha channel in textures. Mod files: Cattle.7z Blend file: cattle.7z
  19. Moved the chinese props to their respective /structures/chinese folder and this are unused by actual chinese structures don't know if theres anything planned for them:
  20. @stanislas69 hun_chariot armature wans't needed neither two files in the mechanical/animations folder they were broken thats why they mess with the shark/croc so i'll deleted them, but about the mud i'm not sure wich one is missing but i changed the dirt_3x3 in anglo corral, tell me if it fix something.
×
×
  • Create New...