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Everything posted by Alexandermb
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if i wouldn't played with the zebu armature i never notice this alarm (Alarm when your cattle is attacked) :
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@stanislas69 i tweaked a bit the zebu armature and added helpers for animations + other additions, as soon i'll get the cattle textures i'll upload the blend + mod folder. Changelist: Added Bovidae_ suffix for avoid breaking other armatures. Added walking relax animation. Added running animation. Added 2 death variant animation (Still have to recreate the ones already done). 4 Idle animations 1 Feeding animation Merged similar meshes on the blend file (Cattle - Sanga Cattle - Zebu).
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Blender AddOns, Materials & Tutorials.
Alexandermb replied to Alexandermb's topic in Tutorials, references and art help
A serie of pictures showing some animals movements: http://ebooks.library.cornell.edu/k/kmoddl/toc_muybridge1.html -
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we will end having this on random maps with the new goats ? @Sundiata its possible that you make changes on zebu textures to look like a cattle? i have some on the file i'm using for them and looks like this:
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Blender AddOns, Materials & Tutorials.
Alexandermb replied to Alexandermb's topic in Tutorials, references and art help
Let's hope D13 become the Holy Grail of 0 A.D. . -
Blender AddOns, Materials & Tutorials.
Alexandermb replied to Alexandermb's topic in Tutorials, references and art help
Formations already have a line for reducing/increasing the speed of the units plus they are sync so should be the speed if its possible. -
Blender AddOns, Materials & Tutorials.
Alexandermb replied to Alexandermb's topic in Tutorials, references and art help
In the videos the way the speed of walking is incrementing certanly could add more realism to 0 A.D., is there a way we could have that feature ? possibly like we have the min range/max range, but this one "Min speed/Max speed". -
Blender AddOns, Materials & Tutorials.
Alexandermb replied to Alexandermb's topic in Tutorials, references and art help
This youtube channel has a lot of low poly animals animations if someone wants inspiration for making animations: https://www.youtube.com/channel/UCuFGjHdli3bZQq1tvj9_MVQ Preview: -
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seleucid and ptolemy heavy warship wrong model and unit icon
Alexandermb replied to zzz96's topic in General Discussion
so its bigger than usual or just have bigger turrets compared to others? for have an idea. -
not sure if should add more tris, its reaching the 10k because of the stones, but the props for sure.
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I want to make this map for later release as trigger defend the city from norse raiders scenario, so i've made 1 of the 3 churches. Map: Church:
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Millennium A.D. - Alpha 23 Release Discussion
Alexandermb replied to wackyserious's topic in General
Replaced the weap_norse_2h_axe for "weap_dane_axe" with 4 shaft variant and 2 blades "bloody & clean": -
Millennium A.D. - Alpha 23 Release Discussion
Alexandermb replied to wackyserious's topic in General
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i would say those are bad files but since crossbow animations were comitted at the same time as the cavalry i have no idea what is wrong with them, and the rcrossbow_melee i presume it is the old crossbow.
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Millennium A.D. - Alpha 23 Release Discussion
Alexandermb replied to wackyserious's topic in General
Perfect then, i didnt saw the first changelogs so we are mostly done with millenium release. Lets hope people enjoy the 2 new factions with new siege weapons and fire ship. -
Millennium A.D. - Alpha 23 Release Discussion
Alexandermb replied to wackyserious's topic in General
Exactly, those are just small fixes so i guess they aren't anymore added to the changelog as single updates right ? would be just fixes at every civilization like Anlgo Saxons/Byzantines/Carolingians/Norse tweaks if its needed, on the modd page or announcement would be good to have an small line with the links of the mod forum for reporting bugs if they found some while playing. -
Millennium A.D. - Alpha 23 Release Discussion
Alexandermb replied to wackyserious's topic in General
you mean the changelog? if you want to .