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Alexandermb

0 A.D. Art Team
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Everything posted by Alexandermb

  1. @stanislas69 the broken one is this, but is weird the civ center works whitout the armature file and they don't share any relationship between bones names
  2. For a ship its kinda basic wich is correct, what it really needs is crew and allow movements inside the ship wich i hope we get someday.
  3. shark its ok here and seems like it have a wrong translate it only says "Great White" but it shouldn't say something like "Great White Shark" but in spanish?: This are the only skeleton files added in terra_magna and all of them seems to be ok: And about corral you mean anglo corral having dirt instead of mud? if that so i'll fix it asap. Also, since we have time for a little fix, i would like to add the oars like in MilleniumAD as prop points to this chin ship right now it only has them as static mesh:
  4. Any idea on reducing the turning rate speed on rams and siege towers?
  5. @Lion.Kanzen a better desing for wagon ? i'm looking a way to make the wagon simplier in term of tris but prettier so making the laager wouldn't end taking too much tris.
  6. Yes fortress and heroes indeed, farm it think it was decided to not have farm field, shaman is 2D art required wich i'm not expert on unit textures and music since its merget with Terra Magna mod i think it could work with their soundtracks, and Heros probably one could be Chanyú Modú but again i'm not expert on unit textures. And have no idea wich building could work as wonder if they are going to have one . i'll make a low poly Laager later (fortress).
  7. if you mean some buildings they are supposed to be like that, in fact wow proposed to merge market with storehouse but Petra was requesting storehouse for do something before, neither walls maybe outpost but still, outpost is kinda useless when your faction is a horde moving from place to place with strong cavalry to scout and survey.
  8. @stanislas69 i think torching buildings its already possible by adding what i did years ago. doesn't matter wich distance i use to attack the tower, they don't use their attack melee animation. Sidenote: They are swordsman.
  9. Particles for units being healed, that would help to recognize wich unit is being healed if player had a huge army. Same feature could work for units promoted with their respective rank.
  10. @Sundiata another zebu texture if you wanna make it too:
  11. Walk whitout cart already done "walk_relax", with the rein, lets see if i'll make one easier than horse chariot rein (That one still WIP due his 4 types for each horse and each animation). by death you mean both zebu and cart right? Reference:
  12. Added attack animation for the Bull
  13. Here ya go already on UV scene: sanga.7z
  14. if i wouldn't played with the zebu armature i never notice this alarm (Alarm when your cattle is attacked) :
  15. if you mean the uv, this one: Here some screenshots of your latest textures:
  16. for now this is what is done after fixing the broken armature.
  17. @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).
  18. A serie of pictures showing some animals movements: http://ebooks.library.cornell.edu/k/kmoddl/toc_muybridge1.html
  19. on win10 keeps crashing with this both alpha 23 1st release and SVN recently updated version:
  20. This are the ones i keep from wikimedia commons for baking in the cattle mesh:
  21. 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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