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Alexandermb

0 A.D. Art Team
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Everything posted by Alexandermb

  1. Baked the bricks as suggested: The picture has a lot of buildings close to each other so i want to make the obstruction of the houses very thight for allow to houses be builded very close like @wackyserious puzzle pieces.
  2. Here are the 5 houses variants (Yes 5 )
  3. Btw i'm using this picture for houses, there is plenty designs to choose
  4. https://www.sas.upenn.edu/ancient/masons/mamaloukos.pdf This has a good amount info about byzantine architecture. Should i use roman doors and floors with slightly colour changes like this?
  5. Here an example of what can be done with the texture (I don't know why becomes darker when looking from far, its the same texture the brighter and the wrong darkest just different positions):
  6. Added som basic props from caro struct B and window. (reference from the same building on page 5) Game view
  7. Tratare con otro tono entre las uniones aunque en las murallas de constantinopla tenian un tono anaranjado pero asumo que te refieres a la hilera superior, tratare de hacer algunos tejados en lo que @wackyserious averigua algo hornear la textura me sobrecalienta un poco la pc y por eso reservo el bake final para despues que esta listo todo. -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- I'll try with another brighter tone (as suggested by lion) between the bricks, i will try making the roof texture and other small props required until all opinions are on the table to make the final changes. Baking the textures or testing whitout bake overheat's my pc so i can't be baking constantly for make small changes.
  8. ok i fixed some irregularities on the base bricks, now with tones @Lion.Kanzen by contrast what do you exactly mean ? maybe @wackyserious could make something like the caro walls here.
  9. From Civ: Eastern Romans/Early Byzantines topic.
  10. @wowgetoffyourcellphone it could be possible to add as the greek fire an attack very fast but weak (Bonus vs Ships) and adjusting the projectile speed to be very fast being the projectile a flame texture just like the fire rocks so it simulates being a constant burning? Comparisson with the caro church texture.
  11. Test on a basic wall Ingame with parallax.
  12. i'll try to get that looking i've just started to test the bakings. (This is a test still WIP) They have several tones of bricks i will make a whole texture just for the walls and windows/doors and leave another texture X1024 - Y512 for roof i'm don't want to end making a wall ie of 100 meters and the texture is only for 20 meters ending with 5 times the same texture. if wondering why this tone is because of this building, was the first i found around the timeframe wich enough vision of the walls details.
  13. i'll leave this and any other low priority fixes for later because i'm working alongside @wackyserious hes has some free time for now and hes working very fast, so i keep his tracks before he get busy.
  14. i like those walls, it could help having a colour pallete for the structure and i'll make the base textures (later changes will be made if needed but at least for having the base of the civ) assuming it will end being slightly orange with beigh, but also could help how was their structure design (walls shapes, if they used bricks or stones, floors, if they somehow used wood if the bricks or stones where widely spread or thight enough like nowadays bricks).
  15. Found a texture in the prop folder wich allows to have player colour in the spear whitout making it hav a lot of tris for each zone.
  16. Separated the blade from the spear and added the twisted player colour spear:
  17. they had slightly curved swords?
  18. Fixed by modifying the mesh of the cape as another mesh for coif usage, reminds me the AoE2 Huscarl if looked from behind.
  19. Remember the armature is not exactly like the human skeleton and won't behave as that, the actual animations enrique did had some inconsistencys too not because they are intentionally added, but because they are being made in general for an amount of props wich have several sizes, lenghts or width including also that the fightings animations can't be 100% real because any 1 vs 1 fight includes specific techniques for defending and attacking, if i stab the enemy he will use the shield for avoid being stabbed but thats not the case in 0 AD because the game doesn't have a blocking function to avoid being hitted nor they will wait until the enemy hit to react, the game is just a couple of guys stabbing or slashing the air. The main objective from an RTS combat animations wich doesn't exactly allow a first person perspective of the battle scene is to make the combat beauty from afar ie; fast cuts, strong stabs, exagerated reactions, all of that from the game perspective like AoE so yes they will end being with injuries or wrong armature behavior but not because they are intentionally added, but because the game is made from a performance perspective so anyone can enjoy whitout having a powerfull pc just like AoE and that means a basic armature whitout having exactly all the amount of bones of the human body or the files will end being like 30 mb per animation or 15, having a low poly body mesh wich will also behave wrong because the limited amount of vertex won't gonna imitate the same body musculature behavior. For having that illusion of real body animations it will need a full armature just like the ones used for Dark Souls or Skyrim wich have bones for every zone of the mesh including skirts, tails, wings shoulders, ankles, wrist, hand, fingers.
  20. i often see Forged in fire at History Channel it helps to know more about forgin (obviously) but also shows how they could be used by a normal person of this era whitout being an historical expert, last night they show the Rhomphaia and how hard it was to be made but also they did some figthing with stationary objects, this program often shows some kind of weapon usage wich fits in the 0 AD Combat animations because they are stationary rather than a normal 1vs1 fight practice. If someone wants to know wich episode was it is Season 5 Ep 1.
  21. Made a helmet and another 3 coif (also a chainmail plain texture for have alpha channel on the rings) coifs are: Open face Open face Short Full face
  22. if mod will cover from 500 to 1000 and from 1000 to 1500 (IIRC) then soon or later it will end having a 4th phase ending medieval thats what makes the difference between 0 AD or Terra magna and this mod, maybe xiongnu could end being Mongols or Huns with changes on phases (structures and units too) depending on the player selection (two choises to make in the player selection just like Delenda Est mod) if a mod take places from the Han Xiongnu war to the Genghis Khan or Attila era. I'm glad you made the player colour of the full armor i was struggling to make only the white line become alpha channel so if its okay for everyone it will end better than before and more recognizable in a battle .
  23. Updated the norse tower with the suggestions in their respective topic:
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