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Alexandermb

0 A.D. Art Team
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Everything posted by Alexandermb

  1. Procedural wood planks: Procedural_Wood_planks.blend
  2. Fire ball scene: This is an scene i tried from another tutorial for high resolution fire particle however my pc couldn't handle it.This is wath i could render in the lowest possible resolution and took a lot of time and just reached 17 of 32 rendering progress. Blend: flame_scene.blend
  3. greek_quiver.7z if the other quiver is okay i will try render again with procedural materials instead of CC textures.
  4. i could try some scale 512x512 plane textures so you can handle them but i was talking about the cavalry armor. this is where i took the reference of the tower wich can be seen in a lot of references from carolingian, however being the 3 of the faction using scale armors they may need some sort of distinction, the scales for example seem to have differente sizes while others have a basic chainmail. Atm only chainmail from 500 to 800 or maybe 900 could work as part 1 but for heavy medieval armor style it can be set around 1000 for part 2 and maybe as a 4th phase update as @Sundiata mentioned in the gameplay features phase distinction.
  5. tutorial for making grass field in blender (can be used for make terrain textures
  6. That too, one long fence or 3 with different sizes ?
  7. Karvi and snekkja share the same stats however i changed only ship passability to ship small to the karvi. Karvi garrison amount should be reduced to 10.
  8. Actually i can't don't got acces yet, however i'm making separated commits: 2H axe animation + Barracks fix Norse tent eyecandy requested by @wackyserious i'm cleaning the actor files and updating cavalry to match the changes, also scaled the stable and fortress of the anglo for fit the horses. And for last the ships.
  9. Make doors from gates a separated entity with less HP so can be destroyed first and open an small way of entrance, this would allow players to attack a well defended city whitout needed a lot of rams or siege weapons
  10. just in case, this are in the blend file i use for baking blanket and horse armor textures they can take any shape if its properly used, the file isn't cleaned yet but may come handy. fileblanket_textures.7z:
  11. possibly after the changes. The fisherman is updated to use the ptol animations, however it may need his owns since it has the back leg slightly raised. Made the variant of the attack_ranged_crossbowman_hip. crossbowman broken carry_idle variants fixed.
  12. I'm not sure if i follow but what is planned is to make a new siege type weapon for attacking "underground" theroical speaking the units dig under the building and attack it, but since thats is not possible from a coding view yet, that means a projectile 100% accurate every certain amount of time like you said, the zerg when they dig and become untargeteable and attack every unit who stands above it (they couldn't see the unit whitout true vision). So the weapon or the tunnel is useless alone, but when garrisoned inside its being used.
  13. Had a free time to play terra magna, found the list of bugs previously mentioned when i get to my pc ill fix them and see if ptol fisherman animations fits the chinese guy. The xiongnu dont seem to do anything this alpha while them in alpha 22 used to rush barracks houses and attack.
  14. @Adeimantos I did some changes, you have a mod folder with your infantry with axe? so i can give you the variants done and the actor adjusted so you can properly see the speed in 0 AD atlas, gif speed doesn't help when it comes to fast animations.
  15. Now you gave me an idea, phases could be auto developed when theres an specific amount of yurts builded.
  16. Files including all, there you decide wich are going to be used: Hele_Helmets.7z
  17. Crossbow animations weren't commited to the public folder, i'm fixing it now and renaming them to follow the schema of last stan commit.
  18. Rebaking some of the helmets in case of another desired colour.
  19. The quiver is too small for details to be clearly noticed.
  20. Here they are working, may be something else and i assume the other list of bugs is the carry resources, wich needs to update every infantry to the actual schema for showing resources (every mod will need this) Also they sound here too.
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