Jump to content

Alexandermb

0 A.D. Art Team
  • Posts

    3.325
  • Joined

  • Last visited

  • Days Won

    167

Everything posted by Alexandermb

  1. I'm gonna leave here the mod folder so can be better analized from atlas perspective, in the meantime i'm gonna see what can be done for falcata figthing with the sword and shield videos that are posted, have fun. Mod:Attacking_Animations.7z Units ssing the variants: Spart_champion_sword Pers_spearmans Rome_imperial Gaul/Brit_spearmans
  2. Here are screenshots from a small fight having the variants i've done: Lowered the body:
  3. This is what i had in mind, a wall of shields when they attack whitout needing a specify a formation
  4. Moved further the shield for have a better leg's movements:
  5. i'm using it as it was a wall but somehow the 0 AD tower shield looks very small compared to every references, so i just improvised a semi crouched stance notice the shield is always in the same spot and never goes further, compared to the celt spearman or the hoplite. Switched the foot : this looks good if rote had any spear only unit.
  6. But the main idea is okay? the shield struck in the ground just like the references.
  7. Here can be seen everyone has a different kind of animation for combat, but when idle doing nothing they remain using the relax variant:
  8. Are we sure the tower shield has the correct size? it looks kinda small.
  9. The unit textures is something i can't handle yet but i could do the props aswell, I really appreciate it i think maybe enrique's had in mind make all those animations at some point but maybe he didn't had enough free time and now that we don't have news from him, so maybe is time to follow the resources scattered around in the art forums and references.
  10. Fixed the persian and the spearmans: Horse_update.7z
  11. i imagine the attack animations of the Spearman "Sparabara A" is stationary, the shield struck on the ground and use it as a cover for stabbing the sides and upside. Won't be able to make a lower stab.
  12. heading to the legion attacks, its has a lot of references so i'll go with the easier ones first
  13. Files with both aspis attacks, spearman and swordsman both spartan only: Spart_hoplites_attack_Animations.7z
  14. Couldn't add something like an stab because of the frames lenght yet it i did the aspis hit, i learned from the horse not to make different frames lenght animations or they will be broken. Btw i have to say the swordsman spart_champion_sword have too much attack range, if you put spart_spearman wich have a long attack range with the spear and the swordsmand attack each other, the swordsman have the same attack range of the spearman when he only has a small xiphos it think swordsman attack range needs to be reduced.
  15. Updated with the sword hided notice that the last stab distract with the shield and hide the sword for make a deadly stomach wound, some minor clipping that wouldn't be noticed but still can be fixed.
  16. isn't the aspis too much heavy to hit with the shield ?, for the roman legion i do plan to make that, but for the aspis i have my doubts also could collide the shield with the head prop.
  17. Heres another row for spart_swordsman champion, i want to divide each civ in their respective combat discipline, weapons and shields, so we have more historical accuracy and more immersion.
  18. ok so i've finally made it to switch the animation from relax to ready when approaching an unit to fight by just adding this in the actor file and those two in the UnitAI. can i go wild with the ready walking animations ? Btw maybe it could be deffined too on garrison type variants by get entity class (elephant, turret, wall, ship, building, chariot, horse) and make a ground unit have several animations variants for garrisoned. if someone want to checks in what i mean use this file and put 2 spart_infantry_spearman close enough to walk and fight, and place another guy far for move it freely. Spart_hoplites_attack_Animations.7z
  19. About batallions, is somehow possible to spawn an entity when units are in formation or define the first unit of the formation to play another animation of formation type in the UnitAi or Formation json file ? lets call it banner_wearer for example if phalanx formation is reached then the first unit of the formation will play 1 animation holding the banner of the unit class. I mean, this can be reached by making something similar of what i did for the roman testudo it could just be adding other idle_testudo animation or idle_walk animation, but in some point it will switch position with another unit and then it will be switching props but thats not the idea, what i think is better is just have one unit until the formation dies holding the banner.
×
×
  • Create New...