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Alexandermb

0 A.D. Art Team
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Everything posted by Alexandermb

  1. @stanislas69 i'll be doing more variety for the heros but this are enough for start review. Horse_new_armor_&_blankets.7z
  2. From L to R: Elite Swordsman Basic (is using it the advanced rank of swordsman since the basic version has just a plain leather blanket but still is the most basic desing of the blankets on celtic factions) Champion Advanced Javelin
  3. Mauryans, no references founded so i used the shields patterns and symbols
  4. Brit/gaul champion and hero blanket: @stanislas69 once finished i'll leave this blend file for the art repo.
  5. Another celtic symbol for blankets, remember in case someone need the symbols this are 3D models so can be adapted to most things (shields, clothes, banners, buildings)
  6. i'm making the cart cavalry blanket with player colour + frontal armor as one single mesh, but i need to ask, what is supposed to be this?
  7. added TODO in the reanimate proces, i will be cleaning the files there and properly fixing the proportions now that the armors and blankets are a lot different than the first one used in the animations and since i learned how to make hair/cloth only physic simulation from Blender to 0 A.D, i will be cleaning the capes too.
  8. @Sundiata tried to make it similar to the texture it already have but also followed this one wich was also posted some where in the forums.
  9. been looking the units close and dind't saw any armor or blanket calling the wrong variant. heres a screenshot of the iber armor wich has all variants included too, if the armor and blanket remains in the idle animations is because it isn't reading any attack melee animations, but as can be seen here the armor and the blanket follows the horse.
  10. it seems that if every animation variant (variant/quadraped/horse/Spearman for example) if you put them all together in the same <group/> it will randomly call 1 of the variants leading by the frequency, but if you put every variant in the same file separated by a group for each variant, it will read his similar variant and sinchronyze the animations reducing the amount of files needed per unit type a good example are the unit capes, they are divided into: Swordsman, spearman, etc; then it will be much better just pick al the capes and make them just by type of cape and civ using variants instead of using an actor for every cape. So the same goes for the blankets or front armors, i put all the horses variants animations together in every prop so i only need 1 front armor for bronze and 1 for iron, instead of 1 per cavalry type. Btw did the iberian/spearman_e armor since the texture is quite low res to be recognizable.The blanket isn't part of the armor texture, it is the same blanket prop over the armor, just missing the mask.
  11. using the background wallpaper cataphract as reference, did 2 colour variants of the sele blanket:
  12. This guy needs to use the no shield variant "pers/_cavalry_swordsman_b" @stanislas69
  13. while i was making some new variants for every civs i got the idea of mix all variants on one single file per civ: It worked as this, making a group for every animation variant: so i can highly reduce the number of files if it works whitout errors while testing.
  14. Missing texture on the gladius or.. maybe is a hello kitty unique cheat texture!
  15. pers/chariot_archer_b_h1 and h2 had a wrong "/" position in that group just noticed today in the last uploaded zip.
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