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Alexandermb

0 A.D. Art Team
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Everything posted by Alexandermb

  1. I'll work on them after the camel units or maybe even before as this is less work than camels. Edit: references on how they fished could also be usefull for better historical accuracy.
  2. Some of the body variants i see in this post for sure can be achieved, see the xiongnu for example.
  3. So i should leave the one we have for now and just tweak the speed or use the trot animations instead?
  4. we have gallop as the run animation for now. this is another possible way: An extremely fast trot has no special name, but in harness racing, the trot of a Standardbred is faster than the gallop of the average non-racehorse.[7] The North American speed record for a racing trot under saddle was measured at 30.25 miles per hour (48.68 km/h)[8]" https://upload.wikimedia.org/wikipedia/commons/transcoded/e/ef/Harness_racing_New_Zealand.webm/Harness_racing_New_Zealand.webm.480p.webm
  5. I already got the base shape for the riders animations if it is accepted.
  6. I apologize, i have forgot those, they weren't supposed to be included in the public unless everyone approves the nomad variant as seen in the xiongnu topic before i didn't wanted to fill the public folder with files that weren't be used.
  7. We can use the trot as someone suggested before, now that i could finally made it and wouldn't take me so long to make the animations for the riders and settle up them fast now they are already commited in the alpha 23 is less work to handle the files by variants.
  8. You mean the animation itself of the cavalry or the speed of it ? it need to be something fast or otherwise will look as it was the old cavalry animation walking rushed.
  9. I saw this in other Asian-like rts wich i don't remember how was their names, but i have to admit it was a good gameplay touch. IIRC Spellforce 2 was one of them and yes it's kinda confuse the first time but once you get use to it you will appreciate the complexity of things, better than having a basic gameplay which people could get bored easily in some case's.
  10. Those are very helpful, also have any idea how attack should be ?
  11. Then it's done, here is the mod folder, the blender files are the same as in here Mod folder: Horse_new.7z About the seleucid/mauryan charioth, i moved the mod folder to the alpha 23 folder i have and test in atlas, they won't show here neither, but after change the template file of seleucid from: "template_unit_champion_cavalry_archer" To >>>> "template_unit_cavalry_ranged_archer" the unit shows in atlas but can't be placed, its says something about Promotion entity so i writed <Promotion Disable=""/> on the unit template, and worked as you can see in here Yet in atlas version 22 both seleucid and mauryan charioths works but they don't work in atlas 23 because of the template: "template_unit_champion_cavalry_archer" here's a proof: Those two chariots are template related files and goes out of my knowledge which changes were made to get that bug. Edit: units/pers_champion_cavalry_archer won't show neither because of the template.
  12. @stanislas69 ok so 2 spaces make 1 tab, so i just need to change the Tab to 2 spaces and done ? and for the cap's i'll change them. i ask this way because with notepad i just make the files change 1 tab for 2 spaces and fix it faster.
  13. Fixed the death A, here are the files: Horse_new.7z My Little Pony.7z New_Horse.7z
  14. fixed all space's and switched for tab 1 tab Group 2 tab variants 3 tabs props/animations/mesh/textures 4 tabs texture/animation/prop
  15. So the hump versión will have the rider sitted on the hump and the doublé hump between the humps ?
  16. Most of the things you mentioned fixed, the death is the horse or the rider? Fixed the chest band. Edit: Found a bug in the actor "athenians/cavalry_swordsman_a_r" and fixed.
  17. @stanislas69 wich order ? A B Edit: Cleaned all spaces and used method B
  18. The canter only worked for the pony i start to work for the horse and make a clean versión of the file whitout auto key frame for the art repo. Pony fixed, it was a 2nd material added when i copied the front legs and chest of the horse with the uv fix the only mesh i touched of the chariots was the Seleucid one and the trader wagon, the others are just XML file Most of the chariots will need some tweaks (mesh) for the horse space and as you noted they go throught the horses they were made for the Little horses we have (pony size) i'll clean the files today thanks for the review. Capes are the same they used before update but with the new cape's like the infantry, but infantry cape's use infantry animations, this cape's use cavalry animations deleting them will bring broken path's to some units Attack melee have 2 versión 1 is short wich is exported by the native configuration of blender 24 frames, and the long needs to be exported as 32 frame's scene configuration for match the same time lenght of the other attack variations and don't bring broken sync animations. Edit: The same canter keyframes of the pony worked for the horse didn't tought it could work but it worked. Edit2: Never used curves for the horse/pony animations always close look and auto keyframe.
  19. The ones i realy have my concern are "attack" and run. Btw found the distortions on the paws you said, those were the IK rotation bones i added them after make the idles, they are like the knee Bone in the Biped armature. but for the belly that one is a bone i add on the animals for simulate the breathing, the biped armature uses a rotation in the Y axis as a breath, but for animals i use scale in X axis by the belly.
  20. by distortions what exactly you mean for have an idea where to start fixing and yes, the attack indeed looks unnatural but i couldn't imagine a way for attack to fits 0 AD yet they were mostly for see if it is a good way to start for the public opinion
  21. Actually is the same mesh for all, but i seriously think the Celtic one need a retexture Modelos.7z Horse_new.7z
  22. i think i found one fix, even could found a way to fix the front legs uv by cutting in half the uv and then make them again. what you think ? @stanislas69 @wowgetoffyourcellphone PD: The Celtic horses could have retexture.
  23. This one better be a prop @wowgetoffyourcellphone
  24. Hi tomcelmare, Merry Christmas to you too, when they get comitted every mod will need to update the horses (if they are going to be nuked) in any case i've made the crossbow cavalry animation's especialy with the same crossbow i did for Terra Magna
  25. Thats a better solution Exactly, this is what i mean when i said one is fixed and the other is wrong
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