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Shield Bearer

WFG Retired
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Posts posted by Shield Bearer

  1. At least in theory that sounds great and logical, hard to know for sure without having experienced what it's like in-game though =)

    Anno 1404 has a great sound system(yes, everything about it is great) Which is somewhat like how stwf described. You can hear everything on screen and it gets louder the more you're zoomed in. Stuff like battles and cannons can be heard if they are a bit out of the screen area etc. Maybe download the demo and see for yourself? Not only the sound system, but the whole game :P

  2. The reasons for making new dude meshes are many-fold.

    Compatibility:

    The previously mentioned Blender compatibility. Compatibility is one of the major issues holding us back in the animation dept. It makes it difficult (i.e. impossible) for new talent to jump in and begin making animations for our existing units.

    Unit identification:

    A wider array of meshes, representing non-armored and heavily armored dudes, would give us distinctive "silhouettes" that would assist in unit identification from max zoom. This one is important and difficult to achieve with the current meshes which all have the exact same silhouette. Basically, what we'd do is have a set of "skinny dude" meshes for archers, slingers, skirmishers, and then a set of "beefy dude" meshes for heavy infantry. The proportions of the new dude meshes would conform more closely to an "ideal" artistic human proportion. Lastly, heroes would have a set of meshes with "heroic" proportions. They would be slightly taller and slightly more exaggerated, but not overly so. The key words are "exaggeration" rather than "cartoony." Basically, the design aesthetic would be less cartoony and more "stereotypical." We stereotype ranged units as skinny weaklings, while melee units are beefier and more muscular. And consequently, heroes are beefier than that, but not freakishly so, just enough to give each set a distinctive silhouette from a distance. A big thing that would also help this would be to have a specific set of idle animations for each type of unit. Right now they all use the same set of idle animations, which makes them less distinctive. So a combination of "stereotypical" meshes and new sets of idle animations for different types of units would make our units look 10x better and even assist in making gameplay better.

    Skinny, non-armored, ranged units:

    post-130-0-09876300-1333075784_thumb.jpg

    Beefier, heavy infantry ("Ideal") proportions, and then "Heroic" proportions for heroes:

    post-130-0-57790000-1333075785_thumb.gif

    high+model+showcase.png

    ;) Its too detailed of course, since it wasn't made for 0 AD. But I could get the poly count down by quite a bit, I believe :)

  3. I agree with him. Our animations are well made but are not really...fluid. Now, I'm not saying that can do better, I can't. But it would be really useful for us to get a rig done. I would like to make new models too, but that seems too much work :P

    After my exams(which end on the 6th of May) I hope to study animation a bit and get a good rig in game :)

  4. That's been fixed. I forgot to assign one of the vertices to a group (never trust bone envelopes!).

    @Shield Bearer (and anyone else modeling animals): Could you try to make sure the joints can rotate well without getting distorted? In Blender, if you set the pivot center to the cursor and move the cursor to the joint, you can test the rotation pretty well around it.

    How were the zebras to animate? I need to know so I can follow a sample, if you understand me.

  5. Do you really work better with Cylinders? Cube modelling is wayy better for me :P

    Oh... Wait... That would be poly-by-poly for me... Ah. Scratch that. But seriously, is there a specific reason? Better for animating? Maintening a clean topology?

    Still needs to get started. Not sure If I'll be abble to do it. :/

    Well, animals are more organic and flowing and you'd have much of the torso done with a 8vert cylinder. All you have to do then is to move the vertices in place. And yes, it results in a clean topology or what I would call a organic geometry ;) But do what you find easier and better :)

    The existing horse is 624 triangles, looks like it wouldn't hurt from having more either. I think that will have slightly more impact with skeletal models than static, because each vertex has to be skinned, even so the camel is over 1500, lions and zebras are almost 2000. Given how common horses will be in the game, it's more important to make them look good IMO, compared to other fauna.

    I think I may be able to keep it below 1000. Well, my theory, when modeling the lion and the zebra etc. was that because they would be less of them on screen they could afford to have a lot of tris :P

  6. Pretty sure in BfME2 the battalions (of swordsmen, for example) are generally 15 units, 5 wide x 3 rows. I actually prefer the battalion system to separate soldiers, but no one else seems to (although this may be self-selected, since most of our fans were Age of Empires fanatics). Oh well. :)

    I'm with you on this, man. I would prefer it to. But only when they are in formation.

  7. Should attack-move also target buildings? I always thought it was meant for units only(I never used it much so what I say doesn't mean anything). unsure.gif I don't think it should matter how big the group is, when an enemy unit moves too far from the initial path the units should return and resume their journey.

    I would go for Ctrl+Right-click and re-map garrison to Alt+right-click.

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