-
Posts
709 -
Joined
-
Last visited
-
Days Won
14
Everything posted by Gen.Kenobi
-
Oh yeah. My bad. I accidentally exported with Blender's cameras and lights. this one contains only the mesh and the rig. So I suppose you wont have problems. As Enrique I would also like to know how I can get my own animations for simple visualization ingame. Just for the sake of tests and fun. Maybe writing on the wiki a small tutorial would help a lot dude_fun_80frames_anim_test.zip
-
Hmm... Didn't know that... Making foundations for rocks could be weird... - Assuming that foundations are simple boxes under each model, right? I can already see some texturing issues...Specially for map makers... Hmm... I'm gonna have to look into that.
-
Mars Science Laboratory landing tonight
Gen.Kenobi replied to zoot's topic in Introductions & Off-Topic Discussion
Black and white? -
Commited the weird Scandinav Formation. (with normal and spec included... too bad they are barely noticeable... )
-
===[COMMITTED]=== Updating the Greek Structures
Gen.Kenobi replied to Gen.Kenobi's topic in Completed Art Tasks
I meant some prop-brushes, but if you're going to re-work the textures itself, then it's also awesome. The Greeks are too "white". The City-center is too bland and also is the temple. They need more life. -
Random Map Script:Northern Lights
Gen.Kenobi replied to Spahbod's topic in Scenario Design/Map making
If you provide references, I'll see what I can do. -
Random Map Script:Northern Lights
Gen.Kenobi replied to Spahbod's topic in Scenario Design/Map making
Request rocks here -
===[COMMITTED]=== Updating the Greek Structures
Gen.Kenobi replied to Gen.Kenobi's topic in Completed Art Tasks
Don't worry, buddy No problem at all. Looks like that I work faster under pressure. hehehehe @Enrique: Don't you feel that the greek structures in general needs some color? What about we add some bushes like you did for the roman-set? -
===[COMMITTED]=== Updating the Greek Structures
Gen.Kenobi replied to Gen.Kenobi's topic in Completed Art Tasks
Updated Greek Fortress now fixed and commited under the name of fortress_up. It'll need some codding tweaks to make it available to be built ingame. That's not something I can do right now. But it's visible on Atlas -
I have to agree here... May look nice as a temporary solution. Not as a permanent one.
-
Yeah! Interesting suggestion! Haven't thought about that. Since they need re-scaling, I'll work on that as well
-
Hmm: Commited.
-
But can I do something like this: With a spear, obviously? Without the need to rig the spear itself?
-
Two things: 1) animated prop points are a possibility? 2) Animating the "walking around the siege engine" shouldn't be that hard. Only getting it ingame that could be - have no idea how. Anyways, I'll start to make a list of things to animate - just saw that the fisherman doesn't "row" with the rows, and also doesn't trows a net. (If I animate a prop would it need have a skeleton?. I mean, the net object, could It just simply be relative to the model? [old-school]? Given that this lastest skeleton is already implemented, I'll give more attention and priority into animation.
-
One thing that just occurred to me... Are the current siege-weapons in scale? I mean... They don't look very semi-realistic the way they were supposed to be... I can't see two or three animated guys pushing and using them around... Maybe it's just me, or will we re-scale the guys, just like the awful AOEIII did?
-
Wraitii is the guy on call with AI development last time I checked. But yeah, AI discussion is really interesting and it currently needs lots of improvement, at least on 0ad - that's what Wraitii is doing