Lion.Kanzen Posted January 26, 2017 Report Share Posted January 26, 2017 Pick relics animations Quote Link to comment Share on other sites More sharing options...
Tomcelmare Posted February 18, 2017 Report Share Posted February 18, 2017 I can't wait for the cavalry to be upgraded! For me, it was one of the major downside of the game, and though I initially liked this civilization,I've never been able to really enjoy playing with the persians because of the cavalry which I didn't quite like...So I can't wait for the new models! BTW you did a fantastic work with the infantry, Enrique! It's like a new game! The spartans and romans have never looked so proud and fearsome! 4 Quote Link to comment Share on other sites More sharing options...
wackyserious Posted May 20, 2017 Report Share Posted May 20, 2017 What are the new names for some of the prop points? I'm having errors when I assign props using the actor editor. Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted May 20, 2017 Report Share Posted May 20, 2017 Open some existing actros, breh. Specifically, ones of the same type that you are trying to create. They should tell you the prop points you need. Else, you can open the unit mesh collada -- .dae -- files in a text editor and ctrl-F "prop-" <group> <variant file="biped/base_archer_ready.xml"> <mesh>skeletal/new/m_pants_tunic_long.dae</mesh> <props> <prop actor="props/units/heads/new/head_pers_a.xml" attachpoint="head"/> <prop actor="props/units/heads/pers_conical.xml" attachpoint="helmet"/> <prop actor="props/units/heads/pers_hair.xml" attachpoint="helmet"/> <prop actor="props/units/weapons/arrow_back.xml" attachpoint="weapon_R"/> <prop actor="props/units/weapons/bow_recurve.xml" attachpoint="weapon_L"/> <prop actor="props/units/quiver_hip.xml" attachpoint="sheath_L"/> <prop actor="props/units/shields/pers_pelta_a_b_reverse.xml" attachpoint="back"/> </props> </variant> </group> <group> <variant file="biped/base_hoplite.xml"> <mesh>skeletal/new/m_armor_tunic_short.dae</mesh> <props> <prop actor="props/units/shields/hele_round_e.xml" attachpoint="shield_arm"/> <prop actor="props/units/weapons/spear_hoplite.xml" attachpoint="weapon_R"/> </props> </variant> </group> Quote Link to comment Share on other sites More sharing options...
wackyserious Posted May 20, 2017 Report Share Posted May 20, 2017 @wowgetoffyourcellphone Thanks! Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted May 20, 2017 Report Share Posted May 20, 2017 shield_arm for hoplite shields, shield for most other shields. 1 Quote Link to comment Share on other sites More sharing options...
meta11 Posted January 12, 2018 Report Share Posted January 12, 2018 The triangle count is not much higher (around 250 -350 additional triangles only), these meshes still pretty lowpoly for today's standards. 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted January 13, 2018 Report Share Posted January 13, 2018 12 hours ago, meta11 said: The triangle count is not much higher (around 250 -350 additional triangles only), these meshes still pretty lowpoly for today's standards. Low poly compared to other RTS units at this zoom level? 2 Quote Link to comment Share on other sites More sharing options...
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