Alexandermb Posted June 24, 2017 Author Report Share Posted June 24, 2017 Question: the buildings should be adapted to match the proper size of the new unit models? for ex: Houses a bit taller because the door is too short for the units Quote Link to comment Share on other sites More sharing options...
Stan` Posted June 24, 2017 Report Share Posted June 24, 2017 Actually the problem is that the new units are a bit taller than the old ones. And the old ones were 2m high in theory Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted June 24, 2017 Report Share Posted June 24, 2017 The scale of building is different, isn't realistic scale. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted June 24, 2017 Report Share Posted June 24, 2017 This some kind outdated. But still having RTS scale differences between units and buildings. Quote Scale and Proportions Proportions in the game, in general, will not be true to the real world. Humans will take on the proportions of a hero. Animals will be formed with a slightly exaggerated eye. Structures in comparison to units will be roughly ¾ the size (though roughly 7/8 scale is given to windows and doors to aid in the transitional illusion of scale) Scale is defined as thus: Height of a Man ˜ 2 meters = 4 generic units in 3ds Max = 1 square tile width in Pyrogenesis. https://trac.wildfiregames.com/wiki/ArtDesignDocument Quote Link to comment Share on other sites More sharing options...
niektb Posted June 25, 2017 Report Share Posted June 25, 2017 btw, I forgot to check for it earlier but it seems that your meshes suffer from smoothing issues when looking from close distance (look at the roof) Now where was that topic again that explains how to fix it? Also don't forget to generate AO maps for buildings Spoiler 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted June 25, 2017 Report Share Posted June 25, 2017 @niektb might be the one with the smoothing tips. Quote Link to comment Share on other sites More sharing options...
niektb Posted June 25, 2017 Report Share Posted June 25, 2017 @stanislas69: no that isn't the one I was looking for Quote Link to comment Share on other sites More sharing options...
Stan` Posted June 25, 2017 Report Share Posted June 25, 2017 1 hour ago, niektb said: @stanislas69: no that isn't the one I was looking for Usually though we fix it by splitting the faces. Quote Link to comment Share on other sites More sharing options...
niektb Posted June 25, 2017 Report Share Posted June 25, 2017 Yeah but there was a topic somewhere too that explained how to do so easily in Blender (or at least I think there was, maybe I'm mistaken) Quote Link to comment Share on other sites More sharing options...
Stan` Posted June 25, 2017 Report Share Posted June 25, 2017 @niektb Maybe Lordgood topic about iberian wonder ? Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted June 25, 2017 Author Report Share Posted June 25, 2017 i think i've learned how to make the ao maps, thanks for the link. Quote Link to comment Share on other sites More sharing options...
Stan` Posted June 25, 2017 Report Share Posted June 25, 2017 Just in case. ao maps don't work with animated stuff. Quote Link to comment Share on other sites More sharing options...
vladislavbelov Posted June 25, 2017 Report Share Posted June 25, 2017 (edited) 1 hour ago, stanislas69 said: Just in case. ao maps don't work with animated stuff. Sadly yes, but we have a patch for this Edited June 25, 2017 by vladislavbelov 2 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted June 26, 2017 Author Report Share Posted June 26, 2017 This is normal ? or its a mesh bug, i saw this same problem with the knarr Spoiler Quote Link to comment Share on other sites More sharing options...
Stan` Posted June 26, 2017 Report Share Posted June 26, 2017 Looks like the well known parallax bug. I don't really know why it occur. You could try to use the edge split modifier or do it manually. Quote Link to comment Share on other sites More sharing options...
niektb Posted June 26, 2017 Report Share Posted June 26, 2017 36 minutes ago, stanislas69 said: parallax Is it the same as that smoothing bug I mentioned? Quote Link to comment Share on other sites More sharing options...
Stan` Posted June 26, 2017 Report Share Posted June 26, 2017 Yes though the model you mentionned also had AO issues. Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted June 27, 2017 Author Report Share Posted June 27, 2017 (edited) Same barracks structure but with more height (Maybe with this mesh it can have less depth. Edited June 27, 2017 by Alexandermb 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted June 27, 2017 Report Share Posted June 27, 2017 Can be nice added some battleground outside, may be for archers. Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted June 27, 2017 Author Report Share Posted June 27, 2017 What you think about this animation i made today Is for melee shield sword/axe-man Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted June 27, 2017 Report Share Posted June 27, 2017 (edited) This one best references that I can found Spoiler Real fighting not Hollywood choreography. Edited June 27, 2017 by Lion.Kanzen Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted June 28, 2017 Author Report Share Posted June 28, 2017 i saw one reference video on other topic (forgot where i found it) but the problem is they interact with each other, so the animations need to be made only attacking, but i think i can manage to adjust the sword to the minute 2:15 - 2:48. The shield height is ok, the only weird is the sword. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted June 28, 2017 Report Share Posted June 28, 2017 Try attack variation like stab horseman, try destroy siege ram or other engine, try attack vital points infantry. Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted June 28, 2017 Author Report Share Posted June 28, 2017 2 animations shows in this video Rec_2017-06-28_14;28;11.mp4 1 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted June 29, 2017 Author Report Share Posted June 29, 2017 Here is another video, but this has 4 animations, 2 from the last video but with some positions fixed. it was made using the reference video @Lion.Kanzen posted. Following the fighting parameters of shield and sword they always keep the shield in front at the height of the chest and face, so this way they attack whitout leaving the safe pose, 3 attacks vital points Rec 2017-06-29 02;32;28.avi A > Shoulder/arm and cut leg B > thight and front hit C > Hit chest and cut D > Stab In the blender file you can use the action editor to look the 4 animations. >Norse_attacks.blend< 2 Quote Link to comment Share on other sites More sharing options...
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