Lion.Kanzen Posted August 28, 2017 Report Share Posted August 28, 2017 (edited) I posted more in somewhere in eyecandy topic. Edited May 21, 2018 by Lion.Kanzen Quote Link to comment Share on other sites More sharing options...
wolflance Posted August 30, 2017 Report Share Posted August 30, 2017 (edited) Repost the Xiongnu clothing reconstruction from my other thread since they are appropriate here: Xiongnu Noble attire, reconstructed by the same 琥璟明. (Yes, they kept queue) Edited August 30, 2017 by wolflance Quote Link to comment Share on other sites More sharing options...
wolflance Posted August 30, 2017 Report Share Posted August 30, 2017 (edited) Some weapons of the Xiongnu: Bronze head of a meteor hammer. It is basically the same thing as a sling, but instead of releasing the cord and let the sling-bullet fly out, you tied a rope to the bullet/mace head and fling the entire thing, including the rope itself. It is much more expensive than your typical sling, but also significantly more deadly due to being made out of dense metal. Has no direct relation to the fancy modern kung fu meteor hammer. All-metal iron javelin similar to Iberian soliferrum. The one depicted in this photo is actually a Han Chinese example (Chinese also used iron javelin), but Chinese source mentions that Xiongnu also use it. It is apparently thrust/thrown at close range. Xiongnu knives and swords. Their daos are more or less identical to Han Dynasty daos, but they had their own style of double-edged sword (jian). Their spears and halberds are also identical to the Han Chinese ones. Xiongnu did occasionally fought as infantry. One of the bow discovered at Xinjiang, China. Based on brick sculpting and this artifact, Xiongnu bow is almost identical to the type known to the West as Scythian bow. Xiongnu also used plenty of bronze maces, a characteristic weapon of the nomads. Apparently some Chinese-style crossbow mechanisms also turn out in grave finds, but its use must be extremely rare. Armor Although Han records mention that Xiongnu were armored with wooden armor at best, grave finds indicate that they used bronze scale armor and iron lamellar armor. No complete suit survived, unfortunately. Shield Some Chinese brick sculptures depict Xiongnu cavalry armed with shield, but we know next to nothing about them. Also look at his prominent nose. Edited August 30, 2017 by wolflance 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted August 30, 2017 Author Report Share Posted August 30, 2017 @Alexandermb como vas? Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted August 30, 2017 Report Share Posted August 30, 2017 9 hours ago, Lion.Kanzen said: @Alexandermb como vas? https://arrecaballo.es/edad-antigua/los-hunos/los-xiongnu/ investigaba en este link donde tiene varios tipos de hunos a ver si conseguía fotos de las estructuras mas complejas "Barracas" "Herreria o talladores de madera" Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted August 30, 2017 Author Report Share Posted August 30, 2017 Yes look like Chinese armor, like @wolflance says their armor style are similar to Chinese army. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted August 30, 2017 Author Report Share Posted August 30, 2017 It's more clear, but was a fast read, i don't stop in details. 1 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted August 30, 2017 Report Share Posted August 30, 2017 https://arrecaballo.es/edad-antigua/los-hunos/ 6 links de la misma pagina referente a los hunos 1 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted August 30, 2017 Report Share Posted August 30, 2017 Will make sack's of flour/wheat for use them in prop points, and i don't know if they had a blacksmith but instead i will make a wood carver as the barrack with some big yurt with bows and quivers around also, i think i will need the new horse mesh and skeleton that will be used with the cavalry update for place them with prop points around the yurts or the yurt with wheels. 4 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted August 31, 2017 Report Share Posted August 31, 2017 Progress: The house will have most of the props as prop points for now they are placed for have a preview of how it will be going the house 4 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted August 31, 2017 Report Share Posted August 31, 2017 Nice. Quote Link to comment Share on other sites More sharing options...
wolflance Posted August 31, 2017 Report Share Posted August 31, 2017 (edited) 23 hours ago, Lion.Kanzen said: Yes look like Chinese armor, like @wolflance says their armor style are similar to Chinese army. No, I said their WEAPONS are similar to the Chinese. I have no idea how Xiongnu armor looks like. I would say closer to Scythian than Chinese, but then it's just my guess. Edited August 31, 2017 by wolflance Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted August 31, 2017 Author Report Share Posted August 31, 2017 5 minutes ago, wolflance said: No, I said their WEAPONS are similar to the Chinese. I have no idea how Xiongnu armor looks like. I would say closer to Scythian than Chinese, but then it's just my guess. Artistic license then. We can compare Han with Sarmatians weapons and armors. Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted August 31, 2017 Report Share Posted August 31, 2017 i was confused wich one was the swords so i've made both style 1 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted August 31, 2017 Report Share Posted August 31, 2017 I need some help with the texture, it crashes on atlas with this, already test with other files (textures) and dind't crash Textures Spoiler Crash report Spoiler Function call failed: return value was -120102 (Invalid/unsupported texture format) Location: tex_dds.cpp:559 (decode_sd) Call stack: TexCodecDds::decode (tex_dds.cpp:610) this = (unavailable) data = 0x05A05B8C -> [8] { 28 (0x1C), 4 (0x04), 0 (0x00), 0 (0x00), 8 (0x08), 0 (0x00), 0 (0x00), 0 (0x00) } __formal = 1478752 (0x00169060) t = 0x000A1007 -> m_Data = (shared_ptr<unsigned char>) m_DataSize = 3762646799 (0xE0456F0F) m_Ofs = 2273251315 (0x877F0FF3) m_Width = 128 (0x00000080) m_Height = 4240494824 (0xFCC0D0E8) m_Bpp = 3905457151 (0xE8C88BFF) m_Flags = 4294755449 (0xFFFCC479) Tex::decode (tex.cpp:736) this = (unavailable) Data = 0x003B8800 -> (shared_ptr<unsigned char>) DataSize = 128 (0x00000080) c = 0x003B8800 (see above) OglTex_reload (ogl_tex.cpp:476) ot = 0x00169060 -> t = m_Data = (shared_ptr<unsigned char>) m_DataSize = 1494217688 (0x590FF3D8) m_Ofs = 3290959821 (0xC4280FCD) m_Width = 1163464691 (0x45590FF3) m_Height = 1544549304 (0x5C0FF3B8) m_Bpp = 3324514248 (0xC6280FC8) m_Flags = 3260616691 (0xC2590FF3) id = 4092864527 (0xF3F4280F) fmt = 267540751 (0x0FF2590F) int_fmt = 267637800 (0x0FF3D428) state = filter = 4088157529 (0xF3AC5559) wrap_s = 4093139983 (0xF3F85C0F) wrap_t = 4232384527 (0xFC45100F) anisotropy = -3472.996826 (0xC5590FF3) q_flags = [8] { 243 (0xF3), 15 (0x0F), 16 (0x10), 109 (0x6D), 164 (0xA4), 102 (0x66), 15 (0x0F), 214 (0xD6) } tmu = 15 (0x0F) flags = 27920 (0x6D10) uploaded_size = 3591333540 (0xD60F66A4) vfs = 0x13842C70 -> (shared_ptr<IVFS>) pathname = 0x0532FB18 -> path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >) separator = "/Բ쵰움﯀Բꩠ0" h = 20316307 (0x0000000001360093) file = (shared_ptr<unsigned char>) fileSize = 1478752 (0x00169060) call_init_and_reload (h_mgr.cpp:446) h = 20316307 (0x0000000001360093) type = 0x003B8754 -> init = 0x002A2FF0 -> (OglTex_init) reload = 0x002A3060 -> (OglTex_reload) dtor = 0x002A3160 -> (OglTex_dtor) validate = 0x002A31B0 -> (OglTex_validate) to_string = 0x002A3420 -> (OglTex_to_string) user_size = 68 (0x00000044) name = 0x00365970 -> "OglTex" hd = 0x05A05B40 -> h = 20316307 (0x0000000001360093) key = 3598704326 (0xD67FDEC6) refs = 1 (0x00000001) keep_open = 2 (0x00000002) unique = 2 (0x00000002) disallow_reload = 2 (0x00000002) type = 0x003B8754 (see above) num_derefs = 0 (0x00000000) pathname = path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >) separator = [8] { 47 ('/'), 0, 12288, 2168, 1896, 8353, 36960, 22 } user = [104] [8] { 0 (0x00), 48 (0x30), 120 (0x78), 8 (0x08), 104 (0x68), 7 (0x07), 161 (0xA1), 32 (0x20) } 48 (0x30) 120 (0x78) 8 (0x08) 104 (0x68) 7 (0x07) 161 (0xA1) 32 (0x20) 96 (0x60) 144 (0x90) 22 (0x16) 0 (0x00) 128 (0x80) 0 (0x00) 0 (0x00) 0 (0x00) ... vfs = 0x13842C70 (see above) pathname = 0x0532FB18 (see above) init_args = 0x0532F9A4 -> 0x0532F9CC -> [8] { 0, 0, 0, 0, 92 ('\'), 250, 50 ('2'), 5 } err = 0 (0x0000000000000000) alloc_new_handle (h_mgr.cpp:489) type = 0x003B8754 (see above) vfs = 0x13842C70 (see above) pathname = 0x0532FB18 (see above) key = 3598704326 (0xD67FDEC6) flags = 17 (0x00000011) init_args = 0x0532F9A4 (see above) hd = 0x05A05B40 (see above) h = 20316307 (0x0000000001360093) h_alloc (h_mgr.cpp:536) type = 0x003B8754 (see above) vfs = 0x13842C70 (see above) pathname = 0x0532FB18 (see above) flags = 17 (0x00000011) s = (H_ScopedLock) args = 0x0532F9CC (see above) ogl_tex_load (ogl_tex.cpp:548) vfs = 0x13842C70 (see above) pathname = 0x0532FB18 (see above) flags = 17 (0x00000011) CTextureManagerImpl::LoadTexture (texturemanager.cpp:188) this = (unavailable) texture = 0x20CF5A28 -> (shared_ptr<CTexture>) path = 0x0532FB18 (see above) profile2__ = m_Name = 0x0034AA38 -> "load texture" flags = 0 (0x00000000) h = 2593791910388695047 (0x23FF000000000007) CTextureManagerImpl::TryLoadingCached (texturemanager.cpp:276) this = (unavailable) texture = 0x20CF5A28 (see above) hash = m_Digest = [4] { 1732584193 (0x67452301), 4023233417 (0xEFCDAB89), 2562383102 (0x98BADCFE), 271733878 (0x10325476) } m_Buf = [64] 3 (0x03) 0 (0x00) 0 (0x00) 0 (0x00) 1 (0x01) 0 (0x00) 0 (0x00) 0 (0x00) 2 (0x02) 0 (0x00) 0 (0x00) 0 (0x00) 1 (0x01) 0 (0x00) 0 (0x00) 0 (0x00) ... m_BufLen = 32 (0x00000020) m_InputLen = 32 (0x0000000000000020) loadPath = path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >) separator = 47 ('/') CTextureManagerImpl::MakeProgress (texturemanager.cpp:392) this = (unavailable) dest = path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >) separator = 47 ('/') ok = (bool)0x04 texture = (shared_ptr<CTexture>) RendererIncrementalLoad (gameloop.cpp:98) RunEngine (gameloop.cpp:220) data = 0x00EFFC00 hooks = override_gl_upload_caps = 0x00000000 get_log_dir = 0x00000000 bundle_logs = 0x00000000 translate = 0x00000000 translate_free = 0x00000000 log = 0x00000000 display_error = 0x001F8170 -> (AtlasDisplayError) last_activity = 17.296 (0x40314BC8C974785A) args = m_Args = (unsupported vector<pair<CStr8,CStr8> >) m_Arg0 = path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >) separator = 92 ('\') time = 2.88106e-313 (0x0000000D93BF2E47) ev = ev = type = 1 (0x00000001) common = { type = 1 (0x00000001), timestamp = 0 (0x00000000) } window = type = 1 (0x00000001) timestamp = 0 (0x00000000) windowID = 0 (0x00000000) event = 0 (0x00) padding1 = 0 (0x00) padding2 = 0 (0x00) padding3 = 0 (0x00) data1 = 128 (0x00000080) data2 = 0 (0x00000000) key = type = 1 (0x00000001) timestamp = 0 (0x00000000) windowID = 0 (0x00000000) state = 0 (0x00) repeat = 0 (0x00) padding2 = 0 (0x00) padding3 = 0 (0x00) keysym = scancode = SDL_SCANCODE_VOLUMEUP sym = 0 (0x00000000) mod = 399 (0x018F) unused = 0 (0x00000000) edit = type = 1 (0x00000001) timestamp = 0 (0x00000000) windowID = 0 (0x00000000) text = [32] 0 0 0 0 128 0 0 0 0 0 0 0 143 1 0 0 ... start = 0 (0x00000000) length = 16842752 (0x01010000) text = type = 1 (0x00000001) timestamp = 0 (0x00000000) windowID = 0 (0x00000000) text = [32] 0 0 0 0 128 0 0 0 0 0 0 0 143 1 0 0 ... motion = type = 1 (0x00000001) timestamp = 0 (0x00000000) windowID = 0 (0x00000000) which = 0 (0x00000000) state = 128 (0x00000080) x = 0 (0x00000000) y = 399 (0x0000018F) xrel = 0 (0x00000000) yrel = 121 (0x00000079) button = type = 1 (0x00000001) timestamp = 0 (0x00000000) windowID = 0 (0x00000000) which = 0 (0x00000000) button = 128 (0x80) state = 0 (0x00) clicks = 0 (0x00) padding1 = 0 (0x00) x = 0 (0x00000000) y = 399 (0x0000018F) (too much output; skipping to next top-level symbol) time = 3.98192e-314 (0x00000001E0622A00) last_time = 21.9161 (0x4035EA86F2531300) name = (unsupported basic_string<char,char_traits<char> >) thread_start (wpthread.cpp:624) param = 0x049268C8 ret = 0x71F9ED29 _get_flsindex (:0) _get_flsindex (:0) RtlGetAppContainerNamedObjectPath (:0) RtlGetAppContainerNamedObjectPath (:0) errno = 0 (No error reported here) OS error = 1314 (El cliente no dispone de un privilegio requerido.) 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Stan` Posted August 31, 2017 Report Share Posted August 31, 2017 (edited) Mmmh make sure the png colors are not indexed. Edited August 31, 2017 by stanislas69 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted August 31, 2017 Report Share Posted August 31, 2017 1 minute ago, stanislas69 said: Mmmh make sure the png colors are indexed. i have no idea what to do, i'm not so good using Texture programs. Quote Link to comment Share on other sites More sharing options...
Stan` Posted August 31, 2017 Report Share Posted August 31, 2017 @Alexandermb Can you tell me what texture crashed ? Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted August 31, 2017 Report Share Posted August 31, 2017 Maybe the 3, i tested the 3 together and crashed then tried with only the basic texture and crashed again Quote Link to comment Share on other sites More sharing options...
Stan` Posted August 31, 2017 Report Share Posted August 31, 2017 @Alexandermb What software did you use to generate those maps ? Do you have a minimal test case as zip ? Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted August 31, 2017 Report Share Posted August 31, 2017 i used paint.net, i used it before like the caro wonder/school and din't failed. but now since i've make the file from the start copying and pasting from the "rome_tent" and "chin_struct" failed this time i think not. Also, like this two images and as they are nomad people, i will make a resources depot like the mauryans elephant, a wagon "laager" with 2 or 3 variants pulled by a horse, Ox or steer. Spoiler 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted August 31, 2017 Report Share Posted August 31, 2017 mmmh weird Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted August 31, 2017 Author Report Share Posted August 31, 2017 1 hour ago, Alexandermb said: i have no idea what to do, i'm not so good using Texture programs. I'm very well with 2D graphics. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted August 31, 2017 Author Report Share Posted August 31, 2017 Try use gimp. I will use photoshop. Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted August 31, 2017 Report Share Posted August 31, 2017 Just now, Lion.Kanzen said: Try use gimp. I will use photoshop. Si puedes arreglarlas perfecto, probar el 1er test de yurta con varios props, ya esta exportado para 0 ad 1 Quote Link to comment Share on other sites More sharing options...
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