wowgetoffyourcellphone Posted November 16, 2017 Report Share Posted November 16, 2017 14 hours ago, Alexandermb said: and is something offtopic this but i don't wanna make a topic apart for just a little thing: The romans have the legionary which has a lorica segmentata, this one has shoulderpads so they could be added via props like the persian props using the armature prop points: prop-shoulderpad_R/shoulderpad_L and same with some other units which have unique props like the celt torus How does it look in-game? Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted November 16, 2017 Author Report Share Posted November 16, 2017 with shoulderpad whitout shoulderpad 2 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted November 16, 2017 Report Share Posted November 16, 2017 I like both. Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted November 17, 2017 Report Share Posted November 17, 2017 14 hours ago, Alexandermb said: Very very nice. I'd like to include in DE if you're willing. 1 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted November 17, 2017 Author Report Share Posted November 17, 2017 1 hour ago, wowgetoffyourcellphone said: Very very nice. I'd like to include in DE if you're willing. Here's the file Roman_shoulders.7z 1 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted November 17, 2017 Report Share Posted November 17, 2017 20 minutes ago, Alexandermb said: Here's the file Roman_shoulders.7z Yeah dude, those work great. Thanks! 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted November 20, 2017 Report Share Posted November 20, 2017 @Alexandermb I committed your animations today after fixing a few stuff here and there in the actors. Can you consider making anims for the siege_fireraiser, and the onager ? 3 2 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted November 20, 2017 Author Report Share Posted November 20, 2017 @stanislas69 you mean the weapon itself or the actors using them ? And yes of course. Quote Link to comment Share on other sites More sharing options...
Stan` Posted November 20, 2017 Report Share Posted November 20, 2017 @Alexandermb The onager has anims IIRC, but the fireraiser doesn't. It you could make a death anim for the later that'd be nice :D, and also the actors using them. 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted November 21, 2017 Report Share Posted November 21, 2017 I'm curious why you didn't just update the actors instead of making new ones called "pivot" etc. Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted November 21, 2017 Report Share Posted November 21, 2017 14 hours ago, stanislas69 said: @Alexandermb I committed your animations today after fixing a few stuff here and there in the actors. Can you consider making anims for the siege_fireraiser, and the onager ? Hey, here's a tweak for the Onager texture. Some brightness, plus some saturation, plus a small amount of player color. Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted November 21, 2017 Report Share Posted November 21, 2017 48 minutes ago, wowgetoffyourcellphone said: I'm curious why you didn't just update the actors instead of making new ones called "pivot" etc. I see why now. The actual catapult is a prop. Quote Link to comment Share on other sites More sharing options...
Stan` Posted November 21, 2017 Report Share Posted November 21, 2017 @wowgetoffyourcellphone with specmap, and fixed footprint, 2 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted November 21, 2017 Author Report Share Posted November 21, 2017 11 hours ago, wowgetoffyourcellphone said: I see why now. The actual catapult is a prop. Because when you make a single catapult you can consider adding 1 or 2 users for the catapults, but maybe in a future you think its better to have 3, or its better to move the user a bit further from the catapult, or rotate the user, this way you only have a pivot for place them more accurate and you make the animations based on the pivot wich is easier and safe, maybe in a future modifying the dae file of the catapult could bring some bugs like when you import a skeleton to blender and change some bone they return to the original position and deform everything. 1 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted November 24, 2017 Author Report Share Posted November 24, 2017 @stanislas69 is okay to update the wheels with the packed version of all siege weapons? i can do a separate version of fireraiser making the wheels one mesh animated, and the weapon mounted another mesh animated same with the fire prop in front, i can add a prop bone for the bowl so it can be updated in a bronze/iron bowl Quote Link to comment Share on other sites More sharing options...
Stan` Posted November 24, 2017 Report Share Posted November 24, 2017 I'm not sure I understand X) @Alexandermb Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted November 24, 2017 Author Report Share Posted November 24, 2017 (edited) The actual fireraiser i think it need a texture update (model too) so i was asking if its okay to update the wheels or the chariot holding the weapon per se and use the weapon as a mesh rigged separated from the chariot Screenshot for comparison Spoiler Edit: have to fix the sizes, i had some problems importing to blender Edited November 24, 2017 by Alexandermb 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted November 24, 2017 Report Share Posted November 24, 2017 @Alexandermb Sure. If you want to improve stuff you are always welcome. Try to find a better texture in the assets if you can. Also, if possible, try to add some player color, maybe a shield or something I think @wowgetoffyourcellphone will appreciate it The bucket uv looks wrong though, try to avoid visible seams. Maybe doing the onager unit anims first would be better ? Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted November 24, 2017 Author Report Share Posted November 24, 2017 Yes the onager first will be better, the bucket was a test i was just diggin in the texture folders wich one looks like a bronze bowl. Quote Link to comment Share on other sites More sharing options...
Stan` Posted November 24, 2017 Report Share Posted November 24, 2017 Just now, Alexandermb said: Yes the onager first will be better, the bucket was a test i was just diggin in the texture folders wich one looks like a bronze bowl. If you have terra magna, look at the golden cauldron I made for the temple I think it could be used. Else a desaturated version of this with less bumps might work too. Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted November 25, 2017 Author Report Share Posted November 25, 2017 @stanislas69 the onager needs some fixes on black zones textures. (The rock spawns in the infantry hand for avoid weird movement's, after the rock is fired the rock disappears from the prop point) 4 Quote Link to comment Share on other sites More sharing options...
LordGood Posted November 25, 2017 Report Share Posted November 25, 2017 The throwing arm should be anchored in sinew or rope, not wood, and should be weighted in the middle to the throwing arm Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted November 25, 2017 Author Report Share Posted November 25, 2017 (edited) @stanislas69 here are the files for alpha 23 siege_weapons_animations.7zonager animations.blend Edited November 25, 2017 by Alexandermb Quote Link to comment Share on other sites More sharing options...
Stan` Posted November 25, 2017 Report Share Posted November 25, 2017 40 minutes ago, LordGood said: The throwing arm should be anchored in sinew or rope, not wood, and should be weighted in the middle to the throwing arm What ? Quote Link to comment Share on other sites More sharing options...
LordGood Posted November 25, 2017 Report Share Posted November 25, 2017 there's nothing making the catapult 'go' its catapulting by magic right now. Twisted ropes generate the torsion that makes the catapult... catapult things. you mapped the bar that was supposed to be twisted rope, wood. 1 Quote Link to comment Share on other sites More sharing options...
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