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Gaia: Animals


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This thread is to keep track of the Art Animal tasks that needs to be done and who is working on which one. Keep it clean, post only when you are going to start a task and when it has been finished and approved or committed by someone of the team.
- Do not post suggestions. Create a new topic or use any suggestion thread.
- Do not post Wips. Create a ===[TASK]=== thread on the Art forum for this matter.
- Do not post references. Use the relevant task thread.
- LEGAL WAIVER: Please read this before contributing and abide by it.

*We can't assure that your models will be used for the final game, and we n 're also looking for a certain quality level, don't get upset if your model doesn't make it into the game, practice is the best way to improve.

The following google sheet should be edited to reflect the current state : Google Sheet

Assigned: 

Missing only animations

  • Gorilla Thread Ticket  Animations
    • presumably western lowland gorilla (Gorilla gorilla gorilla)
  • Indian Cobra (Naja najaThread Ticket -  Animations
  • Hippopotamus (Hippopotamus amphibius- Thread Ticket -  Animations
  • Chukar Partridge (Alectoris chukar) - Thread Ticket - Animations
  • Muskox - Thread - Animations
  • Pig Thread - Animations
  • Cheetah (Acinonyx jubatus- Thread - Animations
  • Oryx - Thread - Animations
    • Arabian Oryx (Oryx leucoryx): Arabian Peninsula
    • Scimitar Oryx (Oryx dammah): North Africa
    • East African oryx (Oryx beisa): Horn of Africa
    • Gemsbok (Oryx gazella): South Africa
  • Golden Eagle (Aquila chrysaetos- Thread Animations

Missing textures

  • Hen - Textures

Missing textures and animations

  • Striped Hyena (Hyaena hyaena- Thread - Texture, Animations
  • Mandrill (Mandrillus sphinx) - Thread - Textures, Animations
  • Indian Rhinoceros (Rhinoceros unicornis)Thread Ticket - Reuse White Rhinoceros needs Textures, Model Tweak with 1 horn less.
  • Shark - Thread - Textures, Animations
  • Tuna - Thread - Animations  Done in r23143
  • Brown/Black/Polar Bear (Ursus arctosThread Ticket - Polar Texture, Animations Done in r23542

Missing models, textures and animations

  • African Sacred Ibis (Threskiornis aethiopicus) - Model, Textures, Animations
  • Albatros - Model, Textures, Animations
  • Bison (Bison bisonModel, Textures, Animations
  • Brown Hare (Lepus europaeus) - Model, Textures, Animations
  • Common Ostrich (Struthio camelus- Model, Textures, Animations
  • Common Pheasant (Phasianus colchicus- Model, Textures, Animations
  • Dalmatian Pelican (Pelecanus crispus- Model, Textures, Animations
  • Duck (Anas platyrhynchos- Model, Textures, Animations
  • Dragon - Model, Textures, Animations
  • Egret - Model, Textures, Animations
  • Eurasian Otter (Lutra lutra) - Model, Textures, Animations
  • Ibex - Thread - Model, Textures, Animations [several species, see https://en.wikipedia.org/wiki/Ibex ]
  • Gharial (Gavialis gangeticusTicket - Model, Textures, Animations
  • Graylag Goose (Anser anser) - Model, Textures, Animations
  • Greater Flamingo (Phoenicopterus roseus) - Model, Textures, Animations
  • Gull - Model, Textures, Animations
  • Helmeted Guineafowl (Numida meleagris- Model, Textures, Animations
  • Leopard (Panthera pardus- Model, Textures, Animations
  • Lion - Model, Textures, Animations
  • Lioness - Model, Textures, Animations
  • Mallard (Anas platyrhynchos- Model, Textures, Animations
  • Mute Swan (Cygnus olor) - Model, Textures, Animations
  • Parrot - Thread Model, Textures, Animations
  • Porpoise - Model, Textures, Animations
  • Rat Model, Textures, Animations
    • Black Rat (Rattus rattus)
    • Brown Rat (Rattus norvegicus)
  • Reindeer (Rangifer tarandus) - Model, Textures, Animations
  • Rhésus Macaque (Macaca mulatta) - Model, Textures, Animations
  • Rock Ptarmigan (Lagopus muta) - Model Textures, Animations
  • Rooster  (Gallus gallus domesticus) - Model, Textures, Animations
    • Seal - Model, Textures, Animations
    • Seagull - Model, Textures, Animations
    • Tortoise - Model, Textures, Animations
    • Turkey (Meleagris gallopavo- Model, Textures, Animations
    • Turtle - Model, Textures, Animations
    • Vulture - Model, Textures, Animations
    • Walrus -  Model, Textures, Animations
    • Water Buffalo (Bubalus bubalisModel, Textures, Animations
    • Wildebeest -  Model, Textures, Animations
    • Wisent (Bison bonasus) Model, Textures, Animations
    • Hamadryas Baboon (Papio hamadryas) - Model, Textures, Animations

       

      If you feel limited by this list, there is a bigger one there

       

      Spoiler

       

       

      FAUNA OBJECTS

      Environmental Objects Workbook

      This listing, though comprehensive, represents the baseline of the kind of objects the Art Department will need to develop. All units listed below are available in the Scenario Editor.

      ==Attribute List:==

      * Availability: The map types in which this animal can be found. For a full list and description of the map types, see Terrain:Map Categories and Types..

      - (by map category name): Available in the specified map type.

      - All: Normally available on all map types.

      - Scenario: Only available through the Scenario Editor or a custom RMS.

      * Nature: The manner in which an animal will deal with player units.

      - Violent: Will actively attack any unit it encounters, even if not threatened.

      - Aggressive: Will attack nearby units if it feels threatened (if they linger within LOS for too long).

      - Defensive: Will attack nearby units if attacked.

      - Passive: Will never attack units.

      - Fearful: Will never attack units. Will typically attempt to flee for short distances when units approach.

      * Hitpoints: The amount of life points that an animal has when it is attacked (if not stated, TBD).

      * Fattening: The animal's Food value increases at the specified rate while it is corralled.

      * Food: The amount of the Food resource that an animal provides when it has been killed (if not stated, TBD).

      * Yield: The quantity of Food delivered to the Food Resource Pool per minute when corralled and attended by a servicer.

      * Capture: The animal may be captured and corralled.

      * Special: Any special traits of the animal.

      Animals are NOT replenished on the map during the course of a game session.

      Units of this type are gaia-controlled; they are not initially controllable by any player unless through some civ specific characteristic.

      All Fauna Objects are animated.

      1. DANGEROUS NONCONSUMABLE ANIMALS (6)

      These animals are a considerable threat to the player, and cannot be hunted for Food, only slain.

      1.1. Crocodile

      * Availability: Savanna, Tropic.

      * Nature: Violent.

      * Hitpoints: 80.

      * Special: Slowly swims, partially submerged, through riverine or swampy shallow water. Can attack hominid units in shallows.

      1.2. Dragon

      * Availability: Scenario.

      * Nature: Violent.

      * Hitpoints: 150.

      * Special: Rare, relatively large mythic creature. Flies and walks. Fire-breathing. Lands and attacks units on land. When in the air, can only be attacked by ranged units.

      1.3. Lion

      * Availability: Mediterranean, Savanna, Desert, Semi-Arid, Tropic.

      * Nature: Aggressive.

      * Hitpoints: 90.

      * Special: No mane. Now largely extinct except for a small population in the Punjab of NW India.

      1.4. Shark

      * Availability: Temperate, Steppe, Mediterranean, Savanna, Desert, Semi-Arid, and Tropic water-maps in 'seas'.

      * Nature: Violent.

      * Hitpoints: 80.

      * Special: Dorsal fin exposed. Slowly migratory in shallow waters. Can attack hominid units in shallows if it happens to encounter them.

      1.5. Tiger

      * Availability: Scenario.

      * Nature: Violent.

      * Hitpoints: 100.

      1.6. Wolf

      * Availability: Alpine, Temperate, Steppe, Mediterranean, Semi-Arid, Polar.

      * Nature: Aggressive.

      * Hitpoints: 90.

      2. DANGEROUS CONSUMABLE ANIMALS (9)

      These animals can be hunted in the wild for Food (see Unit Classes:Attribute List:Abilities:Hunt). They aren't as formidable a threat as Dangerous Animals, but still need to be hunted in groups. They cannot be herded or corraled.

      2.1. African Elephant

      * Availability: Tropic.

      * Nature: Defensive.

      * Hitpoints: 300.

      * Food: 600.

      * Special: Large central and southern.

      2.2. Auroch Bull

      * Availability: Alpine, Temperate, Mediterranean.

      * Nature: Defensive.

      * Hitpoints: 85.

      * Food: 400.

      2.3. Bear

      (colour variation: brown or black)

      * Availability: Alpine, Temperate, Steppe, Mediterranean, Semi-Arid.

      * Nature: Defensive.

      * Hitpoints: 80.

      * Food: 340.

      2.4. Boar

      * Availability: Temperate, Mediterranean, Savanna.

      * Nature: Defensive.

      * Hitpoints: 75

      * Food: 300

      2.5. Buffalo - African

      * Availability: Savanna, Tropic.

      * Nature: Aggressive.

      * Hitpoints: 80.

      * Food: 340.

      2.6. Musk Ox

      * Availability: Scenario.

      * Nature: Defensive.

      * Hitpoints: 75.

      * Food: 300.

      2.7. Polar Bear

      * Availability: Polar.

      * Nature: Aggressive.

      * Hitpoints: 85.

      * Food: 350.

      * Special: Solitary. May occasionally attack and kill a seal if it encounters one.

      2.8. Whale

      * Availability: All water maps in 'sea'.

      * Nature: Defensive.

      * Hitpoints: 200.

      * Food: 1,000.

      * Special: Slowly migrating. May at times enter large watercourses. May be in groups of 1 to 3. A very large consumable if attacked and killed in shallows.

      2.9. Wildebeest

      * Availability: Savanna, Tropic.

      * Nature: Defensive.

      * Hitpoints: 7.

      * Food: 100.

      3. FEARFUL AND PASSIVE CONSUMABLE ANIMALS (9)

      These animals can be hunted in the wild (see Unit Classes:Abilities:Hunt), and are easy one-man kills. They cannot be herded or corraled.

      3.1. Antelope

      * Availability: Steppe, Desert, Semi-Arid, Savanna, Tropic.

      * Nature: Fearful.

      * Hitpoints: 5.

      * Food: 140.

      3.2. Deer

      * Availability: Alpine, Temperate, Mediterranean, Semi-Arid.

      * Nature: Fearful.

      * Hitpoints: 5.

      * Food: 140.

      3.3. Partridge

      * Availability: Savanna, Desert, Semi-Arid.

      * Nature: Fearful.

      * Hitpoints: 3.

      * Food: 25.

      * Special: 'Chukar'. Ground dwelling.

      3.4. Pheasant

      * Availability: Alpine, Temperate, Steppe, Mediterranean.

      * Nature: Fearful.

      * Hitpoints: 3.

      * Food: 25.

      * Special: 'Ring-necked male'. Ground dwelling.

      3.5. Ptarmigan

      *Availability: Polar.

      * Nature: Fearful.

      * Hitpoints: 3.

      * Food: 25.

      * Special: 'Snow' ground dwelling. Very hard to see on snow or ice.

      3.6. Rabbit

      * Availability: Alpine, Temperate, Steppe, Mediterranean, Savanna, Desert,

      Semi-Arid.

      * Nature: Fearful.

      * Hitpoints: 3.

      * Food: 25.

      * Special: Colour variation: white or grey.

      3.7. Reindeer

      * Availability: Polar.

      * Nature: Fearful.

      * Hitpoints: 10.

      * Food: 150.

      * Special: Carabou.

      3.8. Seal

      * Availability: Polar.

      * Nature: Passive.

      * Hitpoints: 7.

      * Food: 100.

      * Special: Basks on beach or ice in small groups. Doesn't swim. Wandering. Solitary. Polar Bears may at times attack and kill one.

      3.9. Walrus

      * Availability: Polar.

      * Nature: Passive.

      * Hitpoints: 10.

      * Food: 150.

      * Special: Basks on beach or ice in small groups. Rare. Doesn't swim.

      4. DOMESTIC ANIMALS (5)

      These animals can be herded and corraled to provide food from milking and husbandry (see Building Hierarchy:Corral). They can also be killed for their Food in an emergency, but their greatest value lies in their yield.

      4.1. Auroch Cow

      * Availability: Alpine, Temperate, Mediterranean, Steppe.

      * Nature: Passive.

      * Hitpoints: 50.

      * Food: 200.

      * Yield: 12.

      * Capture.

      4.2. Chicken

      * Availability: Temperate, Steppe, Mediterranean, Savanna, Desert,

      Semi-Arid, Tropic.

      * Nature: Passive.

      * Hitpoints: 5.

      * Food: 25.

      * Yield: 6.

      * Capture.

      4.3. Goat

      * Availability: Mediterranean, Savanna, Desert, Semi-Arid.

      * Nature: Passive.

      * Hitpoints: 35.

      * Food: 100.

      * Yield: 10.

      * Capture.

      4.4. Sheep

      * Availability: Alpine, Temperate, Steppe, Mediterranean, Desert, Semi-Arid.

      * Nature: Passive.

      * Hitpoints: 7.

      * Food: 100.

      * Yield: 8.

      * Capture.

      * Special: Colour variation: white or black.

      4.5. Pig

      * Availability: Temperate, Mediterranean, Savanna.

      * Nature: Passive.

      * Hitpoints: 40.

      * Fattening: +50 Food every 15 minutes.

      * Food: 150.

      * Yield: 3.33.

      * Capture.

      5. BREEDING ANIMALS (3)

      These animals function similarly to AoE/AoK/AoM Relics. They can be captured and placed into a Corral (see Building Hierarchy:Corral).

      Once corralled, instead of generating food like domestic animals, they will reduce the resource cost of units that use this animal as a mount.

      6 corralled breeding animals reduces the cost by 50%. 3 corralled breeding animals reduces the cost by 25%.

      No other animals can be placed in the same Corral.

      Breeding animals may be killed, but no Food can be gathered from the corpse.

      This ability is not available by default. A civilisation must use one of its Civ Bonuses to earn the right to corral these kinds of animals, and is restricted to two animal types (specified in the Civ Profile) per Civ Bonus.

      5.1. Horse

      * Availability: Alpine, Temperate, Steppe, Mediterranean, Savanna, Desert, Semi-Arid.

      * Nature: Fearful without Civ Bonus, Passive with Civ Bonus.

      * Hitpoints: 100.

      * Food: 0.

      * Capture.

      * Special: Colour variation: black, white, palomino, bay, pinto.

      5.2. Camel

      * Availability: Steppe, Desert, Semi-Arid.

      * Nature: Fearful without Civ Bonus, Passive with Civ Bonus.

      * Hitpoints: 125.

      * Food: 0.

      * Capture.

      * Special: Dromedary. "Stench" Aura (as with Persian camels). Special movement rates (see Terrain Objects).

      5.3. North African Forest Elephant

      * Availability: Mediterranean, Savanna, Tropic.

      * Nature: Defensive without Civ Bonus, Passive with Civ Bonus.

      * Hitpoints: 200.

      * Food: 0.

      * Capture.

      * Special: Now largely extinct except for a smallish population recently identified in the Sahel north of the Congo region. "Damage Frenzy". "Stench" Aura. "Trample Damage" Aura.

      6. COSMETIC ANIMALS (11)

      These animals cannot be harmed or selected by the player. They add atmosphere and eye candy to the natural environment. They are strictly Gaia objects.

      6.1. Albatross

      * Availability: Tropic water maps.

      6.2. Egret

      * Availability: Mediterranean, Desert, Semi-Arid with water.

      * Special: White. Fly in small flocks, usually near shallow water on land.

      6.3. (School of) Fish

      * Availability: All.

      6.4. Flamingo

      * Availability: Savanna, Tropic having shallow water on land.

      * Special: Pink. Fly in small flocks, usually near water.

      6.5. Goose

      * Availability: Alpine, Temperate, Steppe, Mediterranean.

      * Special: Black and white. Fly in V-formation of 5 birds on North-South map axes.

      6.6. Golden Eagle

      * Availability: Alpine.

      * Special: Flying. Solitary. Wide ranging.

      6.7. Hawk

      * Availability: Temperate, Steppe, Mediterranean, Savanna, Desert, Semi-Arid.

      * Special: Brown. Flying (randomly, wide ranging). Solitary.

      6.8. Parrot

      * Availability: Savanna, Tropic.

      * Special: Fly about usually above trees. Colour variations of red-blue-yellow-green plumage. Flocks of 3 to 5.

      6.9. Porpoise (aka Dolphin)

      * Availability: Steppe, Mediterranean, Savanna, Desert, Semi-Arid, Tropic water maps.

      * Special: Swim. Migrate. Jump above water surface anywhere at sea except in shallow water. Likes to accompany ships if encountered. Found in groups of 2 to 5.

      6.10. Seagull

      * Availability: All water maps.

      * Special: White with black wingtips. Flying. Travel in flocks of several. Usually found near Port Centres, following schools of fish.

      6.11. Vulture

      * Availability: All.

      * Special: Black with red head. Flying. Circling in groups of 1 to 3 over dead 'things', or battle sites.

       

       

         

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          • 4 months later...

          Great job, Ken. Extremely diverse and representative assortment. Assuming that Art Dept don't mind modelling, texturing and animating all these fellows, we're going to have ourselves quite a menagerie. ;)

          I've been preoccupied with merging the DD versions tonight (hopefully I'll have it finished before I go to bed), so I've sent this to work and will read it over in detail in tomorrow's lunchbreak. All I've done tonight is set up the href links for all Fauna Object sections.

          Just a couple of quick thoughts off the cuff ...

          a] I'm surprised that sheep aren't considered domestic animals. Was that uncommon in the period, or is there some other reasons, such as that they aren't milked? Since sheep were quite a common domestic in the Age games, people might try to domesticate these guys a lot out of habit.

          b] Is it okay if I add some of the special traits we've created for camels and elephants (stench aura, trample damage, etc) to their wild equivalents here?

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          Okay, thanks, Ken. I've proofread the text and put up the new version here.

          In addition to the off-the-cuff points I posted last night above (post #11), here's a few more:

          * Note to self: Need to modify a part of the website FAQ where we say that the only flying units are cosmetic birds (Albatross, Flamingo, Goose, Hawk, Parrot, Seagull, Vulture), due to the Dragon (though obviously that unit has to stay under wraps). Jason, this also means that you need to be able to account for selectable flying units in your entities, something we'd previously discarded as unnecessary.

          * And Jason, obviously the entity attributes for these animals need to be taken into account in the entities (eg IsBreedable/IsHerdable boolean, CorralYieldRate attribute, etc).

          * The Whale and Wildebeest are down as Fearful/Passive animals; however, they're defensive. Maybe they just don't put up much of a fight, but if they do, shouldn't they be considered Dangerous Consumable Animals?

          * You might need to explain it further, but for the Pig, I *think* you mean that it starts with 150 Food, and uniquely fattens over time (at a rate of 50 extra Food every 15 minutes). If so, what should its Yield per minute be when it's in a Corral? Does the Yield differ depending on how fat the Pig is, or is it a constant? (Have left the text as-is until that's resolved.)

          In other news, I seem to have picked up a dose of 'flu, and all my body wants to do right now after work is crash out. So it looks like my checkup to ensure all the right parts have been moved between forums is going to have to wait. I had a quick look and I think it's okay, though. The pinned index should be able to account for everything.

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          * The Whale and Wildebeest are down as Fearful/Passive animals; however, they're defensive. Maybe they just don't put up much of a fight, but if they do, shouldn't they be considered Dangerous Consumable Animals?

          Yes, I saw that after I''d posted but was very late so deferred action. Sorry about that. I'll move them up.

          * You might need to explain it further, but for the Pig, I *think* you mean that it starts with 150 Food, and uniquely fattens over time (at a rate of 50 extra Food every 15 minutes). If so, what should its Yield per minute be when it's in a Corral? Does the Yield differ depending on how fat the Pig is, or is it a constant? (Have left the text as-is until that's resolved.)

          The net yield per minute would be 3.33 Food, but I spec'd it to deliver at a rate of every 15 minutes attended in order to encourage keeping pig(s) garrisoned in corral. Maybe that won;t 'play' so well but just a thought on how we could make the pig a useful resource in the regular game (had previously been spec'd only to the Scenario Editor, but even then... like, so what?).

          I'm gonna take Pig and Boar out of Desert and Semi-Arid map availability as the folks inhabiting those lands were not fond of that food source and the animal didn't thrive there in any case.

          In other news, I seem to have picked up a dose of 'flu, and all my body wants to do right now after work is crash out. So it looks like my checkup to ensure all the right parts have been moved between forums is going to have to wait. I had a quick look and I think it's okay, though. The pinned index should be able to account for everything.

          Sorry to hear that, take care of yourself and get over it soonest... for your own comfortability.

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          a] I'm surprised that sheep aren't considered domestic animals. Was that uncommon in the period, or is there some other reasons, such as that they aren't milked? Since sheep were quite a common domestic in the Age games, people might try to domesticate these guys a lot out of habit.

          It was common enough in some areas, for sure. How did anyone domestic a sheep in the Age games? To my knowledge (that doesn't extend as far as AoM) we just rounded them up herding them to near the Mill or the TC and then whacked 'em for their food value... not very 'domestic' imo. ;) Well, I thought long and hard on it, and although it IS possible to milk a sheep, you won't be getting much from it, so I had rejected the idea. I had also thought about how might benefit from sheep's wool but nothing came to mind. I suppose now though since I came up with a use for miss piggy in the regular game that we could make it, the sheep, domestic, like the piggy... because one not only 'raises' mutton but gets a benefit of the wool, too. Whatcha think?

          b] Is it okay if I add some of the special traits we've created for camels and elephants (stench aura, trample damage, etc) to their wild equivalents here?

          Sure. ;)

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          Agreed, we seem to have moved beyond milking to other purposes for domestic animals, so that'd be cool if we could domesticate the sheep too. I've moved him over to domestic animals (I gave him a Yield -- quite arbitrarily -- of 8; feel free to adjust as appropriate).

          Also defined those camel and elephant traits (created a Special: attribute, and moved some other stuff from other animals into that attribute, since I'd lumped them pretty arbitrarily with Nature beforehand).

          Also created a Fattening attribute specifically for the Pig to distinguish from its Yield.

          Fixed all the stuff in the index too.

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          • 1 month later...
          • 2 weeks later...
          • 7 years later...

          I never modelled any animals... Guess there's always a first try. Gonna see what I can do with the dog...

          Can you post some reference images for the animals/breeds? So it can be historically accurate... I dont wanna end up doing a puddle or a pitbull :P

          But I'll get started on something. - at least untill Sunday...Them, I'll be "grounded"... :(

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          Do you really work better with Cylinders? Cube modelling is wayy better for me :P

          Oh... Wait... That would be poly-by-poly for me... Ah. Scratch that. But seriously, is there a specific reason? Better for animating? Maintening a clean topology?

          Still needs to get started. Not sure If I'll be abble to do it. :/

          Well, animals are more rounded than cube shaped, so I think starting from a round object would lead to a better end product... maybe. :)
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