Nescio Posted July 21, 2019 Report Share Posted July 21, 2019 Just go ahead with whatever you think is best, I trust you know what you're doing, you've far more experience with the art files than most. 1 Quote Link to comment Share on other sites More sharing options...
fatherbushido Posted July 21, 2019 Report Share Posted July 21, 2019 On 21/07/2019 at 6:30 PM, Alexandermb said: Update so far: I Have re-exported most of the foot citizen-soldier animations included in the animation blender file in art-repo, However two are missing (Capture and Sarissa). After that re export have to continue with the next file: Siege weapons In last step i'll leave the re-export of unit meshes to leave it open to any suggestion or modification wanted for add more unit meshes. Expand Nice you are saving a big part of art! If you need help for something don't hesitate to ask. Quote However two are missing (Capture and Sarissa). Expand What do you mean? 1 Quote Link to comment Share on other sites More sharing options...
fatherbushido Posted July 21, 2019 Report Share Posted July 21, 2019 Do you remember the confusion with the first new anims/meshes try and then the final version with most of the things? Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted July 21, 2019 Author Report Share Posted July 21, 2019 On 21/07/2019 at 7:36 PM, fatherbushido said: What do you mean? Expand Those two animations weren't in the blendfile, may have been in another blend file or an unsaved version of the blendfile 1 Quote Link to comment Share on other sites More sharing options...
fatherbushido Posted July 21, 2019 Report Share Posted July 21, 2019 Check that one https://trac.wildfiregames.com/changeset/19137/ (there was a total "blend" with the different source files where different ones were used (one can see the ones using "Armature" and the ones using "Cube" in the exported .dae).) Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted July 21, 2019 Report Share Posted July 21, 2019 Meh I don't care. How often do I edit variant files? Almost never. How confused am I about the current animation structure? Not at all. Will massive changes for meager benefits annoy me? Yeah. Will I adapt? Yes. 1 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted July 21, 2019 Author Report Share Posted July 21, 2019 On 21/07/2019 at 8:35 PM, wowgetoffyourcellphone said: Meh I don't care. How often do I edit variant files? Almost never. How confused am I about the current animation structure? Not at all. Will massive changes for meager benefits annoy me? Yeah. Will I adapt? Yes. Expand If you haven't touched variants in your mod, then nothing would need to be done, mostly affects any1 who included a new "variant" in their actors. If no, then 0.a.d dependency does all alone. Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted July 21, 2019 Report Share Posted July 21, 2019 On 21/07/2019 at 8:55 PM, Alexandermb said: If you haven't touched variants in your mod, then nothing would need to be done, mostly affects any1 who included a new "variant" in their actors. If no, then 0.a.d dependency does all alone. Expand I actually do have some variant files in DE, but not a ton. Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted July 21, 2019 Author Report Share Posted July 21, 2019 On 21/07/2019 at 9:06 PM, wowgetoffyourcellphone said: I actually do have some variant files in DE, but not a ton. Expand Saw the git repo, most of the ones you would need to edit are chin gathering, and hoplite one because of the phalanx formation you made. The rest have 3yago date so probably unused. 1 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted July 21, 2019 Author Report Share Posted July 21, 2019 @fatherbushido you can be taking a look over here https://github.com/0ADMods/0.A.D.-Unit-Meshes-Fix riders haven't been re-exported yet. Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted July 23, 2019 Author Report Share Posted July 23, 2019 Someone remind me, what are the changes desired of the bodie mesh or the variations ? i forgot where they were asked in forum. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted July 23, 2019 Report Share Posted July 23, 2019 (edited) On 23/07/2019 at 3:15 PM, Alexandermb said: Someone remind me, what are the changes desired of the bodie mesh or the variations ? i forgot where they were asked in forum. Expand like fat, skinny, older...? Edited July 23, 2019 by Lion.Kanzen Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted July 23, 2019 Author Report Share Posted July 23, 2019 On 23/07/2019 at 8:36 PM, Lion.Kanzen said: like fat, skinny, older...? Expand Something about, cloth or tunic or sleeves. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted July 23, 2019 Report Share Posted July 23, 2019 (edited) On 23/07/2019 at 9:11 PM, Alexandermb said: Something about, cloth or tunic or sleeves. Expand Short tunic, large sleeves... Tmb las maniqueras , no se ven bien a veces en los brazos se ven ajustadas. Edited July 23, 2019 by Lion.Kanzen Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted July 23, 2019 Report Share Posted July 23, 2019 best example of long sleeves and short tunic. Quote Link to comment Share on other sites More sharing options...
wackyserious Posted July 23, 2019 Report Share Posted July 23, 2019 m_armor variant for naked mesh? Do we have one? Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted July 23, 2019 Author Report Share Posted July 23, 2019 On 23/07/2019 at 10:59 PM, wackyserious said: m_armor variant for naked mesh? Do we have one? Expand Amor variant to the hip whitout skirt? Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted July 23, 2019 Author Report Share Posted July 23, 2019 @wackyserious thoughts on the linothorax neck? Reveal hidden contents m_armor_naked: Reveal hidden contents Gonna make the long sleeves armored variant. 1 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted July 24, 2019 Author Report Share Posted July 24, 2019 Update: Added a lil bit more geometry to feets (No more than 20-30 tris) Say Goodbye! To blocky feets. Compared to blocky hands, this is more annoying because is easily noticeable. Years ago when i talked to a friend about the game the first thing he told me "Uhg! Those feets". Reveal hidden contents Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted July 24, 2019 Author Report Share Posted July 24, 2019 On 08/06/2019 at 8:42 PM, Lion.Kanzen said: Expand Quoting this post from Roman Infantry Texture update Topic, @wackyserious @wowgetoffyourcellphone @Sundiata @Stan` should i add prop points for both legs for add single leg-guards actors for special cases? Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted July 24, 2019 Author Report Share Posted July 24, 2019 @wackyserious like this? Reveal hidden contents m_armor_tunic_short_sleeves Quote Link to comment Share on other sites More sharing options...
wackyserious Posted July 24, 2019 Report Share Posted July 24, 2019 @Alexandermb Linothorax shoulder pads had many variants, this would mean that we will be having numerous meshes, also most of the textures will have to be recreated. If something like this would be implemented, I think that it should be a full armor similar to what Rome 2 implemented. With a UV similar to this one Quote Link to comment Share on other sites More sharing options...
wackyserious Posted July 24, 2019 Report Share Posted July 24, 2019 On 23/07/2019 at 11:54 PM, Alexandermb said: Expand Yes, like this one. Thanks Can you double check it in the mesh folder. Last time I was working with the Celts, I noticed that we lack this one, not really sure if it is not really in the folder. Also, this one, although would this cause difficulty in UV mapping? 1 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted July 24, 2019 Author Report Share Posted July 24, 2019 On 24/07/2019 at 1:50 AM, wackyserious said: @Alexandermb Linothorax shoulder pads had many variants, this would mean that we will be having numerous meshes, also most of the textures will have to be recreated. If something like this would be implemented, I think that it should be a full armor similar to what Rome 2 implemented. Expand The main idea was to implement something small like we did with coif's and how it is right now with capes, but if you want to go that far with a full chest piece with skirt can work too but that's add more tris above the bodie. Making the mesh variants wouldn't be a problem. Just adding that idea if for future textures having the shoulder pads make it easier to you. Otherwise continue as it is now. Reveal hidden contents Also the possibility to add this too: Reveal hidden contents Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted July 24, 2019 Report Share Posted July 24, 2019 On 24/07/2019 at 2:02 AM, wackyserious said: Yes, like this one. Thanks Can you double check it in the mesh folder. Last time I was working with the Celts, I noticed that we lack this one, not really sure if it is not really in the folder. Also, this one, although would this cause difficulty in UV mapping? Expand yes is relevant. For some combat unit. Other "medium sleeves" Quote Link to comment Share on other sites More sharing options...
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