Silier Posted November 10, 2019 Report Share Posted November 10, 2019 @Alexandermb hi, capes are buggy. see https://code.wildfiregames.com/rP23124 1 1 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted November 10, 2019 Author Report Share Posted November 10, 2019 30 minutes ago, Angen said: @Alexandermb hi, capes are buggy. see https://code.wildfiregames.com/rP23124 i belive i will have to split for ranged but also if ready variant is ever implemented it will also should be split for match the ready variant of the actor. 1 Quote Link to comment Share on other sites More sharing options...
Silier Posted November 11, 2019 Report Share Posted November 11, 2019 @Alexandermb mostly fixed. athen_thureophoros is remianing to fix also not sure if issue, but cape has props for carry resources. They should not be there, it might cause not needed draws. 1 Quote Link to comment Share on other sites More sharing options...
LordGood Posted November 11, 2019 Report Share Posted November 11, 2019 Achaemenid Bactrian horse archers and Babylonian scythe chariots’ armored collars are broken in the attack_ranged animations 1 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted November 12, 2019 Author Report Share Posted November 12, 2019 6 hours ago, Angen said: @Alexandermb mostly fixed. athen_thureophoros is remianing to fix also not sure if issue, but cape has props for carry resources. They should not be there, it might cause not needed draws. i was wondering the same about props, so i did some extra variants whitout props for capes and whitout blood on death. that might have been a performance leak all this time. 6 hours ago, LordGood said: Achaemenid Bactrian horse archers and Babylonian scythe chariots’ armored collars are broken in the attack_ranged animations Fixed both issues. Thanks on the catch up! 1 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted November 12, 2019 Report Share Posted November 12, 2019 6 hours ago, Alexandermb said: i was wondering the same about props, so i did some extra variants whitout props for capes and whitout blood on death. that might have been a performance leak all this time. I thought I nuked all those last time.... It should have impacted it. Causing Z fighting adding three drawcalls per unused mesh... Quote Link to comment Share on other sites More sharing options...
Silier Posted November 12, 2019 Report Share Posted November 12, 2019 @Alexandermb thank you, could you make the same for ranged attacks ? I think capes still have that projectiles. Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted November 13, 2019 Author Report Share Posted November 13, 2019 20 hours ago, Angen said: @Alexandermb thank you, could you make the same for ranged attacks ? I think capes still have that projectiles. Commited for ranged attacks variants 2 Quote Link to comment Share on other sites More sharing options...
Silier Posted November 13, 2019 Report Share Posted November 13, 2019 @Alexandermb great, now only capes/rider need same update and one more request, slaughter animation used in cape actors has knife prop 2 Quote Link to comment Share on other sites More sharing options...
Stan` Posted November 13, 2019 Report Share Posted November 13, 2019 Quote Link to comment Share on other sites More sharing options...
Sundiata Posted November 13, 2019 Report Share Posted November 13, 2019 Halloween was 2 weeks ago... 1 3 Quote Link to comment Share on other sites More sharing options...
Stan` Posted November 13, 2019 Report Share Posted November 13, 2019 34 minutes ago, Sundiata said: Halloween was 2 weeks ago... I could have put a spooky skeleton in there I have some of those in a mod of mine. Reminds me I need to make a mod with my Avatar. 1 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted November 18, 2019 Author Report Share Posted November 18, 2019 Trying to change Attack ranged_Bow animation for remove the annoying foot going back constantly like dancing while shooting: came up with this: Ingame: (Obivously requiring some adjusments in the variant timers and bow animation adjusments wich i was planning to do in any case to generalize the bow armature instead of single animations per bow) Spoiler New Ranged Archer ingame.mp4 Comparisson: NEW: Spoiler New Ranged Archer Blender.mp4 OLD: Spoiler New Ranged Archer Old.mp4 That backstep on the right foot, goes constantly over and over and over and over wich breaks pretty much the visual. 2 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted November 18, 2019 Author Report Share Posted November 18, 2019 @Stan` have a look at the file, including most of the ones we have + the one i've done. If i'll keep doing more i will be uploading updated files consequently:0.A.D Body Meshes And Animations.blend.7z Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted November 18, 2019 Author Report Share Posted November 18, 2019 @Stan` hope you don't mind i will change with the new archers firing animations the bow armature with something like Bow_ and generic for all bow weapons for avoid duplications and mistakes of same bone names with any other new armature from any other artist. Quote Link to comment Share on other sites More sharing options...
Stan` Posted November 18, 2019 Report Share Posted November 18, 2019 5 minutes ago, Alexandermb said: @Stan` hope you don't mind i will change with the new archers firing animations the bow armature with something like Bow_ and generic for all bow weapons for avoid duplications and mistakes of same bone names with any other new armature from any other artist. Sure no problem. Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted November 18, 2019 Author Report Share Posted November 18, 2019 @Stan` Horse file Updated 18/11/2019: 0.A.D Horse.blend.7z Elephant File Updated 18/11/2019: 0.A.D Elephant.blend.7z 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted November 20, 2019 Report Share Posted November 20, 2019 @Alexandermb Can you fix the Carnyx, I can take care of the capes extra props if you'd like. Can you see if you can fix Quote Link to comment Share on other sites More sharing options...
Silier Posted November 20, 2019 Report Share Posted November 20, 2019 just for the reference, reported capes are solved in diffs 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted November 20, 2019 Report Share Posted November 20, 2019 @Angen provided a fix for the capes, I'll try to review it soon @Alexandermb https://code.wildfiregames.com/D2434 https://code.wildfiregames.com/D2435 1 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted November 20, 2019 Author Report Share Posted November 20, 2019 5 minutes ago, Stan` said: @Angen provided a fix for the capes, I'll try to review it soon @Alexandermb https://code.wildfiregames.com/D2434 https://code.wildfiregames.com/D2435 Uploaded the carnyx actors fixed. 1 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted November 20, 2019 Author Report Share Posted November 20, 2019 @Angen Some walking animation with tools are done: Spoiler 2 1 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted November 22, 2019 Author Report Share Posted November 22, 2019 Pillum throwing animation: Spoiler 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted November 22, 2019 Report Share Posted November 22, 2019 @Alexandermb va dar un paso adelante? Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted November 22, 2019 Author Report Share Posted November 22, 2019 6 minutes ago, Lion.Kanzen said: @Alexandermb va dar un paso adelante? Para diferenciarlo un poco de la animación de jabalinas, estas solo giran el cuerpo. Y darle mas distancia de lanzamiento frontal. Quote Link to comment Share on other sites More sharing options...
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