Alexandermb Posted July 25, 2019 Author Report Share Posted July 25, 2019 @wowgetoffyourcellphone Spoiler @wackyserious will this be used in any unit in actual game? Spoiler 1 Quote Link to comment Share on other sites More sharing options...
wackyserious Posted July 25, 2019 Report Share Posted July 25, 2019 Elbow-length short tunics could be used for basic rank units, I think. About the armor, not really sure, we could use it for mods though. Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted July 25, 2019 Author Report Share Posted July 25, 2019 1 minute ago, wackyserious said: Elbow-length short tunics could be used for basic rank units, I think. About the armor, not really sure, we could use it for mods though. Haven't done the armor, the red zone is the same bodie mesh just i use it for know wich zone is wich. 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted July 25, 2019 Report Share Posted July 25, 2019 Mmm guys make sure to focus on references. I have seen no reference for "XXL tee shirt" style sleeves for Greeks. Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted July 25, 2019 Author Report Share Posted July 25, 2019 Spoiler Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted July 25, 2019 Report Share Posted July 25, 2019 The sleeves are still longer than those images. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted July 25, 2019 Report Share Posted July 25, 2019 (edited) 23 minutes ago, wowgetoffyourcellphone said: The sleeves are still longer than those images. But fit with this..: But have some charming. Third Century. Mosaic. Edited July 25, 2019 by Lion.Kanzen Quote Link to comment Share on other sites More sharing options...
fatherbushido Posted July 26, 2019 Report Share Posted July 26, 2019 On 7/21/2019 at 11:45 PM, Alexandermb said: @fatherbushido you can be taking a look over here I started to look at the whole thing, that sounds pretty good! 1 2 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted July 26, 2019 Author Report Share Posted July 26, 2019 1 minute ago, fatherbushido said: I started to look at the whole thing, that sounds pretty good! I noted some bugs on hands/feets of hero mesh and 1 extra having some vertex assigned to "IK" don't know why but have to fix it. Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted August 1, 2019 Author Report Share Posted August 1, 2019 @Stan` following conversation in this topic. If they were all exported using "Biped" name would it matter be renamed to "Armature" So far? Quote Link to comment Share on other sites More sharing options...
Stan` Posted August 1, 2019 Report Share Posted August 1, 2019 41 minutes ago, Alexandermb said: @Stan` following conversation in this topic. If they were all exported using "Biped" name would it matter be renamed to "Armature" So far? Just use the name of the armature If the armature is Biped, then use 'Biped' Quote Link to comment Share on other sites More sharing options...
Enrique Posted August 1, 2019 Report Share Posted August 1, 2019 While I like the variations of shaggy pants and the suggestion of more head variety, I don't think props that require the unit armature for deforming like the linothorax is a good idea since I think they spawn a whole new instance of the armature and very small number of bones are used, a lot of computations of the rest of the bones is wasted. I'm ok for things like greaves, which a simple prop-bone in the armature that already uses the base-unit is enough and needs no deformation. Also linothorax is such a small difference and can be already be done via textures, so I don't think it is worth. The only separated prop that I made with animation that uses the unit armature are the capes, which were too important to leave them out. My opinion would be that if you want animated props that make substantial changes in the unit silhouette then make a new variation of the whole unit mesh, which I think it is less resource heavy than the approach mentioned above. 4 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted August 2, 2019 Author Report Share Posted August 2, 2019 22 hours ago, Enrique said: While I like the variations of shaggy pants and the suggestion of more head variety, I don't think props that require the unit armature for deforming like the linothorax is a good idea since I think they spawn a whole new instance of the armature and very small number of bones are used, a lot of computations of the rest of the bones is wasted. I'm ok for things like greaves, which a simple prop-bone in the armature that already uses the base-unit is enough and needs no deformation. Also linothorax is such a small difference and can be already be done via textures, so I don't think it is worth. The only separated prop that I made with animation that uses the unit armature are the capes, which were too important to leave them out. My opinion would be that if you want animated props that make substantial changes in the unit silhouette then make a new variation of the whole unit mesh, which I think it is less resource heavy than the approach mentioned above. Thats just an experiment we gonna take for high detailed units for a future "high poly" 0.A.D. or for Campaing heros. Also leave an open field for single players modders willing to make an rpg like titan quest from 0.A.D. engine and assets. in other talk: Seeding animation added from @Enrique starting pose: Spoiler 3 1 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted August 9, 2019 Author Report Share Posted August 9, 2019 Since aspis remake i had problems finding the proper position of the pikeman shield, but also struggle every time i try to properly place a sheath or a quiver, so i had this plan: Add a fully prop points for every piece for armor or weapon now that bodies and animations are being re-exported. We no longer have just a plain 0.A.D ancient era game. We now have a community of modders wanting to do their own era games like @Bigtiger 13th century mod and we no longer are restricted to mediterranean civilizations. So here i show the prop points for a fully armored knight of the 14+ century: Spoiler A fully armored prop bones for each zone of the bodie allowing to modders to have a fully armored infantry whitout being limited to a plain visual. Sheaths/Scabbards and Quivers always have been an issue in 0.A.D. not only the exportation from blender but also the clipping with the bodie so i added 6+6 more animated bones + prop bones for every sheath for no longer have that clipping issue and open also the posibility of having a seax behind and a also the option to have a katana: Spoiler Scabbards and Quiver whitout need to adjust to the bone position: Spoiler For any modder exporting a prop is an issue because of the position. See ingame scabbards and quivers for example Spoiler And our non existent sheaths: Spoiler We have to make TWO ACTORS per quiver or sheath for each side and would require a THIRD one for back seax so. No longer this will happens and we only require a single sheath or quiver for both sides. 3 4 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted August 10, 2019 Author Report Share Posted August 10, 2019 athenian_champion_marine with sheath in prop point "sheath_02_L" with a new falcata sheath i've just did for testing the sheaths bones: Spoiler The sheath doesn't haven too many details since the small texture size and being so small doesn't let user appreciate any detail properly. But at least we gonna have sheaths for falcata users. Spoiler 2 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted August 11, 2019 Author Report Share Posted August 11, 2019 FYI: The blendfile will have props as weapons, sheaths, shields, helmets but also a Heavy Plate armor props for those artist who want to have a look at the armor bones: Spoiler Spoiler 1 Quote Link to comment Share on other sites More sharing options...
Nescio Posted August 11, 2019 Report Share Posted August 11, 2019 9 minutes ago, Alexandermb said: Another important thing: a pike requires both hands to handle, which is why they have smaller shields attached to their arm, so they can hold their weapon with two hands. Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted August 11, 2019 Author Report Share Posted August 11, 2019 2 minutes ago, Nescio said: Another important thing: a pike requires both hands to handle, which is why they have smaller shields attached to their arm, so they can hold their weapon with two hands. They use both hands, that was me just showing the collections in the blender file (Thanks to blender 2.8) being lazy to change animation idle for a screenshot 1 Quote Link to comment Share on other sites More sharing options...
Nescio Posted August 11, 2019 Report Share Posted August 11, 2019 3 minutes ago, Alexandermb said: They use both hands, that was me just showing the collections in the blender file (Thanks to blender 2.8) being lazy to change animation idle for a screenshot Thanks for the clarification! Quote Link to comment Share on other sites More sharing options...
Imarok Posted August 13, 2019 Report Share Posted August 13, 2019 On 8/2/2019 at 4:50 PM, Alexandermb said: Seeding animation added from @Enrique starting pose: Yay Looking forward to have that in the game Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted August 13, 2019 Author Report Share Posted August 13, 2019 Yesterday i've did this for see how it would see with samnites: Spoiler Just now, Stan` said: 37 Is okayish i guess but it's twice as much as the current state. 100 however is 5 times more which would be a bit more problematic in the long run... Nothing compared to the 300+ on the ships but still... @wraitii @vladislavbelov can we make something to not doom the next alpha for low end computers ? Very nice armor BTW Yeah, the armor used all the draw calls possible even when its the same texture for all 3 pieces 2 Quote Link to comment Share on other sites More sharing options...
Stan` Posted August 13, 2019 Report Share Posted August 13, 2019 2 minutes ago, Alexandermb said: Yeah, the armor used all the draw calls possible even when its the same texture for all 3 pieces That's the issue, the game doesn't group objects using the same textures for rendering... Dunno how hard it would be to implement. 2 minutes ago, Alexandermb said: Yesterday i've did this for see how it would see with samnites: Looks nice, but the difference in quality between the props is starting to show a lot. Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted August 13, 2019 Author Report Share Posted August 13, 2019 The only way i can test formation animations if they work is moving the variants to the 1st group, Yet still is very broken and worst than before, actor won't even recognize the order of the walking animation and just spread all the specific id animation in all the formation Spoiler 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted August 13, 2019 Report Share Posted August 13, 2019 I believe you should talk to @wraitii about it / raise concern on the offending commit Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted August 14, 2019 Author Report Share Posted August 14, 2019 @Stan` only missing formations and elephant riders after i export those ones will committ for start with the aspis 2 Quote Link to comment Share on other sites More sharing options...
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