Nescio Posted August 16, 2019 Report Share Posted August 16, 2019 Separate greaves looks nice and offers a lot more flexibility for future additions and mods. However, checking and updating dozens of unit textures is indeed a lot of work. Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted August 16, 2019 Author Report Share Posted August 16, 2019 I would rather wait till i get a good way of baking hair-like shader for animals then do a high poly sculpt of wolfs, deers, bear, pumas, cheetah, etc. Working with one kinda of animal for a placeholder design then few months later have a better solution and the possibility of have a better version is annoying to have to update it again. i've tried to update the deer but i don't like the results of the texture for this kind of animal: Spoiler Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted August 16, 2019 Author Report Share Posted August 16, 2019 Btw there isn't so many files. most of them are just adv or elite version and only a few factions so it won't gonna be 800 files plus 30%+ of the textures are pers/maur/celt wich won't use greaves. Quote Link to comment Share on other sites More sharing options...
Stan` Posted August 16, 2019 Report Share Posted August 16, 2019 1 hour ago, Alexandermb said: Btw there isn't so many files. most of them are just adv or elite version and only a few factions so it won't gonna be 800 files plus 30%+ of the textures are pers/maur/celt wich won't use greaves. If 30% aren't using them, it means 70% are That's still a lot of time used with a little impact vs usefulness ratio Deer → Yeah it's not so great. I like the current one, maybe you could just use the mesh, you don't need to reexport it (Unless you change the UV ofc) Maybe one day I'll find a way to import the armature in Blender, Pyrogenesis is the only engine that likes it. Even unity 3D doesn't work. Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted August 16, 2019 Author Report Share Posted August 16, 2019 Just now, Stan` said: If 30% aren't using them, it means 70% are That's still a lot of time used with a little impact vs usefulness ratio from that 70% only a few are advanced or elite/hero/champ wich means from 800+ textures, the ones using graves are around 60-120 and while i was writing this i decided to check so from 800+ textures they are just 100, wich i can easily copy/paste a leg texture and place it over as a layer with paint.net Quote Link to comment Share on other sites More sharing options...
Stan` Posted August 16, 2019 Report Share Posted August 16, 2019 8 minutes ago, Alexandermb said: wich i can easily copy/paste a leg texture and place it over as a layer with paint.net Would be nicer if done via script so it's reusable Do they all have the same skin tone ? Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted August 16, 2019 Author Report Share Posted August 16, 2019 Just now, Stan` said: Would be nicer if done via script so it's reusable Do they all have the same skin tone ? Yep, only spart_300 is kinda dirtier all others are caucasian Quote Link to comment Share on other sites More sharing options...
Nescio Posted August 16, 2019 Report Share Posted August 16, 2019 53 minutes ago, Stan` said: Would be nicer if done via script so it's reusable Do they all have the same skin tone ? Speaking of which, how many skin tones are there in 0 A.D. actually? And wouldn't it be better to draw skin textures seperatedly from clothing etc.? Quote Link to comment Share on other sites More sharing options...
Stan` Posted August 16, 2019 Report Share Posted August 16, 2019 3 minutes ago, Nescio said: Speaking of which, how many skin tones are there in 0 A.D. actually? Quite a few, though not all of them are used. I updated the zip there → https://trac.wildfiregames.com/attachment/wiki/ArtDesignDocument/base_human_skins.zip (Missing the native american because of the 2MB limit) Quote And wouldn't it be better to draw skin textures seperatedly from clothing etc.? Well that's why artists use layers. the skin is just the bottom layer (Hence the importance of source files.) Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted August 16, 2019 Report Share Posted August 16, 2019 1 minute ago, Stan` said: Quite a few, though not all of them are used. I updated the zip there → https://trac.wildfiregames.com/attachment/wiki/ArtDesignDocument/base_human_skins.zip (Missing the native american because of the 2MB limit) Well that's why artists use layers. the skin is just the bottom layer (Hence the importance of source files.) 2mb limit? Quote Link to comment Share on other sites More sharing options...
Stan` Posted August 16, 2019 Report Share Posted August 16, 2019 On trac Quote Link to comment Share on other sites More sharing options...
Nescio Posted August 16, 2019 Report Share Posted August 16, 2019 26 minutes ago, Stan` said: Quite a few, though not all of them are used. I updated the zip there → https://trac.wildfiregames.com/attachment/wiki/ArtDesignDocument/base_human_skins.zip (Missing the native american because of the 2MB limit) Well that's why artists use layers. the skin is just the bottom layer (Hence the importance of source files.) Thanks, that makes sense. In that case it shouldn't be too hard to remove greaves from a few dozen textures, should it? Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted August 16, 2019 Author Report Share Posted August 16, 2019 2 minutes ago, Nescio said: Thanks, that makes sense. In that case it shouldn't be too hard to remove greaves from a few dozen textures, should it? The most hard thing was re-export all animation and meshes all over again and that was already done. handling textures is pretty much easy as i mentioned before placing a layer above another texture 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted August 16, 2019 Report Share Posted August 16, 2019 Well we dont have the source files for all of them unfortunately :/ but yeah animation reexport is more annoying. Especially with complex animation systems. 1 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted August 17, 2019 Author Report Share Posted August 17, 2019 Well, im impressed how fast was to update the textures, didn't even took me 10 mins to update them. Spoiler 5 Quote Link to comment Share on other sites More sharing options...
Stan` Posted August 17, 2019 Report Share Posted August 17, 2019 Good job 1 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted August 17, 2019 Author Report Share Posted August 17, 2019 @Nescio in your opinion wich athenian/spartan infantry should wear two greaves and wich one just one? 1 Quote Link to comment Share on other sites More sharing options...
Nescio Posted August 17, 2019 Report Share Posted August 17, 2019 29 minutes ago, Alexandermb said: @Nescio in your opinion wich athenian/spartan infantry should wear two greaves and wich one just one? Let's keep it simple, heroes and champions two, elite and advanced one, basic zero. Also for cart, mace, ptol, sele. 1 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted August 17, 2019 Author Report Share Posted August 17, 2019 2 minutes ago, Nescio said: Let's keep it simple, heroes and champions two, elite and advanced one, basic zero. Also for cart, mace, ptol, sele. Romans wear two? Quote Link to comment Share on other sites More sharing options...
Nescio Posted August 17, 2019 Report Share Posted August 17, 2019 9 minutes ago, Alexandermb said: Romans wear two? They currently do in A23, yes. Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted August 17, 2019 Report Share Posted August 17, 2019 1 hour ago, Alexandermb said: Romans wear two? Apply Nescios suggestion to Romans too. Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted August 17, 2019 Author Report Share Posted August 17, 2019 For now: Spoiler Can work with the actual SVN Since this don't require the animations. Just the main mesh with the prop bones. 2 1 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted August 20, 2019 Author Report Share Posted August 20, 2019 3 hours ago, Stan` said: @Alexandermb It's done, can you remove the useless files ? https://trac.wildfiregames.com/timeline @fatherbushido did the ForkAD devs fix checkrefs.pl (or write a new script) that handles the unused art files properly ? Having animations re-export committed i can commit this. Quote Link to comment Share on other sites More sharing options...
Stan` Posted August 20, 2019 Report Share Posted August 20, 2019 2 minutes ago, Alexandermb said: Having animations re-export committed i can commit this. Can you, or will I ? Also, I'm still missing the blend file for posterity Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted August 20, 2019 Author Report Share Posted August 20, 2019 Just now, Stan` said: Can you, or will I ? Also, I'm still missing the blend file for posterity Well, lets see if i can 1 Quote Link to comment Share on other sites More sharing options...
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