Stan` Posted October 23, 2019 Report Share Posted October 23, 2019 Sure. I'll have alook. Quote Link to comment Share on other sites More sharing options...
Stan` Posted October 23, 2019 Report Share Posted October 23, 2019 @Alexandermb \art\actors\props\units\shields\scutum_rome_b.xml \art\actors\props\units\shields\scutum_rome_isp_a.xml \art\actors\props\units\shields\scutum_rome_isp_b.xml \art\actors\props\units\shields\scutum_rome_isp_c.xml \art\actors\props\units\shields\scutum_rome_isp_d.xml \art\actors\props\units\shields\scutum_rome_isp_e.xml \art\actors\props\units\shields\scutum_rome_isp_f.xml \art\actors\props\units\shields\scutum_rome_isp_g.xml \art\actors\props\units\shields\scutum_rome_isp_h.xml \art\actors\props\units\shields\scutum_rome_isp_i.xml \art\actors\props\units\shields\scutum_rome_isp_j.xml \art\actors\props\units\shields\scutum_rome_isp_k.xml \art\actors\props\units\shields\scutum_rome_isp_l.xml \art\actors\props\units\shields\scutum_rome_isp_m.xml \art\actors\props\units\shields\scutum_rome_isp_n.xml All those files have <prop actor="" attachpoint="root"/> Since it doesn't seem useful, I guess it should be removed. Furthermore all the files in props_units_shield have _letter prefix while it should be _01 _02 etc Same for the meshes, some have both. I'm not sure whether you need to keep isw and isp in the name, are they really specific to one or the other ? The variant name seems a bit weird, but why not. In some cases you used the same variant for med and death damage, dunno if that's normal. Some base variant have no frequency I'm not sure about destruction variant but maybe they should have their frequency to 0 ? Sometimes the formatting is off double spaces, I fixed it in the attach zip, (VSCODE plugin) Some have this <?xml version="1.0" encoding="utf-8"?> <actor version="1"> <castshadow/> <group> <variant name="Base"> <props> <prop actor="props/units/shields/props/scutum_rome_boss_02_iron.xml" attachpoint="boss"/> <prop actor="props/units/shields/props/scutum_rome_back_02.xml" attachpoint="root"/> </props> </variant> </group> <group> <variant frequency="1" file="shields/scutum_ital_02.xml" name="ital-Scutum-ISW-02"/> </group> <group> <variant frequency="1" name="alive"/> <variant file="shields/scutum_ital_02_light.xml" name="lightdamage"/> <variant file="shields/scutum_ital_02_med.xml" name="mediumdamage"/> <variant file="shields/scutum_ital_02_med.xml" name="death"/> </group> <material>player_trans_parallax_spec.xml</material> </actor> Maybe it could be <?xml version="1.0" encoding="utf-8"?> <actor version="1"> <castshadow/> <group> <variant file="shields/scutum_ital_02.xml" frequency="1" name="ital-Scutum-ISW-02"> <props> <prop actor="props/units/shields/props/scutum_rome_boss_02_iron.xml" attachpoint="boss"/> <prop actor="props/units/shields/props/scutum_rome_back_02.xml" attachpoint="root"/> </props> </variant> </group> <group> <variant frequency="1" name="alive"/> <variant file="shields/scutum_ital_02_light.xml" name="lightdamage"/> <variant file="shields/scutum_ital_02_med.xml" name="mediumdamage"/> <variant file="shields/scutum_ital_02_med.xml" name="death"/> </group> <material>player_trans_parallax_spec.xml</material> </actor> Some stuff I also noticed One can consider removing the materials before exporting but that's alright. Same with the object mesh name in the DAE/Blender (Usually I would go umbo_0x; and then umbo_0x_mesh for the sub-object instead of cubo) the game doesn't care. Most of the death variant show only the wooden side, so the damage is only visible when unit is alive Also the colors look dull on my screen is that intended ? Finally checkrefs.pl says Missing file 'art/textures/skins/props/shields/scutum_ital_06.png' referenced by: 'Rome_Scutum/art/variants/shields/scutum_ital_06.xml' Missing file 'art/textures/skins/props/shields/scutum_ital_06_dmg_light.png' referenced by: 'Rome_Scutum/art/variants/shields/scutum_ital_06_light.xml' Missing file 'art/textures/skins/props/shields/scutum_ital_06_dmg_med.png' referenced by: 'Rome_Scutum/art/variants/shields/scutum_ital_06_med.xml' Missing file 'art/textures/skins/props/shields/scutum_ital_07.png' referenced by: 'Rome_Scutum/art/variants/shields/scutum_ital_07.xml' Missing file 'art/textures/skins/props/shields/scutum_ital_07_dmg_light.png' referenced by: 'Rome_Scutum/art/variants/shields/scutum_ital_07_light.xml' Missing file 'art/textures/skins/props/shields/scutum_ital_07_dmg_med.png' referenced by: 'Rome_Scutum/art/variants/shields/scutum_ital_07_med.xml' Missing file 'art/textures/skins/props/shields/scutum_ital_08.png' referenced by: 'Rome_Scutum/art/variants/shields/scutum_ital_08.xml' Missing file 'art/textures/skins/props/shields/scutum_ital_08_dmg_light.png' referenced by: 'Rome_Scutum/art/variants/shields/scutum_ital_08_light.xml' Missing file 'art/textures/skins/props/shields/scutum_ital_08_dmg_med.png' referenced by: 'Rome_Scutum/art/variants/shields/scutum_ital_08_med.xml' Missing file 'art/textures/skins/props/shields/scutum_ital_09.png' referenced by: 'Rome_Scutum/art/variants/shields/scutum_ital_09.xml' Missing file 'art/textures/skins/props/shields/scutum_ital_09_dmg_light.png' referenced by: 'Rome_Scutum/art/variants/shields/scutum_ital_09_light.xml' Missing file 'art/textures/skins/props/shields/scutum_ital_09_dmg_med.png' referenced by: 'Rome_Scutum/art/variants/shields/scutum_ital_09_med.xml' Missing file 'art/textures/skins/props/shields/scutum_rome_wooden_dmg_light_norm.png' referenced by: 'Rome_Scutum/art/variants/shields/scutum_rome_wooden_dmg_light_base.xml' Missing file 'art/textures/skins/props/shields/scutum_rome_wooden_dmg_light_spec.png' referenced by: 'Rome_Scutum/art/variants/shields/scutum_rome_wooden_dmg_light_base.xml' Missing file 'art/textures/skins/props/shields/scutum_rome_wooden_dmg_med_norm.png' referenced by: 'Rome_Scutum/art/variants/shields/scutum_rome_wooden_dmg_med_base.xml' Missing file 'art/textures/skins/props/shields/scutum_rome_wooden_dmg_med_spec.png' referenced by: 'Rome_Scutum/art/variants/shields/scutum_rome_wooden_dmg_med_base.xml' Missing file 'art/variants/biped/base_spearman_shield_ready.xml' referenced by: 'Rome_Scutum/art/actors/units/romans/infantry_spearman_e.xml', 'Rome_Scutum/art/actors/units/romans/infantry_spearman_e.xml' Rome_Scutum.zip Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted October 23, 2019 Author Report Share Posted October 23, 2019 4 minutes ago, Stan` said: @Alexandermb All those files have <prop actor="" attachpoint="root"/> Since it doesn't seem useful, I guess it should be removed. Furthermore all the files in props_units_shield have _letter prefix while it should be _01 _02 etc Same for the meshes, some have both. I'm not sure whether you need to keep isw and isp in the name, are they really specific to one or the other ? The variant name seems a bit weird, but why not. In some cases you used the same variant for med and death damage, dunno if that's normal. Some base variant have no frequency I'm not sure about destruction variant but maybe they should have their frequency to 0 ? Sometimes the formatting is off double spaces, I fixed it in the attach zip, (VSCODE plugin) Some have this 1- They will be removed, some spaces were left intended in case i've add a prop such as boss etc, cleaning is still needed. 2 - while it should be a or 0# some meshes have different shape and would be confusing have "scutum_01" and then after a long period of "scutum_20" suddendly it changes to "scutum_21" being the scutum_21 a different shape compared to others. Its better to keep 2 prefix or sufix for idenfity 1st the shape and 2nd the variant so either scutum_type_A or scutum_a and then lastly the numeratio _01 _02 _03 _04 _05, i know theres a naming convention but thats confusing if batch files are handled, such i've handled before with the gaul shields. In fact, naming conventions should be changed either to found a confort naming schema or a strongly strict and confusing one wich ends mixing all meshes while if theres any other artist he gonna have to import and look every single asset to find a diference. 4. Same case is kept for differentiate between swordsman shield and scutum, otherwise i would have to make such amount of shields with all the alphabet and lastly will have to use scutum_rome_AA - Scutum_rome_AB and thats worst. I've named them following rank also first letters are for basic rank such as A, B, C, and so on for elite and advanced. 6. i've noticed that if i don't apply the death variant they switch back the "no damage" variant. 7. they need frequency? if that so i'll add them. 11 minutes ago, Stan` said: Most of the death variant show only the wooden side, so the damage is only visible when unit is alive in case we have new death animations showing both. Reverting back to "no damage" variant doesn't make a difference in performance compared to death variant, both are only simple textures so reverting doesn't gonna make a difference i belive. 13 minutes ago, Stan` said: Also the colors look dull on my screen is that intended ? Some colors are desaturated to avoid mixing them with their respective player color, like blue and red. 14 minutes ago, Stan` said: Finally checkrefs.pl says i've kept them here in case id add another variant (and the test unit i've used for combat variant), was pretty time consuming going through folder for make 1 variant per texture if i could only leave x amount of variants and only add the textures. Quote Link to comment Share on other sites More sharing options...
Stan` Posted October 23, 2019 Report Share Posted October 23, 2019 4 minutes ago, Alexandermb said: 2 - while it should be a or 0# some meshes have different shape and would be confusing have "scutum_01" and then after a long period of "scutum_20" suddendly it changes to "scutum_21" being the scutum_21 a different shape compared to others. Its better to keep 2 prefix or sufix for idenfity 1st the shape and 2nd the variant so either scutum_type_A or scutum_a and then lastly the numeratio _01 _02 _03 _04 _05, i know theres a naming convention but thats confusing if batch files are handled, such i've handled before with the gaul shields. In fact, naming conventions should be changed either to found a confort naming schema or a strongly strict and confusing one wich ends mixing all meshes while if theres any other artist he gonna have to import and look every single asset to find a diference. 4. Same case is kept for differentiate between swordsman shield and scutum, otherwise i would have to make such amount of shields with all the alphabet and lastly will have to use scutum_rome_AA - Scutum_rome_AB and thats worst. I've named them following rank also first letters are for basic rank such as A, B, C, and so on for elite and advanced. Why not 01_01 ? 4 minutes ago, Alexandermb said: 7. they need frequency? if that so i'll add them. I'm not sure. 5 minutes ago, Alexandermb said: i've kept them here in case id add another variant (and the test unit i've used for combat variant), was pretty time consuming going through folder for make 1 variant per texture if i could only leave x amount of variants and only add the textures. The goal in the end is to integrate checkrefs.pl to be integrated to the CI and fail the build if files are missing, this is why we can't let warnings go in This is why I'm always complaining about it. (Also because in some cases it breaks the game) 7 minutes ago, Alexandermb said: Some colors are desaturated to avoid mixing them with their respective player color, like blue and red. Yeah but in case of the yellow shield, it's the whole shield ? Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted October 23, 2019 Author Report Share Posted October 23, 2019 1 minute ago, Stan` said: 1 Why not 01_01 ? 2 I'm not sure. 3 The goal in the end is to integrate checkrefs.pl to be integrated to the CI and fail the build if files are missing, this is why we can't let warnings go in This is why I'm always complaining about it. (Also because in some cases it breaks the game) 4 Yeah but in case of the yellow shield, it's the whole shield ? 1 could work maybe, if don't confuse. 3. ah yes of course, this isn't the final mod. if they aren't filled with another variant they are deleted. i still think 5 variants only for a champion isn't enough. 4. i don't follow yet it has the same alpha amount of others textures, nothing changed compared to the other textures but only the design. Spoiler Quote Link to comment Share on other sites More sharing options...
Stan` Posted October 23, 2019 Report Share Posted October 23, 2019 6 minutes ago, Alexandermb said: i don't follow yet it has the same alpha amount of others textures, nothing changed compared to the other textures but only the design. I have the feeling the color should be lighter, maybe a bit shinier ? Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted October 23, 2019 Author Report Share Posted October 23, 2019 6 minutes ago, Stan` said: I have the feeling the color should be lighter, maybe a bit shinier ? Ah well, that was better mention before bake the 30*3=90+ texture variants Though it looks pretty much similar to the aspis color even though one is baked and manipulated with paint.net and the other goes directly alpha from blender. Spoiler Quote Link to comment Share on other sites More sharing options...
Stan` Posted October 23, 2019 Report Share Posted October 23, 2019 Really sorry :/ Maybe it would have been easier had all the textures be rendered in one image :/ Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted October 23, 2019 Author Report Share Posted October 23, 2019 3 minutes ago, Stan` said: Really sorry :/ Maybe it would have been easier had all the textures be rendered in one image :/ actually was pretty fast and easy while doing animals or just lines like this ones: Spoiler while in cases like this it does take more than 20 minutes: Spoiler And later i've thought it was better have a full plain color and simply bake a green or purple line with the design if wasn't complicated like boar or bull: Spoiler 2 Quote Link to comment Share on other sites More sharing options...
wackyserious Posted October 23, 2019 Report Share Posted October 23, 2019 An easy fix could be, to place a new layer underneath the existing baked textures, use fill tool and add white, then tweak transparency to 10% (This could lighten the color a bit, but will also reduce the saturation a little) 1 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted October 23, 2019 Author Report Share Posted October 23, 2019 32 minutes ago, wackyserious said: An easy fix could be, to place a new layer underneath the existing baked textures, use fill tool and add white, then tweak transparency to 10% (This could lighten the color a bit, but will also reduce the saturation a little) Doing this, this is the result: Spoiler 10% opacity 2 Quote Link to comment Share on other sites More sharing options...
wackyserious Posted October 24, 2019 Report Share Posted October 24, 2019 The increase in lightness is noticeable, but like I said, that kinda affects the saturation of the color too. @Stan` is the one above enough? @Alexandermb Have you tried 20% opacity of 15% Quote Link to comment Share on other sites More sharing options...
Stan` Posted October 24, 2019 Report Share Posted October 24, 2019 8 hours ago, wackyserious said: The increase in lightness is noticeable, but like I said, that kinda affects the saturation of the color too. @Stan` is the one above enough? @Alexandermb Have you tried 20% opacity of 15% Yeah that's better. Can you take a screenshot from the distance ? 1 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted October 24, 2019 Author Report Share Posted October 24, 2019 Distance: 10% Spoiler distance 20%: Spoiler distance: 5% Spoiler at 5% doesn't look bad, it gets some brigthness as well as avoid getting over desaturated. in 10-20% red start to look pinky. 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted October 24, 2019 Report Share Posted October 24, 2019 Let's go for 5% then it looks brighter enough so that it stands out when in a battle The problem with dull colors is they make it hard to identify stuff on the screen. 1 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted October 27, 2019 Author Report Share Posted October 27, 2019 @Stan` added the 5% white background to every texture. Gonna see if can get more designs for extraordinarii and will be done for the main game infantry. Will see what can be done for the marian legionary scutum. 3 Quote Link to comment Share on other sites More sharing options...
Genava55 Posted October 27, 2019 Report Share Posted October 27, 2019 1 hour ago, Alexandermb said: Will see what can be done for the marian legionary scutum. If you are looking for more designs, try to look for "légionnaire césarien" in google images. François Gilbert did a lot of things about it, although not totally correct for things like leather armband, it is quite good on the others. Quote Link to comment Share on other sites More sharing options...
imperium Posted October 27, 2019 Report Share Posted October 27, 2019 Will there be legionaries in the next alpha? Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted October 27, 2019 Report Share Posted October 27, 2019 7 minutes ago, imperium said: Will there be legionaries in the next alpha? Not for republican Romans. Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted October 28, 2019 Author Report Share Posted October 28, 2019 Still WIP but here comes the start of the marian scutum: Normal maps haven't been applied properly for the whole shield base. Need to bake the normal map and diffuse for the iron rim in the spina following a reference: Spoiler Spoiler 2 Quote Link to comment Share on other sites More sharing options...
wackyserious Posted October 28, 2019 Report Share Posted October 28, 2019 Hmm, it crossed my mind after a game yesterday, why does the Marian and Imperial legionnaire promotes directly to centurion? Wasn't there supposed to be an optio before a centurion? Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted October 29, 2019 Author Report Share Posted October 29, 2019 isn't the exactly same number neither the exactly same design as the reference but this is what i could achieve whitout struggling too much in blender: Spoiler Note: Custom player color. 2 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted October 29, 2019 Author Report Share Posted October 29, 2019 Progress Update: Spoiler 1 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted October 29, 2019 Author Report Share Posted October 29, 2019 This 3 Legionary Scutum are Done: Spoiler Spoiler Maybe i should do this Caesar shield version aswell: Spoiler 2 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted October 30, 2019 Author Report Share Posted October 30, 2019 Since the rome_champion_4 use the same scutum marian, i gave the marian shield to the centurion and leaved the winged one only for the legionary: Spoiler 1 Quote Link to comment Share on other sites More sharing options...
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