I guess it is pointless since I have studied it a little. Everything I have said is not so much opinion as things that I have read/seen for myself. The richochet/wild behavior after being thrown part is indeed actually something that I have seen referenced in several different sources.
Just so you know, I have made the 3 man chariot and the Royal Guard from those source pics. Theyre not done, but theyre fairly far along. Theyre jsut on the back burner till I actually get some time to finish them.
Im going to have to disagree with all of that. Throwing it to make only one arc or one rotaion so that the head always sticks in your target is for target practice. You get less speed out of an axe when you throw it like that. However if you throw it as hard as you can while putting spin on it...
Totally agree. It seems to me that throwing axes were not a primary weapon and a great deal different than the modern target practice tomahawks/axes. But like you said it would be totally cool to actually animate it. When I get time, I will take a crack at it.
Throwing axes and tomahawks today are all for show. Making it do one revolution and stick in the target changes with the distance and is a very percise thing. Warriors dont have that luxury and most likely couldnt wait till they were at the percise distance. The franciscas were ajust a...
To make them less dark, no that would be simple. But the thing all the ships in the DB is that they were modeled after specific ships in real life. That means the creators made them look fairly close to what they did in real life. Besides there are many ethnic variants of each ship and the only...
Not really. We know how to keep it from happening (revert back to original download of LH). But I want to try to figure out why my optimizations of it is having this effect as I have litteraly done the same thing to over 1000 other things in the art. Its getting changed back to the original next...
Yeah weve noticed that. Still trying to figure out why it does that. I do know that it seems to be specific to only some peoples computers. For instance it doesnt do it to me.
That wont cause crashes. Thats just from reboning. Most of the DB, not counting simple reskins, has that same nif structure. Theres just differences between thse pheonician nif because some didnt need reboning or the base models was made by different people. I already messed around with it...
I dont know, youll have to ack JustATourist. In the OP it states that it is his viking caravel with some oars I added. I made it a few months ago and was one of my first units, so it was fairly advanced for me back then. Im all for historical accuracy, but I just thought it was a cool looking...
Did you look in the xebec folder?:confused: Its in each unit's folder for every version i made.
Done and done. Downloads have now been updated to include all the team colored versions of both the xebecs and man o wars.
Nice catch. Ill have to take it apart and see if I can replicate it for the gunship.
Just realized that we have the same problem with the air cav as with the motor infantry. What do you think we could do to differentiate the flanking paratroopers?
This can be done with just modifying the xml, number 3 atleast. Change the unit mesh for mech infantry in the UnitInfos to include the 2 flanking modern infantry. Look at how the settler unit mesh is set up to help you understand how to do it.
The only problem with the digi camo is that it doesnt look good when done on a 128 or even a 256 texture file. Look at zerver's modern US set. Its about as accurate and as detailed as you can get. But it uses a 1024 texture. Resize it to acceptabel game standeards and the digital pattern starts...
Alright,Ill have to make a new babylonian longbow. Looks like whoever made the early babylons got lazy. All they did was give the longbow a different colored chest.
The great prophet is wierd. Looks like it works fine on the map but not in the smaller viewport.
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