Dunefolk Rework - Base Units

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ghype
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Re: Dunefolk Rework - Base Units

Post by ghype » June 9th, 2019, 2:19 pm

well to be fair, dwarf fighter too wields two different weapons (axe/hammer) but it is not clrear by the animatiin where the hammer suddenly comes from.
So i think i will take just as much liberties when animating.

concept wise, i would say i will use both version (3) and (5). depensing on which of the two blades was uses in the last attack/defense, thats going to be drawn and the orher will be holsteres

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ghype
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Re: Dunefolk Rework - Base Units

Post by ghype » June 9th, 2019, 8:42 pm

shield very much WIP, but now you can read the second blade.
and because of the shield is a bit smaller, you can see that the holster on the back looks like the holster on front
so its no longer to be confused with quiver, right?


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EarthCake
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Re: Dunefolk Rework - Base Units

Post by EarthCake » June 10th, 2019, 11:15 am

Almost his whole chainmail is painted in green, but one small part under the head is gray. What is that part?

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ghype
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Re: Dunefolk Rework - Base Units

Post by ghype » June 10th, 2019, 12:08 pm

that is what humans call facial hair

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EarthCake
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Re: Dunefolk Rework - Base Units

Post by EarthCake » June 10th, 2019, 12:21 pm

ghype wrote:
June 10th, 2019, 12:08 pm
that is what humans call facial hair
Wow, that is the beard. But I meant that part that is left from the beard. (Beard is black and dark brown, but this part is gray)

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ghype
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Re: Dunefolk Rework - Base Units

Post by ghype » June 10th, 2019, 5:12 pm

ah ok, that might be some error in the shadowing. will fix that

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ghype
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Re: Dunefolk Rework - Base Units

Post by ghype » June 27th, 2019, 3:38 pm

I am trying to finally finish this project so I had a big session where I overworked all the the weapons and shields to be cohesive. New designs and new colouring. Here is the weapon overhaul. Thoughts?


soldier-new-9.png
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This is all left to do for the base units.

Burner Lv1 Male - 5A
- adjust hair colour to female hair colour
- rework weird triangle on the hair

Sunderer Lv2 - 3F
- body and horse chain mail rework
- add saddle

Cataphrakt LV3 - 3G
- body and horse chain mail rework
- give spear/lance instead of mace
- redraw bow or hide bow + quiver
- add saddle

Switftrider Lv2 - 4F
- remove floating pixel

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Pentarctagon
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Re: Dunefolk Rework - Base Units

Post by Pentarctagon » June 28th, 2019, 4:08 am

Looks fine to me :)
99 little bugs in the code, 99 little bugs
take one down, patch it around
-2,147,483,648 little bugs in the code

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The_Gnat
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Re: Dunefolk Rework - Base Units

Post by The_Gnat » June 29th, 2019, 1:02 am

Looking awesome!!! So close to being done!!

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Celtic_Minstrel
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Re: Dunefolk Rework - Base Units

Post by Celtic_Minstrel » July 6th, 2019, 1:06 am

(By the way, this probably isn't the correct thread for it, but isn't the correct spelling "Cataphract"?)
Author of The Black Cross of Aleron campaign and Default++ era.
Maintainer of Steelhive.

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josteph
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Re: Dunefolk Rework - Base Units

Post by josteph » July 6th, 2019, 11:06 am

@CelMin It's spelled that way ("Cataphract") in the actual addon.

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ghype
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Re: Dunefolk Rework - Base Units

Post by ghype » July 6th, 2019, 3:00 pm

It's really just me. Not that careful when it comes to orthographic

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ghype
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Re: Dunefolk Rework - Base Units

Post by ghype » July 7th, 2019, 4:20 pm

Small Update: Lordlewis improved the arms and stance of the Dune captain. Furthermore he also fixed that bow that gave me a headache. With that occasion I also removed that floating pixel on the Swiftrider but not gonna post that one.


skirmisher-new-13.png
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cataphract-new-14.png
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That's all that really is left considering we are done with the Extra Units:

Burner Lv1 Male - 5A
- adjust hair colour to female hair colour
- rework weird triangle on the hair

Sunderer Lv2 - 3F
- body and horse chain mail rework
- add saddle

Cataphrakt LV3 - 3G
- body and horse chain mail rework
- give spear/lance instead of mace
- redraw bow or hide bow + quiver
- add saddle

Switftrider Lv2 - 4F
- remove floating pixel

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doofus-01
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Re: Dunefolk Rework - Base Units

Post by doofus-01 » November 3rd, 2019, 10:09 pm

I'm taking a stab at some of these, before they have any animation frames. I don't have a good feel for them, but from looking at the unit files, I don't think my small changes ruin anything. The top are the current sprites, the bottom are revisions.
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dunefolks01.png
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BfW 1.12 supported, but active development only for BfW 1.13/1.14: Bad Moon Rising | Trinity | Archaic Era |
| Abandoned: Tales of the Setting Sun
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The_Gnat
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Re: Dunefolk Rework - Base Units

Post by The_Gnat » November 9th, 2019, 10:41 pm

Hi doofus-01! Looking great! I particularly like what you have done with the leadership unit. It looks really good now and the out raised fist is great!

Also I like the removal of the shield on the herbalist upgrades, they seem more appropriate for such units. I do wonder, though, if the lvl 3 Herbalist now looks too bulky?

Also I really like the changes to the Burner the new design looks much better shaded and the hair has been fixed. It also seems to have the correct amount of TC now!

However, I think the Strider's new posture might be a bit too dynamic for a standing pose?

Also I have a feeling that the lvl 3 Harrier:

Image

Is now wearing too much armour, considering it is a skirmisher.

Overall, undoubtedly awesome work!

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