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Archives (read only) => Glest Advanced Engine => General discussion => Topic started by: wciow on 26 April 2008, 09:26:26

Title: Glestimals
Post by: wciow on 26 April 2008, 09:26:26
Glestimals is a set of animals intended for use with the new 'whatsits' code in Daniels GAE. However they are free for anyone in the Glest community to use in their own projects as well. The Glestimals are currently in version 0.1 and are static meshes. The final goal is to have 10 or so animated animals ready for the GAE.

(http://i27.photobucket.com/albums/c168/jimbleboy/glestimals.jpg)

If you want to take a closer look at the Glestimals they can be downloaded here:
http://www.mediafire.com/?i9niuxj4mmz (http://www.mediafire.com/?i9niuxj4mmz)

EDIT (by daniel.santos 2009-09-18): This thread is in reference to ideas discussed in the old GAE 0.3 planning thread (https://forum.megaglest.org/index.php?topic=3387.0).
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Post by: weedkiller on 26 April 2008, 09:43:49
WOOT wciow stop beeing so good or i loose any mood to try it myself :P
No just joking(i wont give up), but i must say theese are are so cool.. nothing to add.
I like the deer most! Can you try making a fox too?
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Post by: orion on 26 April 2008, 21:38:50
Awesome Wciow. Good Work
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Post by: ZaggyDad on 26 April 2008, 23:17:40
Should I animate them? If so, does it need attack and animations for the ones that would be able to in real life? And what about death animations?

~Zaggy
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Post by: ttsmj on 27 April 2008, 08:19:16
I think death animation would be needed too
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Post by: Duke on 27 April 2008, 12:37:32
yeah a wolf could attak a deer for example.

to make it realy realistic it would be a pack of wolfes attacking though.
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Post by: charlieg on 27 April 2008, 15:52:01
What license are these available under and are they animated?

I expect the JCRPG project (http://http://jcrpg.blogspot.com) would be very interested in these also, as would other similar fantasy-themed FOSS games out there.

A good place to post these might be the FreeGameDev forum (http://http://forum.freegamedev.net).
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Post by: wciow on 27 April 2008, 17:02:13
Thanks for the feedback guys.

@ Zaggy
If you would like to animate these you are more than welcome :)
I'll post up the .blend files for you.

@ charlieg
I don't really know much about licenses but I'm happy for anyone to use them in any way, they don't have to credit me, however they shouldn't claim them as their own work either (hope that makes sense). I suppose that probably makes them GPL or something?

Concerning the JCRPG Project, their engine only uses .obj or .3ds models. Currently the Glestimals are converted from blender to .g3d's. I don't have the time to start helping on another project so I won't export them to other formats. If someone from JCRPG wants to take the .blend files and do the exporting then thats fine.
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Post by: paul.illes on 27 April 2008, 17:48:10
Quote from: "wciow"
Thanks for the feedback guys.
Concerning the JCRPG Project, their engine only uses .obj or .3ds models. Currently the Glestimals are converted from blender to .g3d's. I don't have the time to start helping on another project so I won't export them to other formats. If someone from JCRPG wants to take the .blend files and do the exporting then thats fine.


Hello!
I'm lead developer of jcrpg. As you might already know jcrpg is a fully opensource project (code and media too) and it will be more than happy to use your IMHO great looking 3d models in the game. If you release it in blender format under GPL (as you are discussing it here) or CC-BY or CC-BY-SA I will do the rest to use them in jcrpg and put your name in the contributors' list if you don't wish to be left out for a specific reason.

Hope to have your help,
best regards,
Paul
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Post by: paul.illes on 27 April 2008, 17:55:41
Quote from: "weedkiller"
WOOT wciow stop beeing so good or i loose any mood to try it myself :P
No just joking(i wont give up), but i must say theese are are so cool.. nothing to add.
I like the deer most! Can you try making a fox too?


About the fox, maybe you can check jcrpg's set of models with a bunch of animals like redfox, wolf, gorilla, spider, bear. You can check it at http://http://javacrpg.svn.sourceforge.net/viewvc/javacrpg/trunk/jcrpg/tools/blender/fauna/. They are all under free license (GPL or CC), derivatives are allowed all the time.
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Post by: titi on 27 April 2008, 20:41:23
here is a screensshot of the bear and the gorilla:
( click on fauna on the left )
http://jcrpg.blogspot.com/search/label/fauna (http://jcrpg.blogspot.com/search/label/fauna)
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Post by: Baida on 27 April 2008, 22:33:13
Nice idea and pretty cools model you did  :D
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Post by: modmaker on 28 April 2008, 22:35:58
I like the idea.  I had thought of implementing team-independent pre-deployed stage enemies, though not quite like these.  I think the spider should have a little less pink and a little more black, but that's just my opinion.
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Post by: daniel.santos on 29 April 2008, 06:41:17
This stuff is beautiful! :)
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Post by: wciow on 3 May 2008, 10:09:09
OK as promised here is a link to the .blend files for the Glestimals. There is also a new wolf model included.

http://www.mediafire.com/?xsfjscmisij (http://www.mediafire.com/?xsfjscmisij)
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Post by: ZaggyDad on 5 May 2008, 00:11:52
How come the wolf doesn't have a knee joint on the front legs? I can't animate it this way, and I can't think of a way to add it. It I convert it to quads, it ruins the UVing and the model itself.

~Zaggy
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Post by: daniel.santos on 5 May 2008, 05:50:32
Quote from: "ZaggyDad"
How come the wolf doesn't have a knee joint on the front legs? I can't animate it this way, and I cant think of a way to add it. It I convert it to quads, it ruins the UVing and the model itself.

~Zaggy

whine, whine, whine.  Back when I was your age, I used to draw out my graphics on paper in a grid, add up the values and then key them in, because we didn't have image editors, much less fancy-shmancy 3d modeling tools like Blender and 3ds. :)  I wish I still had some of the pieces of paper I drew these on to scan in and show you, but that's how I made all of my animations, which were just 8x8 bit sprites.  And actually, they weren't even true sprites, I used programmable character sets because that was the only way to do graphics on the Vic20 unless you wanted to be restricted to their crappy "graphics" character set.
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Post by: orion on 5 May 2008, 11:25:47
Quote
whine, whine, whine. Back when I was your age, I used to draw out my graphics on paper in a grid, add up the values and then key them in, because we didn't have image editors, much less fancy-shmancy 3d modeling tools like Blender and 3ds.  I wish I still had some of the pieces of paper I drew these on to scan in and show you, but that's how I made all of my animations, which were just 8x8 bit sprites. And actually, they weren't even true sprites, I used programmable character sets because that was the only way to do graphics on the Vic20 unless you wanted to be restricted to their crappy "graphics" character set.


Life must have sucked back in your day. :D
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Post by: ZaggyDad on 5 May 2008, 15:48:36
Sounds like it. :O I finished the flying animations for the hawk (gliding, and flapping), but I can't upload the animations anywhere yet.

Btw, I centered the hawk on the grid, because I think there should be air units in Glestimals, and not only ground units with air models. Then they would bump into air units instead of going through air units and stopping ground ones.

~Zaggy
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Post by: paul.illes on 5 May 2008, 18:04:27
Quote from: "wciow"
OK as promised here is a link to the .blend files for the Glestimals. There is also a new wolf model included.

http://www.mediafire.com/?xsfjscmisij (http://www.mediafire.com/?xsfjscmisij)


That's really great news indeed! So these (with the new wolf) are supposed to be under GPL license?

Have you checked jcrpg models?
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Post by: weedkiller on 5 May 2008, 18:25:15
Zaggy, perhaps you can improve the leg without further uv-editing:
Cut the triangles/Faces with knife, shift+k, then perhaps "exactline" or "midpoints". Then scale that around or make mor of that cuttet-rings.

@daniel.santos
hehe, you mustnt go back that much for cruel handpainting jobs. If you ever have hered of a game named "clonk". I made some objects for it some time ago but really cruel was making a new unit because you have to draw a set of maybe 40-pictures which show the unit walking, punshing, throwing... I think these pictures had around 9 pixels for the head so not the same but still something that could have lead to similar feelings :)

//edit
you can join tris to quads with alt+j and split by strg+t, but you may know
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Post by: ZaggyDad on 5 May 2008, 18:41:48
What I meant was that it wouldn't work to do loop cut, or do it manually, because it's made of triangles. But I suppose exact cut might work.

Btw, wciow, could you make the tail of the deer be white underneath?

~Zaggy
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Post by: paul.illes on 9 May 2008, 17:53:46
Quote from: "paul.illes"
Quote from: "wciow"
OK as promised here is a link to the .blend files for the Glestimals. There is also a new wolf model included.

http://www.mediafire.com/?xsfjscmisij (http://www.mediafire.com/?xsfjscmisij)

That's really great news indeed! So these (with the new wolf) are supposed to be under GPL license?

Have you checked jcrpg models?


Any chance to have an answer?
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Post by: paul.illes on 11 May 2008, 10:58:08
Quote from: "wciow"
@ charlieg
I don't really know much about licenses but I'm happy for anyone to use them in any way, they don't have to credit me, however they shouldn't claim them as their own work either (hope that makes sense). I suppose that probably makes them GPL or something?


Well, until you specify another license , for this version I'll add a special license file, containing this quoted text (above). Also I will specify you as author of it in the license. You have done a great job, so thank you again! :)
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Post by: daniel.santos on 11 May 2008, 17:52:19
I think we were targeting the CC by-sa license (http://creativecommons.org/about/license/ (http://creativecommons.org/about/license/)) for all sounds, graphics, models and textures.  This license is the closest approximation to the GPL (or LGPL) and requires that those that use your work must credit the original artist.
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Post by: wciow on 11 May 2008, 19:10:21
Quote from: "paul.illes"
Well, until you specify another license , for this version I'll add a special license file, containing this quoted text (above). Also I will specify you as author of it in the license. You have done a great job, so thank you again! :)

@Zaggy
I don't know if you fixed the wolf model yet? You can just use ctrl-r to add a ring to the legs then remap (all the vertices are pinned) and relink the texture file.
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Post by: paul.illes on 11 May 2008, 19:22:14
Thanks for the answers! And thanks for the fine choice of license. I prefer CC-BY-SA myself too! I've just added deer, heron and wolf to jcrpg fauna, they look very nice. :)
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Post by: ZaggyDad on 12 May 2008, 01:02:19
Yes, I've fixed it. :)

~Zaggy
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Post by: charlieg on 13 May 2008, 02:12:15
Don't forget to animate them :D
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Post by: ZaggyDad on 13 May 2008, 21:49:38
I am (It's taking a while, though.) .

~Zaggy
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Post by: daniel.santos on 14 May 2008, 21:37:48
Are you guys using skeletons in the .blend models?  You know I'm a total n00b with that stuff, but I've seen how much of a difference it makes to implement a real skeleton for the models.
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Post by: weedkiller on 15 May 2008, 14:06:57
I think they use armatures/skeletons in blender, i dont know any other way to do this comfortable so...

I think glest you wont need a skeleton-base animationthing unless you want something like ragdoll or stuff. Morphing and else can be done by the point-interpolation which you nicely extended for useability (thanks again :) ).
Also i think a ragdollsytem will need much more artistic skills, too, as the modell is much more likely to act "weird", means sometimes if i try to make an animation i must give up an idea (like let the man taking a bag over his shoulder from ground) because the model wont look good at some skeleton-situations. Thats why i had to turn the thrall for northmenmod in order to let him pick up the bag.
Same goes for raising weapons over head. Sometimes it looks good sometimes doesnt...
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Post by: wciow on 27 May 2008, 14:46:16
Glestimals V0.9

This is a new version of glestimals with some new animals:

(http://http://i27.photobucket.com/albums/c168/jimbleboy/glestimals2.jpg)

Download it here:

http://www.mediafire.com/?klznbvjluum (http://www.mediafire.com/?klznbvjluum)

I only have one model left to complete for V1.0 (the fox). Then it will be a case of going through and improving all the skins for possible future versions.
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Post by: orion on 27 May 2008, 15:24:26
Those really are nice, Wciow. Good work.
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Post by: ttsmj on 27 May 2008, 15:32:45
The artwork is awesome.. :P

At the moment I'm trying it out:
(http://http://img181.imageshack.us/img181/6932/bearrvn1.png)
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Post by: hailstone on 29 May 2008, 15:18:57
Quote
Those really are nice, Wciow. Good work.

I agree
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Post by: ttsmj on 1 June 2008, 09:34:06
I have put armatures on the bear and weight painted it
bear-custom.blend (http://http://www.mediafire.com/?mgmxmxymbf9)
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Post by: wciow on 1 June 2008, 17:58:36
Thanks ttsmj, I'm pretty useless at animating  :)

Here is a new version of Glestimals.
Changes for this version are:

1 new model, a fish.

Bear now has 3 animations (idle,attack,die)

Wolf has slightly improved mesh and texture.

Texture improvements for:
Hawk
Rabbit
Snake
Deer

Download it here:
http://www.mediafire.com/?jyjnbty8bsd (http://www.mediafire.com/?jyjnbty8bsd)
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Post by: osiris on 4 June 2008, 22:10:20
sorry if this is a stupid question, but how do i put glestimals in glest?
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Post by: Jamesgamer on 5 June 2008, 02:00:51
I don't think they're ready for implementation yet  :D
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Post by: osiris on 5 June 2008, 02:18:52
thats a bummer... i wanted to see what it was like with the glestimals in.
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Post by: wciow on 5 June 2008, 11:53:09
You can put the Glestimal models in glest but they aren't animated. Also you can't just 'install' Glestimals, you have to write an XML file for the new model.

Once Daniel.Santos puts in some new code for neutral 'whatsits' then Glestimals will be put into the FPM and also be usable in other GAE mods.
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Post by: ttsmj on 5 June 2008, 15:49:03
Quote from: "osiris"
thats a bummer... i wanted to see what it was like with the glestimals in.


I have replaced the pig model with bear model. That's how i did that screenshot  :)

btw.: pig model is in /techs/magitech/factions/tech/units/pig/models/
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Post by: titi on 12 June 2008, 12:28:43
Probabaly the new lua scripting can be used to place "glestimals" in a scenario as new units in the whole level. They will belong to one of the factions( at the moment ), but probably that doesn't matter.
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Post by: wciow on 13 June 2008, 13:39:27
It might be possible but I'm not sure if you can put neutral units in with Lua script?

I am mainly concentrating on getting more animations done for another release.
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Post by: ttsmj on 13 June 2008, 16:51:11
Quote from: "titi"
Probabaly the new lua scripting can be used to place "glestimals" in a scenario as new units in the whole level. They will belong to one of the factions( at the moment ), but probably that doesn't matter.


Other RTS usually have another hidden player called "hyperplayer" - it is controlled by cpu and 'own' the animals, trees, mines etc...

BTW, I am making a new texture for the bear... it is almost done!
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Post by: ttsmj on 13 June 2008, 21:17:59
here it is:

http://www.mediafire.com/?xtjd4d1tc4c (http://www.mediafire.com/?xtjd4d1tc4c)
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Post by: weedkiller on 15 June 2008, 13:02:54
Hi ttmj,
wow i just looked into your file (with my new lappy under xubuntu XD) and i must say, nice setup!! I havent testet it on the model so far but i think its really great work.
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Post by: wciow on 15 June 2008, 23:49:47
Excellent texture :) Definetly an improvement on the old one!  
Can I put this in the next release of Glestimals, with credits of course?
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Post by: ttsmj on 21 June 2008, 08:10:52
of course, everything I have made is under CC-BY-SA 2.0
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Post by: osiris on 29 June 2008, 20:14:18
is this still alive? because i can't wait to see this get up and running.
if you guys need an extra person to test or write xmls ill help.
and can i use the spider texture in an extension of the magic faction if i give credits?
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Post by: wciow on 29 June 2008, 20:35:27
Yeah, this is still alive but I haven't had time to work on it for a couple of weeks. It will be updated soon and of course everything released so far is free to use and modify!
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Post by: Omega on 3 July 2008, 20:42:37
I could make xmls, but I'd rather wait till they are animated. Then I'll stick 'em in my tech tree (provided you give me permission of course)

So Wciow, what do you say?
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Post by: ttsmj on 4 July 2008, 18:07:43
wciow there is one more issue... how would these animals be integrated into game? We need some kind of computer controlled neutral player. In age of empires this player was called "Gaia".

what do you guys think?

Quote from: "omega"
I could make xmls, but I'd rather wait till they are animated.

Why not animate them yourself?

Quote from: "omega"
(provided you give me permission of course)


My work is released under CC-BY-SA 2.0
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Post by: Omega on 4 July 2008, 22:01:01
Well, I COULD animate them myself, as I'm slowly learning animation (I'm skilled with xmls, not animation) but I cannot get the blender export script to work, so I need help with that. Besides, I heard some people wanting to animate them already...
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Post by: nosoyjoe on 7 July 2008, 07:23:08
Are these animals going to be part of the tileset or enviroment?
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Post by: Omega on 10 July 2008, 04:41:44
IDK, I'm personally hoping to see them as their own faction or for them to be implimented in the magitech.

BTW, Wciow, I used your bear model in the ancient techtree. You have been added to the credits. Anyone else who helped create the bear tell me so I can add you to the credits too. (the bear is now called the hell bear, sports a powerful attack and a spell called Hellhound)
Title: Re: Glestimals
Post by: horusofoz on 10 December 2008, 03:02:29
I think it would be good to have a variety of neutral creeps (Or glestimals as you call them) that actually attack players. From wild bears or wolves, to demons, bandits, rogue mages etc. You could have them guarding resources or treasures, a small number on random patrols that have the potential for them to stroll into your village and start attacking. Also if possible maybe have low-to mid level creeps be respawned in certain areas, though high level creeps such as demons or dragons, are not respawned when killed. I suggest Warcraft 3 as a reference for this idea.

Also what would be mad is if by say Glest 5 or 6 we could develop the rpg elements for "hero" units as they did in warcraft 3. However I think before then we need to get the base game much more solidly set.
Title: Re: Glestimals
Post by: daniel.santos on 10 December 2008, 03:14:55
Good ideas, although I'm not necessarily interested making a WC3 clone.  I don't mind taking good ideas from here and there, but I like to keep possibility open.

My idea of the "glestimals" or "whats-its" is for visual purposes only.  If it goes beyond that (effecting game play) it'll need something different.  Originally, for "whats-its", I was thinking little low-polygon birds, snakes, rabbits, insects, deer, etc.  But I also like the idea of game-effecting units that do not belong to some certain enemy faction, that are "wild" or that are part of a non-standard faction, like the gnolls camping out somewhere.  Still, I prefer to stray from concepts that are a bit too worn out for me -- that the world is a place to be conquered and stolen from others and that anybody who stands in your way is a monster, although it should be supported in the engine if that's the type of mod/scenario/campaigns that somebody wants to write.  I admit that they are fun as well.

I presume you've read the relevant threads on heros (using a global hidden resource to restrict production or existence of more than x number of units to create a singular hero)?  So the other components are accumulating experience points instead of just kills and being able to pick up items, drop them, use them, be able to have a pool of "enhancement points" that you can use to increase stats of your choosing and other mechanisms to shape the growth of your character to your liking, etc.  There are lots of directions you can go to make it interesting, I don't think we'll see that in 0.3 though.
Title: Re: Glestimals
Post by: horusofoz on 10 December 2008, 07:45:01
Sorry I didn't mean to create a W3 clone. I just thought being OSS can take the best elements of many different games and pull together to make something better yet. W3 just has a few of those elements I think would be good to include. I think the extensibility of OSS means Glest should eventually be superior to Warcraft, not a Warcraft clone.
Title: Re: Glestimals
Post by: daniel.santos on 11 December 2008, 01:56:35
I sure hope so!! :)  Starcraft II will be out some time in '09 I think and it will be competition.  I'm hoping to have GAE looking good in it's face, although having so much money and development hours, I'm sure Blizzard could outdo Glest/GAE in a short time.  None the less, I GAE will have a range of extensibility that may be unparalleled, and that would be cool (if it's actually useful, etc.)
Title: Re: Glestimals
Post by: wciow on 11 December 2008, 19:05:44
Quote from: "daniel.santos"
I sure hope so!! :o

Back on topic, I agree with what Daniel said about not having WC3 style creeps. Personally I never really liked the RPG elements in RTS games (I'm more of a pure strategy guy). I think just having a few animals which wander the map and can be killed (but have no real game effect) is the way to go.
Title: Re: Glestimals
Post by: modman on 14 December 2008, 22:35:41
I think they could be created by certain tileset objects, like stones or obelisks.  That way the number of creeps can remain constant; if one dies somewhere, another is created by a random tileset object.
Title: Re: Glestimals
Post by: daniel.santos on 15 December 2008, 08:45:32
I think he means creep as in "WC3 style creeping into GAE", not as in "freeps & creeps" of lotro or "creeps" as in "creatures" or non-team-aligned NPCs.  This conversation reminds me of a scene from Space Balls.
Title: Re: Glestimals
Post by: modman on 16 December 2008, 04:00:06
I have no idea what you're talking about.  I don't know what "Space Balls" is, I haven't seen lotr ( :'( ) and I have absolutely no intention of playing World of Warcraft.

What about the idea though?
Title: Re: Glestimals
Post by: daniel.santos on 16 December 2008, 16:48:45
Yea, I concur and I think others are in support of it too.  This is also important for the options for pet behavior that I have a "wild" faction to send optionally send pets to when the owner dies.  So I'm thinking having non-player "factions" with their own AI (less sophisticated though), and such units would have settings specifying how aggressive/passive they are, how they respond to attacks, and whatever else seems appropriate.  As far as maintaining a constant about of them, having them respawn and such, that should be optional if supported.

Also, it's lotro - "lord of the rings online" and we're not talking about world of warcraft, we're talking about warcraft 3 where there are obelisks guarded by gnolls and such and you have to kill them to get their treasure (sounds like how the united states [and others] got their land to me).
Title: Re: Glestimals
Post by: gameboy on 16 December 2008, 18:48:49
I think a better example for glestimals is in AOE3, also some should be conquerable, which if conquered will give the governing player a bonus, ex. capture a herd of oxen and get +5 food for every oxen captured.
Title: Re: Glestimals
Post by: verarticus on 16 December 2008, 21:53:53
how about the teams can have a "trainer" unit that could take control of (2 maybe?) glexamals and use them for whatever benefit food pet etc
Title: Re: Glestimals
Post by: daniel.santos on 16 December 2008, 23:52:28
hmm, that's very worth consideration actually.  While I'm against "style creep", people often become attached to features of other games and like to re-create them in their own games, and "capturing" animals for livestock was/is a big part of some AOE scenarios, as is hunting -- being able to kill a creature and harvest the meat for food.  One could just say to do it in lua once it's in, but I'm thinking that it's worth of consideration for integration into the engine its self, as long as it can be kept simple.

However, note that stability and multiplayer is top of the list right now and is still not under control. :(  None the less, here are my thoughts.

Capturing
I proposed this idea long ago for the FPM Lich, but it never made it's way in.  It basically involves the ability for a unit of one team to take control of a unit from another team.  For my proposal (for FPM), I wanted to limit the number of units the lich could control, give enlightenment a mechanism to retake control of their units and give the controlling faction a kill for the death of the controlled unit (and the original faction a "death") -- so the state of the controlled unit (having been originally from another faction) is never lost.  Additionally, there is a master/slave relationship between the lich and the controlled unit that should be lost if the lich dies (or perhaps even if he is stunned, paralyzed, turned to stone, etc.)  In fantasy lore, there are often spells used to control others, so it's more than possible that such a scenario could pop up again with somebody else's mod.

As for the "animal tamer", they would probably want to execute some skill (like the lich) to gain control of the foreign unit.  But for AOE-style livestock capturing, it's an implicit action that occurs when any unit comes near the foreign livestock unit.  So if I do this feature, I want there to be a well thought-out framework that will accommodate all of theses scenarios.  Also, for the animal tamer, they may not want to maintain the same master/slave relationship that FPM liches do -- so  once an animal is tamed, it stays that way and the tamer can go on to tame as many animals as they like, get killed, etc.

Hunting
Some others have already requested the ability to transform a unit when they die, this could extend upon that functionality.  Essentially, it would transform the unit into something that's harvestable (optionally with the slowly decreasing resource count as in AOE).
Title: Re: Glestimals
Post by: modman on 17 December 2008, 02:33:39
Wkiow I know you'll be mad at me (or any variation of mad) for saying this, but maybe the creatures should be a little more fantasy-like.  They should probably also vary by tileset so that the Forset creatures are slightly different than Winter Forest creatures.  This could be as simple as a reskin.

 :!:  :!:  :!:  !

For the harmful ones, some kind of troll would be nice for the guarding one, a goblin for the roaming, and a wolf for another roaming but stronger.

The beneficial ones could be simply gnomes.  Example:
Code: [Select]
[img]http://images.netshops.com/mgen/master:AEI063.jpg[/img]
Title: Re: Glestimals
Post by: gameboy on 17 December 2008, 03:16:23
Quote from: "modman"
Beneficial ones would give resources when you captured (killed really, but they respawn from specific tileset objects.)
not just resources, but bonuses, fir example if you capture a horse the move speed of all horses and mounted units increase by a small amount say .25 % maybe less, it would increase with every horse captured, there could also be a pen to put all the captured animals to avoid a congested base, they would just disappear in the building if the building is destroyed then they come out.
This could also be applied to stationary objects (the bonuses not the pen), say a ruin of an ancient civilization, capture it and get faster training speed for all units, however it need some units in its vicinity, or it will be captured by the next unit passing by who has the building in its LOS, and if this happens all the benefits from the captured unit or building would be lost to the particular player.
Title: Re: Glestimals
Post by: wciow on 17 December 2008, 15:29:40
Quote from: modman
Wkiow I know you'll be mad at me (or any variation of mad) for saying this, but maybe the creatures should be a little more fantasy-like.

I don't mind fantasy creatures at all. I made the current Glestimals as real animals since they can be used in all mods not just fantasy ones. If someone is making a modern military mod having gnomes and trolls roaming around is a bit strange.

If you really want fantasy creeps then I have already made a goblin and a troll.

(http://i27.photobucket.com/albums/c168/jimbleboy/gw.jpg)
(http://i27.photobucket.com/albums/c168/jimbleboy/rtr.jpg)

 
Quote from: modman
They should probably also vary by tileset so that the Forset creatures are slightly different than Winter Forest creatures.  This could be as simple as a reskin.

Sounds like a good idea but its up to Daniel to decide how creeps are implemented. I just make the models  :)
Title: Re: Glestimals
Post by: Omega on 17 December 2008, 15:49:43
OT: The troll should be shown on the improving magic thread in general discussion. We sure could use a troll!
Title: Re: Glestimals
Post by: modman on 17 December 2008, 23:09:10
I love them!  The troll would be best for the one that guards the area, and the Goblin is nice as a roaming weak creature.   :!:
Code: [Select]
[img]http://www.foxdie.co.uk/images/zazzle%20werewolf.jpg[/img]
Daniel, how do you like my ideas so far?
Title: Re: Glestimals
Post by: daniel.santos on 18 December 2008, 20:19:48
nice creeps wciow! :) ).

So gameboy, the idea of captures causing bonuses, but only so long as an item/building/wild unit is captured can become a very remarkable tool for fun variant games (maybe you or somebody else mentioned this before) -- I'm thinking along the lines of CTF (capture the flag) types of game variants and such, perhaps even a game type that is on-going games where players can join and drop at any time and vacant slots are taken over by AI or abandon or something.  I'm just thinking outside of the box here, and perhaps I've even rolled off on the floor and outside into the garden, but I don't see why any restrictions should be placed on possibility. (don't expect me to code anything like that in the near future though!!  :P  )

None the less, I think we have a pretty descent base specification for Glestimals
Code: [Select]
[url=http://glest.org/glest_board/viewtopic.php?f=15&t=3387]http://glest.org/glest_board/viewtopic.php?f=15&t=3387[/url]That's roughly it.  I'll get more into designing that later.  I'm working on networking code now so I don't want to think too much on it today.
Title: Re: Glestimals
Post by: ZaggyDad on 19 December 2008, 01:07:04
Please, let's not get into the treasure stuff. It may be good for scenarios, but we shouldn't have it in for normal gameplay. Having creeps and guardians is annoying, and it makes the game pretty much into just another RPG. Glestimals should just be animals that either attack other species, or  animals that aren't dangerous, and are often attacked by the carnivorous animals, but can be hunted and used for food. perhaps we could make each animal have a list of the other animals in it's xml that each have settings on how often they are attacked.
Title: Re: Glestimals
Post by: daniel.santos on 19 December 2008, 11:32:21
Thanks for chiming in Zaggy, those are my sentiments :)

However, they would have in common a lot of traits with "whats its" as well, so perhaps it deserves a good object design that keeps things as clean as possible.  A big part of "whats its" being effective at adding character to the game is to have them do things that those types of animals would normally do -- graze at their favorite tile types, nest in trees, etc.  This behavior is also something desirable for full-blown "Glestimals" or "creeps".
Title: Re: Glestimals
Post by: ZaggyDad on 19 December 2008, 17:33:20
Yeah, I guess it will take a lot more animating than I thought... And it might be good to make there be animal "homes," like caves, nests and such. Some animals wouldn't have homes, though (deer, for instance). I've got a few animations for the hawk and maybe a few other things, but not enough to make much of a difference. All I've got on the hawk (I think so, at least) is flapping and gliding animations. I think I tried making animations for them diving and killing things, but it's definitely not the best I can do. And I might have tried making a landing animation, but it came out as absolute trash. ;) I tried making an attack animation for the wolf, but it didn't turn out good enough, either. I guess I must be getting out of practice.
Title: Re: Glestimals
Post by: daniel.santos on 19 December 2008, 21:43:52
practice makes perfect!  :D
Title: Re: Glestimals
Post by: hailstone on 20 December 2008, 03:17:46
Perhaps have an option when setting up the game?
Title: Re: Glestimals
Post by: modman on 20 December 2008, 22:34:33
It has nothing to do with a scenario. ::) The maps would be designed so that an outcropping of resources could be guarded by creeps.  Plus, you could specify according to each individual map how may of each type of creep there should be.
Title: Re: Glestimals
Post by: horusofoz on 21 December 2008, 03:03:38
Sounds like a good way to go:-)
Title: Re: Glestimals
Post by: modman on 21 December 2008, 03:23:40
:) For Winter forest, the Troll could be a yeti.
Title: Re: Glestimals
Post by: John.d.h on 21 December 2008, 06:57:56
Quote from: "ZaggyDad"
perhaps we could make each animal have a list of the other animals in it's xml that each have settings on how often they are attacked.
That might get a little cumbersome when you add new animals, because then you'd have to go through all the other xmls and change the lists.

How about classifications instead?

They could be tagged as "cowardly", "defensive", "territorial", or "belligerent".  The cowardly ones would run away, while the defensive ones would fight back if they got attacked.  Territorial creatures would attack if you got too close, and belligerent ones would attack on sight.  Additional tags like "stationary" and "wandering" would help, as well as "predator", "prey", and "monster".  These would work in combination, of course, so an ogre could be a wandering belligerent monster (roams around the map looking for somebody to kill) while a buffalo might be a stationary territorial prey (stays in one spot, but attacks if you get too close).
Title: Re: Glestimals
Post by: horusofoz on 21 December 2008, 10:40:48
:D

I have to say your idea as a capstone to those of others with regards to the Glestimals/Creeps concepts demonstrates a comment I made to someone earlier that being OSS, Glest should in (Hopefully only a short) time be superior to games such as Warcraft 3 and AOE. Here we have brought together "Glestimals/Creeps" like ideas that have been used by various games, extracted the best elements and (with your effort) added an original twist to possibly make a better system than all the games had individually. Thanks mate :D
Title: Re: Glestimals
Post by: Omega on 21 December 2008, 22:19:20
belligerent = aggressive
And yeah, that would be nice, but we still need these things to be implimented. So many things to do, so few hours in a day...
Title: Re: Glestimals
Post by: modman on 22 December 2008, 01:31:06
I'm not sure how many creeps are really needed...I think four is plenty.  If there's more it will make gameplay very complicated for beginners.  They not only have to understand the techtrees and the strategies, but they have to learn how to combat creeps.  How would a noob know a buffalo is going to attack them?

Alright what type of creep should the one that gives you gold when you kill it be in the Winter Forset tileset?  And the two rogues? (powerful and weak)
Title: Re: Glestimals
Post by: John.d.h on 22 December 2008, 03:46:25
Quote from: "modman"
How would a noob know a buffalo is going to attack them?
Common sense? :O
Title: Re: Glestimals
Post by: horusofoz on 22 December 2008, 06:48:25
Yeah can't make everything too obvious. Give it some depth that needs to be penetrated through continued gaming.
Title: Re: Glestimals
Post by: ZaggyDad on 22 December 2008, 17:15:43
Quote from: "modman"
It has nothing to do with a scenario. :roll:

Quote from: "horusofoz"
Yeah can't make everything too obvious. Give it some depth that needs to be penetrated through continued gaming.
Totally.
Title: Re: Glestimals
Post by: John.d.h on 23 December 2008, 14:58:35
Quote from: "horusofoz and ZaggyDad"
Brilliant
Thanks, I'm glad you like my ideas. :roll:[/quote]
I was thinking the Glestimals could be defined by the tech tree.  Magitech might have wolves and deer; if anybody ever finished Glest-Life (*crosses fingers and hopes*) it could have head crabs, those dog things with the giant eyes, ant lions, etc; and other tech trees might have ghosts, faeries, giant scorpions, Jawas, or anything else their creator has in mind.  Just a thought.
Title: Re: Glestimals
Post by: ZaggyDad on 26 December 2008, 19:20:31
Quote from: "johndh"
Thanks, I'm glad you like my ideas. :)
You're welcome.

Quote from: "johndh"
I was thinking the Glestimals could be defined by the tech tree.  Magitech might have wolves and deer; if anybody ever finished Glest-Life (*crosses fingers and hopes*) it could have head crabs, those dog things with the giant eyes, ant lions, etc; and other tech trees might have ghosts, faeries, giant scorpions, Jawas, or anything else their creator has in mind.  Just a thought.
Yeah. I suppose that would work.
Title: Re: Glestimals
Post by: @kukac@ on 26 December 2008, 19:24:32
Dunno, I first thought Glestimals should depend on the tileset, so polar bears wouldn't be on desert tilesets. I dunno how animals affected by different factions.
Title: Re: Glestimals
Post by: Idanwin on 26 December 2008, 23:48:00
Maybe every tileset should have a cold, normal, hot label and every glestimal should also have one.
If you use the desert tileset all units with the hot label will be used and with winter forest all with the cold label.
And forest all with normal.

~Idanwin
Title: Re: Glestimals
Post by: modman on 27 December 2008, 00:05:54
That would be brillient, except we only have about ten tilesets.  Just define the Glestimals that can occur in the tileset.xml. ::)
Title: Re: Glestimals
Post by: @kukac@ on 27 December 2008, 08:41:23
And make it in a way, that if a new tileset appears, you won't have to rewrite the whole code...
Title: Re: Glestimals
Post by: Idanwin on 27 December 2008, 09:45:37
What I meant was adding
<tileset label="normal"/>
to the Glestimal xml and something in the map file which defines its label.

~Idanwin
Title: Re: Glestimals
Post by: modman on 28 December 2008, 01:16:27
And then you'll end up with a ton of variables that perform the exact same thing.
I don't even see a need for that many tilesets to be included.

There are other tilesets out there; I downloaded a bunch somewhere that seemed to be in a Germanic-type languege (sorry, but I'm unilingual except I'm taking a Spanish class)

They weren't that good though.  It looked like whoever made them just recolored textures, so...
Title: Re: Glestimals
Post by: John.d.h on 28 December 2008, 23:11:45
Maybe the tech tree should define the glestimals, which would all have climate tags, so they'd appear on different tilesets.  My only concern is that you'd have to make a lot of different glestimals for each tech tree.
Title: Re: Glestimals
Post by: @kukac@ on 29 December 2008, 08:32:22
So in the end, every Glestimal would have a tag like "tropical", and "forest" etc. and the techs would have tags like "tropical,forest" and if they match, then the animals will appear in game. So if the tech will support desert animals in the winter forest tileset, then...
Title: Re: Glestimals
Post by: Idanwin on 31 December 2008, 23:45:49
No not the name of the tileset but just the climate, and maybe also a magical/natural tag.
Forest would be medium, natural. Magitech would add magical. = all medium glestimals will be used
Winter forest would add cold, natural. And some serious faction could add another natural. = all cold, natural glestimals will be used.

Something like that.
Title: Re: Glestimals
Post by: Omega on 1 January 2009, 22:13:21
There hasn't been much talk of implimenting this, though. Whats the chances it'll be implimented in 2009?

[50%. Yes or no. - @kukac@]
Title: Re: Glestimals
Post by: wciow on 2 January 2009, 13:08:40
Quote from: "omega"
There hasn't been much talk of implimenting this, though. Whats the chances it'll be implimented in 2009?
Well the original models that I made are still ready to go in the engine. They just need to be animated.

As for actual implementation I would guess that Daniel will certainly get the basics done somewhere in the next year(!) judging by the roadmap on the Bugzilla.

As for the ideas about climates/creeps I think those will be a long way down the line.  :|
Title: Re: Glestimals
Post by: ZaggyDad on 2 January 2009, 14:07:34
I think he said a while back that he'd add it in 0.3.0.
Title: Re: Glestimals
Post by: Omega on 2 January 2009, 19:42:41
Not much reason to animate them though if they aren't going to be implimented for a while... :'(
Title: Re: Glestimals
Post by: hailstone on 3 January 2009, 10:25:22
Quote
I think he said a while back that he'd add it in 0.3.0.
Yer. You can go to the bug tracker and see "Target Milestone" of any enhancement or bug.

https://bugs.codemonger.org/show_bug.cgi?id=10 (https://bugs.codemonger.org/show_bug.cgi?id=10)
Title: Re: Glestimals
Post by: RTSman on 11 January 2009, 23:02:31
how far apart are the circles.  in time i mean.
Title: Re: Glestimals
Post by: hailstone on 15 January 2009, 01:31:11
circles? If you mean how long between each release (or milestone) then there isn't any deadline and we've been doing a few major changes so it could take a while. Hopefully 0.3 should be out before the end of the year probably sooner. Daniel might know a better estimate.
Title: Re: Glestimals
Post by: charlieg on 25 August 2009, 12:02:35
The download links in this thread are invalid.  Any place I can get the Glestimals package?  Did somebody download it and archive it?
Title: Re: Glestimals
Post by: Omega on 26 August 2009, 05:19:34
What do you need it for? It's basically completely useless until implimented. Not even animated (most)...

I HAD it, but lost it in my crash. Dang...! :P
Title: Re: Glestimals
Post by: silnarm on 26 August 2009, 07:52:30
What do you need it for? It's basically completely useless until implimented. Not even animated (most)...
Presumably for another open source project.

This is pretty cool, I'd seen talk of Glestimals in other threads, but I missed this... Did these ever get animated? I sure hope wciow still has these lying around somewhere... some-one should animate them and then place them prominently in my line of sight...
Title: Re: Glestimals
Post by: wciow on 26 August 2009, 08:24:25
Yeah I still have them and I might try to animate them now that I have stopped working on Dwarves  ;)
Title: Re: Glestimals
Post by: charlieg on 26 August 2009, 12:44:07
What do you need it for? It's basically completely useless until implimented. Not even animated (most)...

I HAD it, but lost it in my crash. Dang...! :P

Well, if its going to be open source, you just listed the most important reason for it to be uploaded and shared - redundancy.
Title: Re: Glestimals
Post by: ultifd on 21 March 2010, 20:48:11
I know this topic is old, but can anyone re upload the files...  :|  ::)
They look really cool.
Thanks.  ;D
Title: Re: Glestimals
Post by: -Archmage- on 21 March 2010, 21:30:46
I'm kinda curious to know if this is going to be finished.....
Title: Re: Glestimals
Post by: ElimiNator on 21 March 2010, 23:21:19
Yes they look cool. Aren't they suppose to run around the map?

It would be cool if it spawned 10 animals randomly around the map of random models and you could hunt them, an AI could steer them and some of them could attack your units like the wolf and owl. Once you kill them you get food!  :)
Title: Re: Glestimals
Post by: -Archmage- on 21 March 2010, 23:56:47
Yah, instead of this stupid thing where you somehow "produce" a cow, and you somehow have food.
Title: Re: Glestimals
Post by: ultifd on 21 March 2010, 23:58:13
Yes they look cool. Aren't they suppose to run around the map?

It would be cool if it spawned 10 animals randomly around the map of random models and you could hunt them, an AI could steer them and some of them could attack your units like the wolf and owl. Once you kill them you get food!  :)
Yeah, that would be cool.  :|  ::)
Then again, a lot of stuff is cool in Glest, stuff related to Glest, and in life...  :thumbup:

Yah, instead of this stupid thing where you somehow "produce" a cow, and you somehow have food.
I think if this was implemented...created....whatever
that it should be optional. We don't always want to kill some animals...  :|
Title: Re: Glestimals
Post by: ElimiNator on 22 March 2010, 04:58:20
Yes, before you start a game there is a thing that looks like this:

Wild life count (10) < >

Click the arows to go from 10 to 100.
Title: Re: Glestimals
Post by: ultifd on 22 March 2010, 19:10:27
Yes, before you start a game there is a thing that looks like this:

Wild life count (10) < >

Click the arows to go from 10 to 100.
hmm...
I guess.  ::)  :|
Title: Re: Glestimals
Post by: Fluffy203 on 23 March 2010, 03:14:50
This is very possible looking in the code and it looks like it would be pretty simple to do , create a neutral faction just like you would select comp, easy , ultra and so on and just have it like that and bam if the faction is neutral then create so and so and make so and so patrol the whole map or explore either way  :thumbup:
Title: Re: Glestimals
Post by: -Archmage- on 23 March 2010, 12:53:54
Seriously Fluffy, we're talking about the GAE team, they're not newbies to programming. ::)

I say, that for each tileset, you could have a little tag in the XML that tells what kind of terrain the tileset has, and then the game would place animals that belong on that tileset, and you could also define max and min animals, then of course you'd have to change the AI so that it knew to go out and hunt. :P
Title: Re: Glestimals
Post by: ElimiNator on 23 March 2010, 16:05:00
No even better make all the tile sets have there own animals, so in volcanic have dinos!
Title: Re: Glestimals
Post by: -Archmage- on 23 March 2010, 16:15:52
Yea, good idea, except Dinosaurs wouldn't really be found on volcanic terrain. ::)
Title: Re: Glestimals
Post by: ElimiNator on 23 March 2010, 19:51:11
Yes but thayd look cool there.  :)
Title: Re: Glestimals
Post by: Fluffy203 on 23 March 2010, 20:53:43
arch what does that have to do with anything? about being a newb?
Title: Re: Glestimals
Post by: ElimiNator on 23 March 2010, 21:37:02
Every one can make there own animals to there tile sets, and once water units are added (To mega-glest) we can hunt birds land animals and fish!  :scientist:
Title: Re: Glestimals
Post by: -Archmage- on 23 March 2010, 21:39:41
Quote
arch what does that have to do with anything? about being a newb?

You're idea sounds like an easy way to do it, when it would be missing a lot of features we need, and I'm just saying that the GAE team has the ability to do better than a neutral faction. :|
Title: Re: Glestimals
Post by: ElimiNator on 23 March 2010, 21:43:16
GAE is not doing any thing for GAE I don't think, Mega-Glest rules for now. (It is stable).  :)
Title: Re: Glestimals
Post by: ultifd on 23 March 2010, 23:40:14
GAE is not doing any thing for GAE I don't think, Mega-Glest rules for now. (It is stable).  :)
Yeah, megaglest rocks.  :thumbup: besides with the "constant" bugs that happens sometimes, and the old sweet features from GAE that are missing from it...  :thumbdown:
Title: Re: Glestimals
Post by: silnarm on 24 March 2010, 01:28:03
GAE is not doing any thing for GAE I don't think

I gave up on informing the community of what I'm up to long ago... doesn't mean I'm not doing anything, I'm just doing the stuff that no-one else is capable of, and no-one cares about anyway.  That doesn't mean it doesn't need doing, just that little brats who want everything yesterday don't get to see any shiny new effects so they don't care.

Quote from: ElimiNator
Mega-Glest rules for now. (It is stable).  :)

Stop spamming our board then. Also, you insinuate that GAE is not stable, sadly your claim can't be backed-up.  It's going to take Megaglest a long time to get to the point GAE is at, GAE is light years ahead and I can't see that changing any time soon.

Title: Re: Glestimals
Post by: ElimiNator on 24 March 2010, 01:45:41
I was the one (along with Titi Tiger and softcoder trying for days to get GAE stable, and always I would crash it in the end. If you posted the latest GAE I could probably crash it too.
Title: Re: Glestimals
Post by: ultifd on 24 March 2010, 01:55:11
I was the one (along with Titi Tiger and softcoder trying for days to get GAE stable, and always I would crash it in the end. If you posted the latest GAE I could probably crash it too.
nah it's pretty stable...  :|
at least for me...right now.
Title: Re: Glestimals
Post by: silnarm on 24 March 2010, 01:58:41
I was the one (along with Titi Tiger and softcoder trying for days to get GAE stable, and always I would crash it in the end. If you posted the latest GAE I could probably crash it too.

You can find the latest beta in a topic that has been pinned in this sub-forum. If you can crash it, I'd love to hear all about it.

Regarding your 'testing', that was while we were reverting the networking, you were using custom built binaries (often modified by your father) from a development branch to test multi-player, of course it was going to crash.
Title: Re: Glestimals
Post by: Fluffy203 on 24 March 2010, 02:02:47
DON'T HATE ON THE GAE , have you seen what silnarm has done with the pathfinding its incredible in my opinion
Title: Re: Glestimals
Post by: ElimiNator on 24 March 2010, 02:12:36
DON'T HATE ON THE GAE , have you seen what silnarm has done with the pathfinding its incredible in my opinion
O I don't.
I was the one (along with Titi Tiger and softcoder trying for days to get GAE stable, and always I would crash it in the end. If you posted the latest GAE I could probably crash it too.

You can find the latest beta in a topic that has been pinned in this sub-forum. If you can crash it, I'd love to hear all about it.

Regarding your 'testing', that was while we were reverting the networking, you were using custom built binaries (often modified by your father) from a development branch to test multi-player, of course it was going to crash.

Ok Ill try.  ;)
Title: Re: Glestimals
Post by: Fluffy203 on 24 March 2010, 02:25:43
Give it a shot GAE has alot that megaglest doesn't , but megaglest has stuff GAE doesn't  :thumbup:
Title: Re: Glestimals
Post by: -Archmage- on 24 March 2010, 12:56:56
Enough Off-Topic!!!
Title: Re: Glestimals
Post by: Fluffy203 on 24 March 2010, 21:18:29
stop being a douche and leave the post alone , i don't wanna have to start a new topic saying Don't hate on GAE , just to say don't hate on GAE , Now if the owner of this topic asked me to stop being OT i would
Title: Re: Glestimals
Post by: -Archmage- on 24 March 2010, 21:22:48
No, Eliminator started it, I don't blame you for responding, I would have responded similarly.

Ok, someone get us back on-topic.

Btw, you could have PMed him....

PS: I'm not a double douche, I'm a moderator, and this is my duty.
Title: Re: Glestimals
Post by: Fluffy203 on 24 March 2010, 21:25:17
I think you are over using your power , you are here to make sure that it doesn't get to weird/ out of hand , but don't take our freedom away from posting what we want to say  :thumbup:
Title: Re: Glestimals
Post by: ultifd on 24 March 2010, 23:05:43
Maybe I should have just Pm'ed Wciow so...  :|
Since some people have issues.  ::)
Title: Re: Glestimals
Post by: -Archmage- on 25 March 2010, 00:06:15
I'm going to try to make this my last OT post. :-[

Quote
I think you are over using your power , you are here to make sure that it doesn't get to weird/ out of hand , but don't take our freedom away from posting what we want to say  Thumb Up

Well, I am a little jumpy today, and after...god what's his name........it's the new guy, whose name starts with "t", hold on.............uh.........oh yes, "Teh_Meck", that's his name, oh right, uh yes, ...and after Teh_Meck abused the forums, I tightened my grip.......forgive me, I should be a little less aggressive when I try to get people back on-topic. :( :-[
Title: Re: Glestimals
Post by: ElimiNator on 25 March 2010, 01:43:08
Ok so about glestimals, dose every one like the idea of mine about hunting?

(Just geting back of OT)  :)
Title: Re: Glestimals
Post by: Fluffy203 on 25 March 2010, 01:47:03
Sounds like AOE , but that works for me , would still have to make the neutral unit be a resource like the trees , well turn that way when hp=0 , but sounds good to me  :thumbup:
Title: Re: Glestimals
Post by: ElimiNator on 25 March 2010, 01:54:11
Yes, when the unit dies it looks like a big hunk of meat and the hunter loads it up and takes it home (Like mining or chopping).
Title: Re: Glestimals
Post by: Fluffy203 on 25 March 2010, 01:57:38
yea that part would be easy just use the harvest skill with the animation , but the turning it into a resource when it dies , might be tricky
Title: Re: Glestimals
Post by: John.d.h on 25 March 2010, 02:05:31
Ehh... the hunting wasn't really my favorite part of AoE.  It was tedious and required a lot of micro-management.  If you just let your workers keep hunting on their own, they always end up getting eaten by lions and whatnot.  I remember somebody a long while ago talking about bandits attacking your workers and stealing their resources, and then you kill the bandits to get them back.  I think in this way, we could have the animals "carry" food, and then your hunter units would gain the food when they killed the animals.
Title: Re: Glestimals
Post by: Fluffy203 on 25 March 2010, 02:08:51
Also my least favorite part , you always get your workers killed by enemies too , but i see where your going with it  :thumbup:
Title: Re: Glestimals
Post by: -Archmage- on 25 March 2010, 02:11:44
The bandits should go for the workers when the workers were un-guarded.
Title: Re: Glestimals
Post by: Fluffy203 on 25 March 2010, 02:14:38
I just think they should have a neutral party in general in the game  :thumbup:
Title: Re: Glestimals
Post by: ElimiNator on 25 March 2010, 02:22:22
No bandits, just other players, bots, (Lions  ;) ), wolves, and other carnivores animals.
Title: Re: Glestimals
Post by: John.d.h on 25 March 2010, 02:29:57
From a programming standpoint, aggressive animals wouldn't be any different from bandits.  It's just whatever the modders want to make. :P
Title: Re: Glestimals
Post by: Fluffy203 on 25 March 2010, 02:48:45
Yep john is right on that  ;D
Title: Re: Glestimals
Post by: ElimiNator on 25 March 2010, 05:07:39
Yes, I know.  :D
Title: Re: Glestimals
Post by: RealtimeFreak on 10 June 2010, 23:48:42
hello wciow,
can you please new upload your Glestimals Mod?

Title: Re: Glestimals
Post by: wciow on 11 June 2010, 12:30:59
Glestimals was not a mod. It was just a set of low poly animals that I was planning to use should Glest ever have wildlife like in the AoE series.

If anything like this get implemented I will try to find them again but atm theres no real use for them.
Title: Re: Glestimals
Post by: silnarm on 13 June 2010, 07:10:02
Did they ever get animated?

Neutral units will not take long to implement, give me a reason to implement it, and I will.
Title: Re: Glestimals
Post by: Gabbe on 13 June 2010, 09:13:12
silnarm, variation in gameplay.
Title: Re: Glestimals
Post by: John.d.h on 13 June 2010, 17:46:02
Neutral units will not take long to implement, give me a reason to implement it, and I will.
To better immerse the player into the game's environment.  For the record, are we talking about implementing neutral units just as decorations, or ones that actually do stuff (i.e. wandering monsters)?
Title: Re: Glestimals
Post by: Gabbe on 13 June 2010, 17:50:41
treasure guardians? Raider parties demanding gold? Independant villages?
Title: Re: Glestimals
Post by: John.d.h on 13 June 2010, 17:56:49
None the less, I think we have a pretty descent base specification for Glestimals
  • Standard "whats-its" -- specified in the tileset - (see http://glest.org/glest_board/viewtopic.php?f=15&t=3387 (http://glest.org/glest_board/viewtopic.php?f=15&t=3387)) that are specified in an animated tileset (an advanced tileset) and are completely non-game effecting.  Whats-its will respond to player interaction (i.e., running from players, etc.) but will not effect game play at all (I.e., purely eye candy).
  • "Creeps" - specified in the scenario - are either hostile or have an AI specified in the scenario.
  • Capturables - specified in the scenario
  • Huntables -- probably just a flag set on a unit with a pre-specified food value and decay rate?
That's roughly it.  I'll get more into designing that later.  I'm working on networking code now so I don't want to think too much on it today.
Title: Re: Glestimals
Post by: Gabbe on 13 June 2010, 18:05:42
well...okay thats good...reasons provided?
Title: Re: Glestimals
Post by: silnarm on 14 June 2010, 06:00:23
Sorry, miscommunication. I don't need to be convinced that it is a good idea, just that there is an immediate application for it, for example, some animated models ready to be added to a tileset...
Title: Re: Glestimals
Post by: wciow on 14 June 2010, 12:44:38
Well I managed to dig up the old Glestimal files  :)

Good news is that I archived them properly including all the texures and original .blend files. These include:
Bear
Deer
Eagle
Fish!?
Hawk
Heron
Rabbit
Snake
Spider
Wolf

Bad news is that only the bear has a full set of animations. So if anyone feels like doing some animations for the remaining animals please post here

@Silnarm: If you are going to devote some time to putting Glestimals in then I'm happy to make animating the remaining animals top priority  :thumbup:
Title: Re: Glestimals
Post by: John.d.h on 14 June 2010, 17:46:15
What animations would they need?  I presume most would need "sit_around" and "flee_in_terror"?
Title: Re: Glestimals
Post by: wyvern on 14 June 2010, 17:55:37
Maybe the animals can reproduce to make them more of a challenge ;D ;D, all of the animals could have ep and could create a new unit when their ep is at max and production is instant, so for example a wolf requires 300 ep to reproduce and the ep regen is 1, once it reaches 300 the wolf can create another wolf.
Title: Re: Glestimals
Post by: Gabbe on 14 June 2010, 19:15:24
yeah, and then after a lengthy game yo`ll have like 300 wolves to fight off...imagine they are 15, after 300 secs they are 30, 300 more secs and guess what? they are 60!
Title: Re: Glestimals
Post by: RealtimeFreak on 14 June 2010, 19:46:35
I find it a good idea,
like real wildlife and hunting  :)
Title: Re: Glestimals
Post by: Gabbe on 14 June 2010, 20:44:59
then when you have 300 wolves, suddenly after 300 seconds, boom! 600....and guess what happens after that? 1200, and after that? 2400...you see were this is going right? too bad wolves don`t have birth control...
Title: Re: Glestimals
Post by: wyvern on 14 June 2010, 23:34:46
Ok it could also weaken the parent wolf in hp or you could have male and female wolves.
Title: Re: Glestimals
Post by: -Archmage- on 14 June 2010, 23:40:32
Wyvern and HyperCube: Are giving any thought to how much code you'll need for all these features?
Title: Re: Glestimals
Post by: wyvern on 14 June 2010, 23:44:52
Wyvern and HyperCube: Are giving any thought to how much code you'll need for all these features?
No :O :O ;D ;D
Title: Re: Glestimals
Post by: Gabbe on 14 June 2010, 23:49:38
obviously not, were the demanding babies that needs everything right away.
Title: Re: Glestimals
Post by: wyvern on 14 June 2010, 23:54:48
obviously not, were the demanding babies that needs everything right away.
Yep Yep
Title: Re: Glestimals
Post by: -Archmage- on 14 June 2010, 23:56:23
You're getting off topic guys........

*Grabs babies and puts them in their cribs*
Title: Re: Glestimals
Post by: wyvern on 14 June 2010, 23:57:11
You're getting off topic guys........

*Grabs babies and puts them in their cribs*
Why you >:( >:( :bomb: :bomb:
Title: Re: Glestimals
Post by: Gabbe on 15 June 2010, 00:00:43
Stupid dad...:P

Okay, so any coder, how much code, when release?
Title: Re: Glestimals
Post by: Omega on 15 June 2010, 01:47:39
*ignores the above spam. Omega's kick-spam-out-the-window skill is suffering downtime*

I'm willing to do a model or two, but first, I need to know what animations are needed, as well as a link to the models (I could assume its on page one, but my look-up-the-bloody-model ability is failing on me too... :P

In all honestly, what should I expect to have to model? I'm thinking idle, walk, run, and die?

ie: A deer would have a grazing idle animation, a walking animation for when unthreatened, and a running animation for when fleeing, not to mention a dying animation for when the poor thing wasn't fast enough.
Title: Re: Glestimals
Post by: wciow on 15 June 2010, 08:40:17
@Omega: Yeah I think three animations should cover it for now. Idle, Move, Die. Maybe later we will need some further animations but three simple animations should suffice atm.

The annoying thing is that all of the animals will require a custom skeleton per model so lots of work, However I might put some extra effort into producing a generic quadruped skeleton which is re-usable for various four legged animals/creatures/monsters.
Title: Re: Glestimals
Post by: kukac2 on 15 June 2010, 08:55:37
Actually, deer, horse, camel or wolf, fox, dog could use the same skeleton. (However, it will look stupid later.)
Title: Re: Glestimals
Post by: silnarm on 15 June 2010, 11:34:35
Yeah, a minimal set of anims (idle, move, die) will do for a start, then the initial implementation will be quite straight forward, the regular auto-command behaviour should be a fairly decent for a start (auto-attack and auto-flee), will just need a very minimal AI to tell them to move around every now and then.

Later, we can build on the basic AI and add stuff like pack mentality and fancier behaviours.

Maybe the dear should have two move anims as Omega suggested (a regular move and flee)...  Though the quadruped skeleton animation thing I hadn't really considered,
Title: Re: Glestimals
Post by: Gabbe on 15 June 2010, 13:34:50
I can animate, just learned how to use IK solver properly.
Title: Re: Glestimals
Post by: Omega on 15 June 2010, 18:50:21
Ok, I may try to animate some soon. Firstly, I assume only the bear has been animated and no one else has started? I'll have to take a look at the models to decide what I'd animate, since we obviously don't want to end up doing the same anims (would be a terrible waste of time).

So, for now, just three anims. Will download at home (stupid school 'net blocks Mediafire!).
Title: Re: Glestimals
Post by: John.d.h on 15 June 2010, 19:01:57
However I might put some extra effort into producing a generic quadruped skeleton which is re-usable for various four legged animals/creatures/monsters.
Here you go. ;)
http://www.mediafire.com/file/ztjjjmznzzl/quad_armature_15_jun_2010.7z (edit) link broken, use the one in my next post. (/edit)
Hopefully it will be useful.
Title: Re: Glestimals
Post by: -Archmage- on 15 June 2010, 20:01:01
I'll help if you guys want me too.............
Title: Re: Glestimals
Post by: Gabbe on 15 June 2010, 20:36:21
John, im unable to open it, cannot "open file as archieve"
Title: Re: Glestimals
Post by: John.d.h on 15 June 2010, 20:51:00
*grumble grumble*  Okay, gimme a couple minutes.

Edit: How about this?
http://www.mediafire.com/file/knzbytv1ooz/quad_armature_15_jun_2010.7z (http://www.mediafire.com/file/knzbytv1ooz/quad_armature_15_jun_2010.7z)
Title: Re: Glestimals
Post by: Gabbe on 15 June 2010, 21:01:54
thanks! but why compress such small files anyways?

Good armature BTW, just sad that it was confusing :P
Title: Re: Glestimals
Post by: John.d.h on 15 June 2010, 21:11:12
thanks! but why compress such small files anyways?
Force of habit. :P That wasn't the problem, though.  Things are getting screwy when I transfer files from one computer to another.

Quote
Good armature BTW, just sad that it was confusing :P
You don't really have to worry about a lot of the bones.  For the legs, just grab the handles on the bottom, and everything else should work together automatically.
Title: Re: Glestimals
Post by: -Archmage- on 16 June 2010, 00:47:28
Uh...... Where do I download Wciows models?
Title: Re: Glestimals
Post by: John.d.h on 16 June 2010, 00:51:35
Uh...... Where do I download Wciows models?
There's a link in the OP, but I have no idea if that's all of them.
Title: Re: Glestimals
Post by: ultifd on 16 June 2010, 01:17:43
Uh...... Where do I download Wciows models?
There's a link in the OP, but I have no idea if that's all of them.
http://www.mediafire.com/?i9niuxj4mmz
this one? the link is outdated from since for a long time...already, which is why I first "revived" this thread...
I know this topic is old, but can anyone re upload the files...  :|  ::)
They look really cool.
Thanks.  ;D
3 months ago  :P
Wow...why is the forum sometimes being filled with user spam? sure, it might be better than bot spam, but still...unless it is the SPAM as in meat... (although I never tried it before, I think...) Oh no, it is contagious! I got OT!  :look:
Title: Re: Glestimals
Post by: -Archmage- on 16 June 2010, 01:27:18
Quote
Quote from: John.d.h on Today at 21:56:23
Quote from: -Archmage- on Today at 21:52:16
Uh...... Where do I download Wciows models?
There's a link in the OP, but I have no idea if that's all of them.
http://www.mediafire.com/?i9niuxj4mmz
this one? the link is outdated from since for a long time...already, which is why I first "revived" this thread...

K. I'll wait for Wciow to read this and post an updated link. :)



Quote
Quote from: ultifd on March 21, 2010, 17:52:59
I know this topic is old, but can anyone re upload the files...  No Opinion  Roll Eyes
They look really cool.
Thanks.  Grin
3 months ago  Tongue
Wow...why is the forum sometimes being filled with user spam? sure, it might be better than bot spam, but still...unless it is the SPAM as in meat... (although I never tried it before, I think...) Oh no, it is contagious! I got OT!  Look

Eight words and an exclamation point make a great cure: You're cured, or you're going to get it!
Title: Re: Glestimals
Post by: wciow on 17 June 2010, 18:02:35
K. I'll wait for Wciow to read this and post an updated link. :)

http://www.mediafire.com/?njyjcllzw2y
Title: Re: Glestimals
Post by: -Archmage- on 17 June 2010, 18:13:03
Thanks, I'll probably do some animations later today. :)

I'll post what I'm animating before I animate it, I suggest everybody else do the same so that we don't redo each others work. :)
Title: Re: Glestimals
Post by: ultifd on 18 June 2010, 00:30:39
Wow, all of them...look cool. :thumbup:
But for the rabbit, there is some red where...it shouldn't be?
(http://img687.imageshack.us/img687/3653/ss202.jpg)
Title: Re: Glestimals
Post by: kukac2 on 18 June 2010, 07:21:54
It's just bloody. The rabbit is just a target, y'know ;)
Title: Re: Glestimals
Post by: Omega on 18 June 2010, 22:33:32
Ultifd, its a texturing thing. When textures are exported from blender, they have an outline in black, where vertexes are in red. The red is the red of a vertex. If you look at the TGA, you can see the red vertex's are still there.
Title: Re: Glestimals
Post by: ultifd on 18 June 2010, 22:49:44
Ultifd, its a texturing thing. When textures are exported from blender, they have an outline in black, where vertexes are in red. The red is the red of a vertex. If you look at the TGA, you can see the red vertex's are still there.
Oh sorry, I didn't know... hmm...
It's just bloody. The rabbit is just a target, y'know ;)
:| Doesn't have to be, but... yeah.
Title: Re: Glestimals
Post by: John.d.h on 19 June 2010, 00:25:14
I haven't looked at it, but it looks more likely to be misplaced alpha.  Anyway, do we want to start taking dibs on who's animating what, or what?

Edit: By "haven't looked at it", I mean I haven't downloaded and scrutinized it.  I've obviously looked at the screen shot. :P
Title: Re: Glestimals
Post by: wciow on 19 June 2010, 10:24:31
But for the rabbit, there is some red where...it shouldn't be?

Meh, thats a 5 second texture job.  ;)

Ok I'm gonna take the birds (eagle, hawk, heron) to animate since my animation skills aren't too good  :-[

BTW thanks for the quadruped rig John  ;)  It's included with the download on the last page rigged to the deer if anyone wants to use it.

Title: Re: Glestimals
Post by: silnarm on 19 June 2010, 11:50:28
Ok, progress report.

We want them in tilesets, but attack and armour types are in tech trees.

So, we'll just disregard any glestimals that don't have attack/armour types in the current techtree. Maybe it might be a good idea to allow multiple armour/attack types for glestimals, listed in 'priority order'... ?

The bear is actually missing one anim, for move.  If someone wants to try out that rig to get the bear moving, It'd most appreciated :thumbup:

I'll get him in using the static model for move for the time being.
Title: Re: Glestimals
Post by: John.d.h on 20 June 2010, 07:49:48
I made each animation 20 frames long, so if we're going for a smaller file size, I can condense them a bit.  The walk animation should be good enough despite the lack of a good reference, but if somebody wants to tweak it, be my guest.  Otherwise, stick a fork in this eight-legged critter: it's done!  You Aussies can have your terrifying wildlife back. ;D

http://www.mediafire.com/file/unnjwmnvkyi/spider_20_june_2010.7z (http://www.mediafire.com/file/unnjwmnvkyi/spider_20_june_2010.7z)

(That was exhausting!  So many legs... so many KNEES! :P)

(http://img149.imageshack.us/img149/9088/spider20june2010.th.gif)
Click me; I'm animated! (http://img149.imageshack.us/i/spider20june2010.gif/)
Title: Re: Glestimals
Post by: Gabbe on 20 June 2010, 11:17:38
very good, what was the use of GIF? it didn`t show much but a bad anim  :look:
Title: Re: Glestimals
Post by: John.d.h on 20 June 2010, 19:19:42
very good, what was the use of GIF? it didn`t show much but a bad anim  :look:
The first few frames are just the idle animation, but after that it runs through the walk, attack, and die.
Title: Re: Glestimals
Post by: Gabbe on 20 June 2010, 19:22:32
Ah didn`t watcht he whole i think.
Title: Re: Glestimals
Post by: silnarm on 23 June 2010, 11:48:49
Nice work John, and I do imagine it was some work with all those legs  :O

I hate to suggest it, but I think he jumps forward a little bit too far in the attack anim, but it sure does look cool :thumbup:
[Edit: nevermind, it was just because the daemon 'leans in' to attack too, looks perfect with most other units.]

They're in game,
(http://i687.photobucket.com/albums/vv231/silnarm/glest/bear.jpg)

Seem to be a few issues with the auto-attack though, I managed to get some spiders to kill my daemon eventually,

(http://i687.photobucket.com/albums/vv231/silnarm/glest/spider_attack.jpg)

but I had to 'tease them' a bit first... haven't had a chance to get much testing in yet, but all the major hurdles appear to have been cleared comfortably.

Being selectable, we also need icons for them, I've been using the one for the cow, so if anyone gets bored and wants to spend some time gimping up some magitech style icons for them ...

Title: Re: Glestimals
Post by: wciow on 23 June 2010, 13:23:22
Looks like some great work as always Silnarm  :thumbup: Things like this make me wish i could compile and play around a bit myself  :'(

I've finished the animations for the hawk and heron and I'll be moving onto the eagle shortly.

I'm not sure what you plan to do with birds but I am assuming they just fly around the map until they are shot down? The hawk's "flight" animation is about 100 frames long and 300kb in size. The idea being that the animation is played slowly as it goes through the phases to avoid repetition and mostly look like it is gliding along. 

I'm also gonna start work on the icons you requested.
Title: Re: Glestimals
Post by: Omega on 26 June 2010, 05:27:05
Looks like some great work as always Silnarm  :thumbup: Things like this make me wish i could compile and play around a bit myself  :'(

I've finished the animations for the hawk and heron and I'll be moving onto the eagle shortly.

I'm not sure what you plan to do with birds but I am assuming they just fly around the map until they are shot down? The hawk's "flight" animation is about 100 frames long and 300kb in size. The idea being that the animation is played slowly as it goes through the phases to avoid repetition and mostly look like it is gliding along. 

I'm also gonna start work on the icons you requested.
Wow, that would be great! I can't wait to see that wciow!

I'm going to do the wolf, ok?  :)

By the way, we just need a unit icon, right? After all, it's just selectable, not playable, correct?
Title: Re: Glestimals
Post by: wciow on 26 June 2010, 16:49:00
@Omega, thanks please update this topic when you've finished with the wolf and i will include it in the next update

Heres an updated link including animations for the hawk, heron and eagle.

http://www.mediafire.com/?y20j2zmylwn

I've also included John's spider animations and rigged the snake ready for animation if anyone wants to have a go.

There are also icons for all of the Glestimals.
Title: Re: Glestimals
Post by: Gabbe on 26 June 2010, 18:48:48
the progress looks great  :thumbup: can,t waıt tıll ıtÅŸ out :O
Title: Re: Glestimals
Post by: Omega on 26 June 2010, 20:03:07
Sure thing. i should be done by tomorrow. I might do the snake as well, seeing you did the boring part for me (rigging).
Title: Re: Glestimals
Post by: wyvern on 26 June 2010, 22:50:18
I can't wait til this comes out ;D ;D ;D
Title: Re: Glestimals
Post by: silnarm on 27 June 2010, 06:11:16
By the way, we just need a unit icon, right? After all, it's just selectable, not playable, correct?

For now, yes, just a 'portrait' for each is all we need, hailstone opened a ticket for a 'capture skill' not long ago though, so in time command icons might be needed too.

Heres an updated link including animations for the hawk, heron and eagle.
...
I've also included John's spider animations and rigged the snake ready for animation if anyone wants to have a go.

There are also icons for all of the Glestimals.

Sweet, great work wciow :thumbup:

Once I've got the xml for the flyers done, I'll add them to our repo on tileset forest, if anyone working on them can be bothered signing up on sourceforge, let us know and we'll add you so you can update it yourselves, if you can't be bothered, just post here as per, and they'll make their way there in due course.

I'm not sure what you plan to do with birds but I am assuming they just fly around the map until they are shot down? The hawk's "flight" animation is about 100 frames long and 300kb in size. The idea being that the animation is played slowly as it goes through the phases to avoid repetition and mostly look like it is gliding along. 

Actually, this is interesting... if they are regular air units, they are going to need to be able to 'stop' ... while it will be easy enough to make sure they 'keep moving' for the most part, we can't guarantee it (they could get 'blocked in').

So... Birds... killable units or pure eye candy ??
Title: Re: Glestimals
Post by: Gabbe on 27 June 2010, 11:42:08
I say eye-candy..because kıllable doesnt make sense on..bırds..
Title: Re: Glestimals
Post by: ChupaReaper on 27 June 2010, 13:31:13
Can these be used for resources? Could have hunter units to hunt some glestimals for food, etc. Like on the Stronghold games where the hunters hunt dear.
The hunter unit would have a hunt command where it lets the AI take control of it making it wander off hunting for glestimals which are huntable (set in their xml), when the hunter kills them (unless the hunter is hunted lol) the hunter will gain a food, etc resource from them and will devliver it to the nearest food building then go hunting again. Can't have the hunters stray too far unless there is a glestimal shortage. Glestimals would have to respawn a bit after being killed too. Not sure if this has all been discussed or not but it's around 9 pages long lol.
Title: Re: Glestimals
Post by: Omega on 29 June 2010, 02:52:04
I say eye candy too, for a few reasons, such as simplicity, and lack of use of killing them. Of course, this means the beautiful death animations on the birds were wasted...  :(

Anyway, I finished the wolf. Here's the ENTIRE pack so far with john's models, the birds etc. I made the wolf a run, attack, idle, and die animation (see the readme included for information about optimal speeds to view them in).

Still to be animated:
-Snake (I slightly edited the model so the mouth isn't so square. This is already boned, so should be smooth sailing for any volunteers)
-Deer
-Fish??? (If this is going to be included, then the model must be moved down, since water units are placed on the surface)
-Rabbit

Another note:
I converted ALL the blend files so that links are RELATIVE. This is a must when sharing files, since it makes sure the textures are still usable without having to be relinked. To do so, when browsing for the image, make sure the "Relative" button is pressed. Do this for both the texture in the buttons window, and the texture in the texture window. An alternative that isn't very suitable for glest is to pack the image, which includes it compressed in the blend file, increasing filesize, but preventing all texture problems. But since the g3d format needs the external texture, thats a waste of space. Can be handy for models not used in glest though (ie: that video some people are trying to create).

Anyway, here's the download: http://www.filefront.com/16900569/Glestimals.7z
Title: Re: Glestimals
Post by: wyvern on 29 June 2010, 12:36:24
If there are gonna be falcons/eagles those could be dangerous :| :|
Title: Re: Glestimals
Post by: Gabbe on 29 June 2010, 14:38:22
yea cause falcons and bırds ın regular are attackıng people all the tıme, ı see ıt on the news, people dıe everyday and the worst ıs that these kıllıng machınes can fly over you and grab you and gıve you to ıts kıds were you wıll be eaten...I know ı know...thıs happens everyday... ::) ::) ::)
Title: Re: Glestimals
Post by: wyvern on 29 June 2010, 16:33:22
Nice sarcasm but still it could be an interesting concept and in AOE you can kill birds :) :)
Title: Re: Glestimals
Post by: ZaggyDad on 8 October 2010, 19:37:56
I don't know if these are the current models you're using, but here are some animations which I made a while ago and finished over the past two days:

Snake: http://www.mediafire.com/?196pte66teu7uxn
Hawk: http://www.mediafire.com/?lm234jpjnqipnju

I may do some more later.

Btw, Omega, it seems like your link on FileFront is broken.

Edit: Oops. I forgot to mention, I modified the texture of the snake to have fangs and a tongue. The new texture is packed with it (as is the hawk's texture, though I believe your new one would work much better, considering it looks like mine has a hole in its head).

~Zaggy1024
Title: Re: Glestimals
Post by: John.d.h on 8 October 2010, 21:14:10
Cool. :thumbup: In case I failed to mention it earlier, I'm in the process of making a wolf for Solunar, so I'll be porting over the animations to the Glestimal wolf if nobody's animated it by then.
Title: Re: Glestimals
Post by: Omega on 8 October 2010, 21:47:20
Oh dear... Broken... Must have outdated. I don't know if I still have them either... Can't seem to find them... Great...

And John, I did the wolf back a while ago, but the link seems broken and not sure if I can recover the files...

Quote from: Me, myself, and I, a while ago
I say eye candy too, for a few reasons, such as simplicity, and lack of use of killing them. Of course, this means the beautiful death animations on the birds were wasted...  Sad

Anyway, I finished the wolf. Here's the ENTIRE pack so far with john's models, the birds etc. I made the wolf a run, attack, idle, and die animation (see the readme included for information about optimal speeds to view them in).

Still to be animated:
-Snake (I slightly edited the model so the mouth isn't so square. This is already boned, so should be smooth sailing for any volunteers)
-Deer
-Fish??? (If this is going to be included, then the model must be moved down, since water units are placed on the surface)
-Rabbit

Another note:
I converted ALL the blend files so that links are RELATIVE. This is a must when sharing files, since it makes sure the textures are still usable without having to be relinked. To do so, when browsing for the image, make sure the "Relative" button is pressed. Do this for both the texture in the buttons window, and the texture in the texture window. An alternative that isn't very suitable for glest is to pack the image, which includes it compressed in the blend file, increasing filesize, but preventing all texture problems. But since the g3d format needs the external texture, thats a waste of space. Can be handy for models not used in glest though (ie: that video some people are trying to create).
Title: Re: Glestimals
Post by: John.d.h on 8 October 2010, 22:02:32
And John, I did the wolf back a while ago, but the link seems broken and not sure if I can recover the files...
If your weren't attached to your body, you'd lose it -- if it were a file, anyway.  You need a Drop Box (https://www.dropbox.com/) or something. :P

I'll be animating mine anyway, so I'll make it available if you can't recover.
Title: Re: Glestimals
Post by: wciow on 8 October 2010, 22:31:54
I don't know if these are the current models you're using, but here are some animations which I had a while ago and finished over the past two days:

Thanks Zaggy, will add it to the next pack of Glestimals  :thumbup:

Glestimals have been slated for 0.4 by Silnarm so they need to get finished within the next couple of months to make it into the release. Heres a run down of whats been done and what needs to be done, it seems we are actually pretty close to finished.

Hawk - done

Heron - done

Eagle - done

Spider - done

Snake - done

Deer - needs animation

Rabbit - currently being animated by me

Bear - needs walk animation, other animations should be redone at some point.

Wolf - to be animated by JohnDH (thanks John)

Fish - needs animation, but non urgent as water based Glestimals are not planned atm.
Title: Re: Glestimals
Post by: ZaggyDad on 9 October 2010, 00:02:07
Btw, Wciow, it might be nice to have some claws on the hawk, so that the attack animations will look more natural (or at least the ground attack one will, since it uses claws for that).

Edit: Btw, I think I'm going to redo the animations for the eagle, since they seem a bit lacking, IMHO. =\

Edit: Oops. I forgot to do a death animation for the hawk. I'll probably have it done some time today, though.

Btw, does anyone know how far down the ground is for air units?

Edit: Done with the death animation. http://www.mediafire.com/?ml42414qm79226h

~Zaggy1024
Title: Re: Glestimals
Post by: silnarm on 10 October 2010, 03:46:36
Btw, does anyone know how far down the ground is for air units?

Code: [Select]
const float World::airHeight = 5.f;
Title: Re: Glestimals
Post by: Omega on 10 October 2010, 16:55:22
Hmm, didn't the birds use lengthy animations meant to be played at a very slow speed? So, the birds are also attacking now? Wow... I can't recall anything...

I might do one of the units, but first, I need to look over for moi missing files... Anyone happen to download that pack a while back?
Title: Re: Glestimals
Post by: silnarm on 11 October 2010, 01:30:04
Hmm, didn't the birds use lengthy animations meant to be played at a very slow speed? So, the birds are also attacking now? Wow... I can't recall anything...

I might do one of the units, but first, I need to look over for moi missing files... Anyone happen to download that pack a while back?

I have the two most recent 'packs' here, your wolf anim is no good though, it looks more like a deer 'prancing' than a wolf, of course the actual deer still needs a move anim...

I'm going to add what's there to the tileset 'forest' in GAE trunk, that way the latest should always be available in a known location.
Title: Re: Glestimals
Post by: John.d.h on 11 October 2010, 09:06:21
(http://fc03.deviantart.net/fs71/f/2010/284/1/3/dire_wolf___animated_run_cycle_by_johndh-d30ixn8.gif)

Better?
Title: Re: Glestimals
Post by: ZaggyDad on 11 October 2010, 13:48:49
(http://fc03.deviantart.net/fs71/f/2010/284/1/3/dire_wolf___animated_run_cycle_by_johndh-d30ixn8.gif)

Better?

Nice job, though the back legs look slightly jerky when they're pushing forward. Also, it might be nice if you made the tail not quite so stiff.

P.S. Do you have a jaw bone set up? If you do, it might be look a bit better if either the mouth were closed, or moving a bit through the animation.

P.P.S. Sorry if I'm a bit picky. That's just how I am. =P

~Zaggy1024
Title: Re: Glestimals
Post by: John.d.h on 11 October 2010, 20:28:21
Nice job, though the back legs look slightly jerky when they're pushing forward. Also, it might be nice if you made the tail not quite so stiff.
Yeah, the back legs could definitely use some improvement.  It's like they "hang" for a frame longer than they should.  The tail is something I could work on, but it would be mostly guess work, as my reference (http://www.youtube.com/watch?v=jdikR_mxp6I)'s tail barely moves at all.

Quote
P.S. Do you have a jaw bone set up? If you do, it might be look a bit better if either the mouth were closed, or moving a bit through the animation.
I do.  However, this is being shown on my own wolf model, whose armature and actions are going to be ported over to the Glestimal wolf, which currently doesn't have an articulated jaw.  I would just replace it with my wolf, but the poly count might be a little high (currently 1100+).  The other option would be to articulate the jaw on the Glestimal wolf, which shouldn't be too hard.
Title: Re: Glestimals
Post by: Gabbe on 11 October 2010, 20:37:30
Add moe life to te ears moth and tail and then you got i thik.
Title: Re: Glestimals
Post by: ZaggyDad on 11 October 2010, 20:57:57
I just found a video on the National Geographic's YouTube channel that might be useful for an attack animation for the wolf: http://www.youtube.com/watch?v=MZm037jPNgc

~Zaggy1024
Title: Re: Glestimals
Post by: Omega on 11 October 2010, 21:00:33
Wow... nice animation... Could we see a G3D animation instead though, as the specular lighting is very distracting from the blender render.
Title: Re: Glestimals
Post by: John.d.h on 11 October 2010, 22:28:47
Wow... nice animation... Could we see a G3D animation instead though, as the specular lighting is very distracting from the blender render.
I don't really know a way to cut one of those up into easily-GIF-able images... so no. :P

I just found a video on the National Geographic's YouTube channel that might be useful for an attack animation for the wolf: http://www.youtube.com/watch?v=MZm037jPNgc
:o THAT WAS SO COOL!
Title: Re: Glestimals
Post by: Gabbe on 11 October 2010, 22:41:08
maybe a dl of a g3d wolf file? :)
Title: Re: Glestimals
Post by: ZaggyDad on 12 October 2010, 22:20:20
I don't really know a way to cut one of those up into easily-GIF-able images... so no. :P

You can set the material of the wolf not to have any specular. Just select the model, go in the shading buttons window (by pressing the button in the buttons panel with the sphere on it) and if there is no material for the model, click "Add New", and then there should be a "Spec" setting in the shaders window, which you can set to zero.

~Zaggy1024
Title: Re: Glestimals
Post by: John.d.h on 12 October 2010, 22:52:49
You can set the material of the wolf not to have any specular. Just select the model, go in the shading buttons window (by pressing the button in the buttons panel with the sphere on it) and if there is no material for the model, click "Add New", and then there should be a "Spec" setting in the shaders window, which you can set to zero.

~Zaggy1024
I'll keep that in mind for when I fix up the animation.  Won't make a difference in Glest, but it'll look nicer on deviantART.
Title: Re: Glestimals
Post by: Omega on 13 October 2010, 01:26:59
There's also a button that says "shadeless" or something that prevents light or shadows from affecting the texture. Of course, the lack of shadows can be unrealistic sometimes.
Title: Re: Glestimals
Post by: charlieg on 13 October 2010, 12:26:34
Please consider uploading these to http://www.opengameart.org  :D
Title: Re: Glestimals
Post by: John.d.h on 13 October 2010, 18:08:06
Please consider uploading these to http://www.opengameart.org  :D
I'll look into it and get back to you. ;)

Edit: Okay, I've looked into a bit and it seems good.  One of us can create an account and upload the content (when it's finished), as long as we can agree on a license.  I strongly favor CC-By-SA 3.0+, although one without the share-alike clause might be fine too.  I know Omega generally likes non-commercial licenses, but I'm not keen on this (and are we actually using any of his content?).

Wciow, Zaggy, y'all's thoughts?
Title: Re: Glestimals
Post by: Omega on 14 October 2010, 00:03:48
CC-BY-SA is good with me. To be honest, I use either CC-BY-NC-SA or CC-BY-SA. The reason I use the non commercial one myself is because in Military, I used a few models by other people that were licensed under NC, thus, requiring me to use the same, and secondly, it's not meant to restrict people from using it commercially, its just so that they can ask for permission before they try to use it commercially. It's just nice to know.

But... are you using any of my stuff in here? Good god... I don't know... I should animate something... I think I'll volunteer for the bear.

Oh, and something else to ponder:
Quote from: Silnarm
I'm going to add what's there to the tileset 'forest' in GAE trunk, that way the latest should always be available in a known location.
Will we still need to upload to this other site if we use the trunk? Oh, and if we do, I propose one shared account, similar to how we share the Glest Files account. Sure, its not security smart, but we only use it for a few things, and issue the password to trusted users only. The Glest Files account on filefront has never had any troubles... Plus, having all the files by the same "user" on their site will help keep them linked and prevent confusion.
Title: Re: Glestimals
Post by: ZaggyDad on 14 October 2010, 02:56:44
Edit: Okay, I've looked into a bit and it seems good.  One of us can create an account and upload the content (when it's finished), as long as we can agree on a license.  I strongly favor CC-By-SA 3.0+, although one without the share-alike clause might be fine too.  I know Omega generally likes non-commercial licenses, but I'm not keen on this (and are we actually using any of his content?).

Wciow, Zaggy, y'all's thoughts?

I don't really care what you do with the animations... =P

~Zaggy1024
Title: Re: Glestimals
Post by: -Archmage- on 14 October 2010, 17:41:43
I re-rigged and made an idle animation for the deer, if you guys wanna see it, I'll upload now?
Title: Re: Glestimals
Post by: John.d.h on 14 October 2010, 20:00:43
Sure, let's see it.
Title: Re: Glestimals
Post by: -Archmage- on 15 October 2010, 05:36:29
Ok here it is: http://dl.dropbox.com/u/5207065/Glest%20Files/Glestimals/deer_seth.7z (http://dl.dropbox.com/u/5207065/Glest%20Files/Glestimals/deer_seth.7z)

It's nothing fancy, just a 15 minute rig and 15 minute animation. :)
Title: Re: Glestimals
Post by: ZaggyDad on 16 October 2010, 17:56:00
Finished with the eagle. I modified the model and remade the texture to make it more realistic, but it might be a bit high-poly for Glest...

http://www.mediafire.com/?k7k9183d236v6v9

Edit: Wciow, have you thought about making a shark? 'cause if we do get water-based Glestimals, we'll probably wish we had made one. =P

Edit: Do we really need a spider in the game? I mean, since when would there even be a spider that big?

~Zaggy1024
Title: Re: Glestimals
Post by: Omega on 17 October 2010, 23:31:37
Giant spiders are very common in fantasy. For example, harry potter had the spiders in the forest, Lord of the Rings had that spider near the end, runescape has several giant spiders in the game... All in all, it looks great to me, plus, the animation is very good, and John must have spent many hours doing that. ;)

Shark would be second priority I guess. I say we first focus on getting the land glestimals done before we even try any of the water ones (they would be a lot more complex, I should think).
Title: Re: Glestimals
Post by: ZaggyDad on 18 October 2010, 01:01:03
Giant spiders are very common in fantasy. For example, harry potter had the spiders in the forest, Lord of the Rings had that spider near the end, runescape has several giant spiders in the game... All in all, it looks great to me, plus, the animation is very good, and John must have spent many hours doing that. ;)

Yeah, but are we really doing Glestimals to be fantasy? Because in that case, why don't we have unicorns and Pegasuses, and all kinds of fantasy creatures like them?

~Zaggy1024
Title: Re: Glestimals
Post by: -Archmage- on 18 October 2010, 05:07:21
I say we stick with a realistic bunch of animals. :thumbup:
Title: Re: Glestimals
Post by: wciow on 18 October 2010, 15:02:08
Finished with the eagle. I modified the model and remade the texture to make it more realistic, but it might be a bit high-poly for Glest...

Edit: Wciow, have you thought about making a shark? 'cause if we do get water-based Glestimals, we'll probably wish we had made one. =P

Edit: Do we really need a spider in the game? I mean, since when would there even be a spider that big?

~Zaggy1024

Ii think the new model is fine poly wise and the animations are top notch  :thumbup: nice job Zaggy  :)

A shark would be nice but I think we should wait for water Glestimals first.

The spider is cool but personally i would prefer a swarm of smaller (more realistic) spiders as a single glestimal.
Title: Re: Glestimals
Post by: Zoythrus on 18 October 2010, 16:22:42
i like the spider, and i think we should have a slight fantasy feel to them. im not saying make everything fantasy, but a unicorn wouldnt hurt, right? (just make a horse, then add a horn to the model...then we now have two different glestimals!)
Title: Re: Glestimals
Post by: -Archmage- on 18 October 2010, 16:53:23
i like the spider, and i think we should have a slight fantasy feel to them. im not saying make everything fantasy, but a unicorn wouldnt hurt, right? (just make a horse, then add a horn to the model...then we now have two different glestimals!)

 :thumbdown: :thumbdown: :thumbdown: :thumbdown: :thumbdown:



Quote
The spider is cool but personally i would prefer a swarm of smaller (more realistic) spiders as a single glestimal.

That would be great, and they wouldn't have any attack, they'd just scuttle away.

And if we're going to have swarms of spiders and stuff, I think it would be good to have an XML defined option for whether Glestimals are for show, or for hunt.
Title: Re: Glestimals
Post by: Omega on 18 October 2010, 18:01:23
I'm not saying we need full on fantasy like a unicorn (not that I'm against that), but I just happen to like the spider. ;)

Also, where's the rigged blend of the bear? It's not included in my pack of the Glestimals, so I couldn't animate it... Just looks like someone imported a G3D into blender, and animating imported models usually ends up with the model warping and breaking oddly... Anyone have the bear's original blend???
Title: Re: Glestimals
Post by: John.d.h on 18 October 2010, 20:15:42
I think the spider should stay due to acceptable breaks from reality and the Rule of Coolâ„¢.  None of the Glest mods I've seen so far are built for realism anyway, and most are complete fantasy or only have a vague inspiration from reality, so I think having a giant spider goes right along with that.  If somebody wants to make a fairy tale tileset and include unicorns and ogres in it, that's their prerogative, but let's keep them out of the default, shall we?  I have no problem including imaginary creatures in default as long as they're pretty close to possible (giant arthropods have existed in the past).
Title: Re: Glestimals
Post by: Omega on 19 October 2010, 00:38:51
I think the spider should stay due to acceptable breaks from reality and the Rule of Coolâ„¢.
Well said.

All in all, I fully agree john. +1 :thumbup:
Title: Re: Glestimals
Post by: Zoythrus on 19 October 2010, 02:13:12
I think the spider should stay due to acceptable breaks from reality and the Rule of Coolâ„¢.
Well said.

All in all, I fully agree john. +1 :thumbup:
this idea has my full support. Rock on, big spider!
Title: Re: Glestimals
Post by: Omega on 19 October 2010, 22:02:58
Again, I repeat, out of necessity, does anyone have the original bear Blender file? The one in my pack is just the G3D imported, which won't do... The animations could really use some improvement, so this all brings us back to: "Where's the Bear blend?". Who was the original animator anyway? He should have the blend (hopefully) somewhere...
Title: Re: Glestimals
Post by: John.d.h on 20 October 2010, 19:20:48
I have a bear.blend file, but there's no rig.  I can build one in a jiffy if you need it.
Title: Re: Glestimals
Post by: Omega on 20 October 2010, 23:05:02
Except the problem is, based on past experiences, importing and reanimating models often "broke" the models... I discoved that even moving the arm of a rig on a tech guard caused many of the faces to "split"... I've had to scrap entire models before because of that issue, and have never solved it... Though, if you can get a working rig, be my guest.
Title: Re: Glestimals
Post by: John.d.h on 20 October 2010, 23:20:27
You needn't import anything.  I have the actual Blender model.  I went ahead and appended my wolf rig to it and arranged the bones accordingly, but I might still need to do some tweaking as I may have forgotten some parenting issues now that I think about it.  I'll finalize it next time I'm at uni.
Title: Re: Glestimals
Post by: Omega on 20 October 2010, 23:46:45
Oh, you meant the actual model... I see, that'd be great john, thanks. Being experienced with Blender, I don't suppose you happen to know why the imported models split like I mentioned though?
Title: Re: Glestimals
Post by: -Archmage- on 21 October 2010, 02:20:11
Oh, you meant the actual model... I see, that'd be great john, thanks. Being experienced with Blender, I don't suppose you happen to know why the imported models split like I mentioned though?

I don't know how they get like that, but it can be easily fixed by entering edit mode, selecting all vertices, hitting 'w', and selecting 'remove doubles'. ;)
Title: Re: Glestimals
Post by: John.d.h on 23 October 2010, 00:13:56
Somebody order a bear rig?
http://ubuntuone.com/p/LhH/ (http://ubuntuone.com/p/LhH/)

(http://img204.imageshack.us/img204/6388/bearrig.jpg) (http://img204.imageshack.us/i/bearrig.jpg/)

The jaw bone is there in case you want to articulate it.  Otherwise, feel free to ignore or delete it.  This armature is a bit different than my usual ones, as it comes from a wolf and they run kinda weird, so you may have to rotate *_leg.* bones to get the knees the way you want.  The up side is that you needn't touch the knee bones themselves at all.
Title: Re: Glestimals
Post by: Omega on 23 October 2010, 00:24:15
Awesome work John. I'll get to work.
Title: Re: Glestimals
Post by: Omega on 24 October 2010, 00:28:49
Done. :)

Here's my bear. I must note, though, that you seemed to have broken the texture somehow in yours. Took me an hour to find out why I couldn't get it to export, then ended up having to completely re-UV map the texture, so it's not completely the same, but very very close. Animated and done, blend files included.

(http://img12.imageshack.us/img12/6510/bearj.png)

http://www.filefront.com/17425827/Bear.7z (http://www.filefront.com/17425827/Bear.7z)
Title: Re: Glestimals
Post by: John.d.h on 24 October 2010, 03:15:53
Huh... weird that I didn't notice the texture.  That's what I get for working in solid mode.

Attack: Meh.
Idle: Decent.
Die: It'll do.
Move: Um... I'm sure it's got a great personality or something...
Title: Re: Glestimals
Post by: Omega on 24 October 2010, 23:55:02
Huh... weird that I didn't notice the texture.  That's what I get for working in solid mode.

Attack: Meh.
Idle: Decent.
Die: It'll do.
Move: Um... I'm sure it's got a great personality or something...
:O The move animation isn't that good, yeah. I have no clue how a bear moves, and my attempts to replicate were met with... well, that.
Title: Re: Glestimals
Post by: ZaggyDad on 25 October 2010, 21:11:14
Finished the new animations for the heron.

http://www.mediafire.com/?xoqeppuf5d5br4g

~Zaggy1024
Title: Re: Glestimals
Post by: wciow on 26 October 2010, 21:51:41
Thanks Zaggy :thumbup:

I'll upload a zip of the all the Glestimals so far...

EDIT: ok heres the file, it contains all of the recent work by Zaggy and Omega, I've exported all of Zaggy's animations to G3Ds and merged all of Omega's seperate .blend files into one. I've also begun rigging the rabbit and added a credits file to keep track of who did what.

http://www.filedropper.com/glestimalsoct2010
Title: Re: Glestimals
Post by: Gabbe on 26 October 2010, 22:33:20
Huh... weird that I didn't notice the texture.  That's what I get for working in solid mode.

Attack: Meh.
Idle: Decent.
Die: It'll do.
Move: Um... I'm sure it's got a great personality or something...
:O The move animation isn't that good, yeah. I have no clue how a bear moves, and my attempts to replicate were met with... well, that.

BUT you are a bear! you live in Canada! :P

I suppose you could just youtube

show all basix, bad quality but best i found in 2 minutes :)

http://www.youtube.com/watch?v=dxqO3fAFXuU
Title: Re: Glestimals
Post by: Omega on 26 October 2010, 23:01:13
BUT you are a bear! you live in Canada! :P
I'm not a bear. Though, here in Canada, bears are afraid of humans, and will generally keep their distance. The slow ones usually end up shot.

merged all of Omega's seperate .blend files into one.
Hmm, I've been meaning to ask this... How should I do my animations to keep them all in one file? I suppose I could just tinker with the start/end frames, though that would mean that the last frame of the animation would be effect the starting frame of the next animation (in other words, you have to "reset" the skeleton's position every animation, something I've found annoying and a waste of time). Hmm, you merged them all? That could be helpful...how?
Title: Re: Glestimals
Post by: John.d.h on 26 October 2010, 23:32:43
I suppose I could just tinker with the start/end frames, though that would mean that the last frame of the animation would be effect the starting frame of the next animation (in other words, you have to "reset" the skeleton's position every animation, something I've found annoying and a waste of time). Hmm, you merged them all? That could be helpful...how?
If you insert key frames for all the bones at the beginning of each action, then it works quite well actually.  The last frame of one animation doesn't have to be the first frame of the next.  If animation A ends on frame 10, just make animation B start on frame 11.
Title: Re: Glestimals
Post by: -Archmage- on 27 October 2010, 00:50:50
I suppose I could just tinker with the start/end frames, though that would mean that the last frame of the animation would be effect the starting frame of the next animation (in other words, you have to "reset" the skeleton's position every animation, something I've found annoying and a waste of time). Hmm, you merged them all? That could be helpful...how?
If you insert key frames for all the bones at the beginning of each action, then it works quite well actually.  The last frame of one animation doesn't have to be the first frame of the next.  If animation A ends on frame 10, just make animation B start on frame 11.

Why do that when you can have a separate action... :look:
Title: Re: Glestimals
Post by: John.d.h on 27 October 2010, 01:06:47
Why do that when you can have a separate action... :look:
Convenience.  If you plan on re-using your actions with different units, then it can be better to keep them as separate actions.  If you're not, then it can be easier to keep them as one long chain instead of switching back and forth constantly.  Either way is fine, really.
Title: Re: Glestimals
Post by: -Archmage- on 27 October 2010, 03:16:57
Why do that when you can have a separate action... :look:
Convenience.  If you plan on re-using your actions with different units, then it can be better to keep them as separate actions.  If you're not, then it can be easier to keep them as one long chain instead of switching back and forth constantly.  Either way is fine, really.

I see, I just happen to prefer the orderly method, I used to do chains and they drove me nuts. :|
Title: Re: Glestimals
Post by: ZaggyDad on 27 October 2010, 20:55:40
I see, I just happen to prefer the orderly method, I used to do chains and they drove me nuts. :|

Ditto.

~Zaggy1024
Title: Re: Glestimals
Post by: silnarm on 6 December 2010, 07:40:33
I'll upload a zip of the all the Glestimals so far...
...
http://www.filedropper.com/glestimalsoct2010

Damn... I don't have this one, and the link is dead. Could you please re-upload, then I will add them to the repository.

Title: Re: Glestimals
Post by: wciow on 6 December 2010, 22:32:47
Re-uploaded to mediafire:

http://www.mediafire.com/?ovu9frdxguia4lq
Title: Re: Glestimals
Post by: charlieg on 10 December 2010, 23:41:06
Please don't forget to upload to OpenGameArt.org as it is a really useful pack for many game creators:
www.opengameart.org
Title: Re: Glestimals
Post by: John.d.h on 11 December 2010, 03:49:32
Please don't forget to upload to OpenGameArt.org as it is a really useful pack for many game creators:
www.opengameart.org
Absolutely, I (http://opengameart.org/users/johndh) fully intend to do that once they're all animated. ;)
Title: Re: Glestimals
Post by: ultifd on 10 March 2011, 06:48:04
Where is this in git-master? I can't find it...
Title: Re: Glestimals
Post by: Psychedelic_hands on 19 March 2011, 04:42:31
So this will make it in GAE 0.4  right?
Edit: just checked the trac... It says it's for 0.5... dang.
Title: Re: Glestimals
Post by: John.d.h on 19 March 2011, 04:50:35
I was under the impression that engine-wise they were basically ready to go, so it's just the assets themselves that are unfinished.  I'd hazard a guess that if somebody animates some more of them, they might make it in a lot sooner. ;)
Title: Re: Glestimals
Post by: Psychedelic_hands on 19 March 2011, 04:56:19
I was under the impression that engine-wise they were basically ready to go, so it's just the assets themselves that are unfinished.  I'd hazard a guess that if somebody animates some more of them, they might make it in a lot sooner. ;)

I thought that aswell... Can't we just add-in what is finished? and forget about the other animals for now?
Title: Re: Glestimals
Post by: John.d.h on 19 March 2011, 05:26:21
As I recall, the spider is completely game-ready, and the bear and the wolf need just a little more work.  Unfortunately, my animation skills are a bit rusty and I've got a few too many irons in the fire already.
Title: Re: Glestimals
Post by: Psychedelic_hands on 20 March 2011, 04:57:29
The glestimals can attack right? why not add in some rouge swordsmen, or wizards?
Title: Re: Glestimals
Post by: wciow on 20 March 2011, 10:52:16
@hands - Thats up to the modders. I originally wanted Glestimals to wander round the map and maybe be killed as well, really just some nice eye candy to make maps more interesting (like AOE). Its seems that when(if?) they get implemented they will behave more like neutral units with a full set of unit tags.

If this is the case then Glestimals will just be a sort of basic set, with modders free to create their own types of neutral 'creeps' to suit their own mod packs.

Glestimals are almost totally complete. The only things that need doing are the animations for the wolf and a walk cycle for the deer. If no-one else steps up I will complete these myself but my animation skills are not great, there are several members here that are better animators  :look:
Title: Re: Glestimals
Post by: Zoythrus on 20 March 2011, 21:00:16
so, when glestimals are implemented, are we going to give them the AI's to follow? (or do they just wander around?)

my AI ideas are:

passive -the glestimal doesnt attack, no matter what you do to it

passive aggressive - it doesnt attack you unless you attack it, and will fight you in a small radius around it (the radius should be definable)

aggressive - it attacks anyone nearby, and will fight until either it or its target dies.

random - it switches between the three AI's randomly, making it rather unpredictable.

did i forget anything?

also, will glestimals ever be worth anything ingame? like, will we ever be able to kill a deer for food?
Title: Re: Glestimals
Post by: Omega on 21 March 2011, 02:28:47
so, when glestimals are implemented, are we going to give them the AI's to follow? (or do they just wander around?)

my AI ideas are:

passive -the glestimal doesnt attack, no matter what you do to it

passive aggressive - it doesnt attack you unless you attack it, and will fight you in a small radius around it (the radius should be definable)

aggressive - it attacks anyone nearby, and will fight until either it or its target dies.

random - it switches between the three AI's randomly, making it rather unpredictable.

did i forget anything?

also, will glestimals ever be worth anything ingame? like, will we ever be able to kill a deer for food?
That sounds great. And I would certainly hope they could be able to give resources on death.
Title: Re: Glestimals
Post by: ultifd on 21 March 2011, 07:38:04
Nice ideas Zoy, hopefully they will be implemented after the merge.

Quote
also, will glestimals ever be worth anything ingame? like, will we ever be able to kill a deer for food?
Hopefully. Tiger and Eliminator's Stranded Scenario could use that...
Title: Re: Glestimals
Post by: Zoythrus on 21 March 2011, 13:16:54
what about for skirmishes? that would make things interesting.....
Title: Re: Glestimals
Post by: wyvern on 26 March 2011, 02:39:45
I had an idea, its sort of related to the glestimals additions, why not have neutral farms/villages, you could pass by them without being attacked but if you attacked/tried to capture it, angry farmers of something would come out to attack you. I'm thinking of something along the lines of the warg/troll/goblin caves in BFME.
Title: Re: Glestimals
Post by: Psychedelic_hands on 26 March 2011, 10:30:24
I had an idea, its sort of related to the glestimals additions, why not have neutral farms/villages, you could pass by them without being attacked but if you attacked/tried to capture it, angry farmers of something would come out to attack you. I'm thinking of something along the lines of the warg/troll/goblin caves in BFME.

I support, though... Does that mean they would be randomly placed? or would we make a new map object? would that be bad for balance?
Title: Re: Glestimals
Post by: ZaggyDad on 13 April 2011, 16:21:39
Could someone re-upload the zip (on a site with no time limit for files)? MediaFire seems to have deleted the files 'cause they're so old.

~Zaggy1024
Title: Re: Glestimals
Post by: Zoythrus on 13 April 2011, 16:43:53
do you guys think that Glestimals will be supported in 0.4? or will we have to wait for the Merge?
Title: Re: Glestimals
Post by: treba on 13 April 2011, 17:18:58
do you think it would be possible to use glestimals for neutral building etc., too? they would just not wander around. in combination with a parameter for invulnerability as mentioned in this thread (https://forum.megaglest.org/index.php?topic=6798), it would solve the whole problem of custom neutral objects (https://forum.megaglest.org/index.php?topic=6777.0)
Title: Re: Glestimals
Post by: tucho on 28 April 2011, 22:04:12
Quote
my AI ideas are:

passive -the glestimal doesnt attack, no matter what you do to it

passive aggressive - it doesnt attack you unless you attack it, and will fight you in a small radius around it (the radius should be definable)

aggressive - it attacks anyone nearby, and will fight until either it or its target dies.

random - it switches between the three AI's randomly, making it rather unpredictable.

did i forget anything?

I'd add a 4th kind of AI:

evasive - it runs when there is someone nearby, like workers or units without attack (radius also can be definable)
Title: Re: Glestimals
Post by: Zoythrus on 28 April 2011, 22:11:22
actually, "evasive" sounds more like a tag that can be added, not a full on AI.

if added to the other AI's, you'd get these results:

passive - when you attack it, it runs off

passive-aggressive - if you attack it, it will attack back for a short time, then run off.

aggressive - it actively pursues you, attacks for a small bit, then runs off (but will then make guerrilla attacks on your troops in the area, attacking and running off)
Title: Re: Glestimals
Post by: Omega on 29 April 2011, 06:24:17
I would imagine passive would also be evasive.
Title: Re: Glestimals
Post by: -Archmage- on 30 April 2011, 01:59:57
Quote
my AI ideas are:

passive -the glestimal doesnt attack, no matter what you do to it

passive aggressive - it doesnt attack you unless you attack it, and will fight you in a small radius around it (the radius should be definable)

aggressive - it attacks anyone nearby, and will fight until either it or its target dies.

random - it switches between the three AI's randomly, making it rather unpredictable.

did i forget anything?

I'd add a 4th kind of AI:

evasive - it runs when there is someone nearby, like workers or units without attack (radius also can be definable)

Wouldn't that be super easy to beat? You come to their base and they all run away. :P
Title: Re: Glestimals
Post by: John.d.h on 30 April 2011, 02:05:08
Wouldn't that be super easy to beat? You come to their base and they all run away. :P
You realize we're talking about squirrels, right?
Title: Re: Glestimals
Post by: -Archmage- on 30 April 2011, 02:11:33
Wouldn't that be super easy to beat? You come to their base and they all run away. :P
You realize we're talking about squirrels, right?

Oops...... I got this confused with that guys school project to change the GAE AI. Sorry.
Title: Re: Glestimals
Post by: Zoythrus on 30 April 2011, 17:15:44
Wouldn't that be super easy to beat? You come to their base and they all run away. :P
You realize we're talking about squirrels, right?
you mean we cant give the squirrels their own base that you have to conquer?
Title: Re: Glestimals
Post by: John.d.h on 23 May 2011, 08:40:45
Bump for status check.  Is anybody still working on these?  If so, what have you got so far?
Title: Re: Glestimals
Post by: ultifd on 23 May 2011, 08:42:46
Where are the Glestimals located? Are they included with Git-master? Some other hidden place?  :confused:
Title: Re: Glestimals
Post by: wciow on 23 May 2011, 10:25:42
Basically things are still at the same stage as I posted a couple of months ago on the last page. Just a couple of animations for the wolf and deer left. I've also done a few tweaks and a better death animation for the bunny but nothing major. We just need to get them implemented, then maybe interest will pick up and we can improve and expand on whats already there.
Title: Re: Glestimals
Post by: John.d.h on 23 May 2011, 10:54:06
Well, some of the folks over at opengameart.org were talking about putting together a small art sprint, so if we gather everything we have and figure out what else we need, want, and/or could use, maybe we could make some magic happen.
Title: Re: Glestimals
Post by: John.d.h on 12 December 2011, 02:00:17
http://opengameart.org/content/low-poly-heron-glest (http://opengameart.org/content/low-poly-heron-glest)
http://www.mediafire.com/?ocg26ysb9v331f3 (http://www.mediafire.com/?ocg26ysb9v331f3)
Title: Re: Glestimals
Post by: Omega on 12 December 2011, 02:18:42
Ah, a much needed bump. Was this ever finished (on the programming side)?
Title: Re: Glestimals
Post by: wciow on 12 December 2011, 21:52:03
Ah, a much needed bump. Was this ever finished (on the programming side)?

Nope, Silnarm did some experimenting but i guess there were more important things on the to do list. I've still got all the art files if this ever actually gets coded  :angel:
Title: Re: Glestimals
Post by: John.d.h on 13 December 2011, 19:42:09
http://sourceforge.net/apps/trac/glestae/ticket/139

@Wciow, by that do you mean that they're done?  Last I checked, there were just a few odds and ends to finish up.
Title: Re: Glestimals
Post by: jda on 20 December 2011, 01:21:49
actually, "evasive" sounds more like a tag that can be added, not a full on AI.

if added to the other AI's, you'd get these results:

passive - when you attack it, it runs off

passive-aggressive - if you attack it, it will attack back for a short time, then run off.

aggressive - it actively pursues you, attacks for a small bit, then runs off (but will then make guerrilla attacks on your troops in the area, attacking and running off)
:O :O :O :O :O :O :O
Well, just to make sure, in case it wasn't a joke, passive-agressive is more like:
if you attack it, it will run off; later on, when you think it's all sorted out, it will drop a nut on your head and acuse you of stealing . ;D

Back on-topic, this would be fun (no pun intended) to see implemented.  :thumbup:
Title: Re: Glestimals
Post by: Zoythrus on 20 December 2011, 02:31:28
actually, "evasive" sounds more like a tag that can be added, not a full on AI.

if added to the other AI's, you'd get these results:

passive - when you attack it, it runs off

passive-aggressive - if you attack it, it will attack back for a short time, then run off.

aggressive - it actively pursues you, attacks for a small bit, then runs off (but will then make guerrilla attacks on your troops in the area, attacking and running off)
:O :O :O :O :O :O :O
Well, just to make sure, in case it wasn't a joke, passive-agressive is more like:
if you attack it, it will run off; later on, when you think it's all sorted out, it will drop a nut on your head and acuse you of stealing . ;D

Back on-topic, this would be fun (no pun intended) to see implemented.  :thumbup:

no, i did not originally mean that the animal in question suffered from passive-aggressive behavior, i meant that the AI applied to it would be a mixture of passive and aggressive behavior (resulting in a creature that has no ill intention against you until you attack it)
Title: Re: Glestimals
Post by: jda on 20 December 2011, 03:48:37
no, i did not originally mean that the animal in question suffered from passive-aggressive behavior, i meant that the AI applied to it would be a mixture of passive and aggressive behavior (resulting in a creature that has no ill intention against you until you attack it)
Hmm. I see. Well, yes, that was exactly what you had said. But it was all too funny, add the whole discussion that followed on top of it... sorry... I just couldn't find the strength to not laugh. Sorry.   :look:

On the subject of the glestimals having a base to be destroyed... wouldn't that make them just another faction?  :look: I think it would be great to just have them roaming around, add more to the environment, specially entertaining with the ability to interact with them - just don't make a goal out of playing with them on the map. They are there on their own right, they don't need to be foes to be there! Though it is fun that you can make them such... Kinda. Not if you think of them as aninals, but ok if they're glestimals.  ;D

Shuting myself up now.

See ya!  :)