MegaGlest Forum

Modding and game content creation => Mods => Topic started by: wciow on 1 August 2008, 19:02:22

Title: Dwarf faction
Post by: wciow on 1 August 2008, 19:02:22
(http://i27.photobucket.com/albums/c168/jimbleboy/dicon.png)

This is the thread for my new dwarf faction.

This new faction is intended to be compatible with standard Glest and the magitech tech tree.

The faction will include 8 new units and 5 new buildings. Hopefully it will be balanced well with the magic/tech factions. The dwarves will focus on melee combat.

The ultimate goal of the project is to produce a new faction which is as close to the original Glest in style and quality as I can make it.

'Gimli' is released, download it here:
http://www.mediafire.com/?sharekey=1cea432412fe7bd9312dbd5f2bdc5062e04e75f6e8ebb871
Title:
Post by: MrBlack on 1 August 2008, 21:33:19
Sounds promising. Though I think 7 units is too few. I think that Dwarves should have some sort of mechanical devices as well as regular melee infantry.
Title:
Post by: Omega on 2 August 2008, 21:14:02
You need some ranged units, or it may become unbalanced. Ideas: Dwarf Multi-Cannon, dwarf mining cart (vehicle, used for mining resources) dwarf soldiers.


Now -- woah, woah, woah... You haven't finished glestimals yet. Back to work Wciow! (BTW, I 'borrowed' your model for the bear to make the hellbear in my ancient tech tree, and yes, you will recieve credit)
Title:
Post by: horseman on 6 August 2008, 06:24:02
Sounds great! But where is the download link. Sorry if I sound stupid but I am new to this forum. Thanks a bunch.
Title: topic
Post by: @kukac@ on 6 August 2008, 08:27:08
I think this mod is not done yet.
Title:
Post by: ZaggyDad on 6 August 2008, 21:57:50
You should make the dwarfs have powerful armor, so they can withstand enemy ranged fire. And they should have rather slow-firing but powerful hand-held cannon sorta things. Maan. GAE needs to get the inaccuracy stuff implemented. Then the guns could be inaccurate, too. :)

~Zaggy
Title:
Post by: wciow on 6 August 2008, 23:29:06
@ horseman:  This mod is only just started, I might release an XML only version soon but the finished mod will take at least a couple of months to complete. When something gets released I'll update the first post of this thread.

@ Zaggy : I've started to rethink the 'no ranged weapons' thing. If this is going to be balanced then the dwarves will need a way to shoot down dragons/airships. I agree that the dwarves should use hand cannons rather than bows.
Title:
Post by: weedkiller on 7 August 2008, 08:37:30
Hi,
if you want some help i can try something, but i think you know about spare time and creativity-flow  :O ...
Maybe you can make a axethrowing unit; can projektiles be animated, so that the axe spins? they are at least g3ds (like the arrow of the archer).
Title:
Post by: myles on 7 August 2008, 10:03:02
Sounds like this should be good, cant wait!
Title:
Post by: ZaggyDad on 7 August 2008, 18:24:16
No, you can't make animated projectiles. They work the same way as resources. It would be nice if it at least had an option in the particle_proj.xml file to make it spin in some direction, though.

~Zaggy
Title:
Post by: ArKabZol on 7 August 2008, 18:53:13
Quote from: "ZaggyDad"
No, you can't make animated projectiles. They work the same way as resources. It would be nice if it at least had an option in the particle_proj.xml file to make it spin in some direction, though.

~Zaggy

Something to work on for GAE then, maybe? :P
Title:
Post by: Idanwin on 7 August 2008, 22:51:19
Some dwarf ideas
-The thunderer has already been mentioned (handheld cannon)
-A second ranged attack unit could be the 'Runecrafter' (magical attack)
-Some Robots (iron not wood)
-Buildings should be very strong (stone)
Title:
Post by: Baida on 8 August 2008, 11:50:15
Some ideas I'm going to throw.

- Abilities to gather stones and gold faster. They are dwarves after all  :)
Hope that could help you just a little bit and well, there are no bad ideas, just ideas, that's the purpose of a brainstorming  :P
Title:
Post by: Idanwin on 8 August 2008, 13:11:42
I think a third resource should be added: 'Iron'
Iron, gold and stone would be the main resources and wood isn't much needed.

I think dwarfs could make 'clockwork' things.
And the final monster (like the behemoth in magic) could be the Goliath (I stole the name from 'Invasion from the Unknown' (wesnoth campaign by Shadowmaster)).

The Goliath is a giant iron automation.

A clockwork spider:
http://http://brassgoggles.co.uk/images/clockworkspider.jpg
Title:
Post by: ZaggyDad on 10 August 2008, 19:45:46
The hand-held cannon dwarf would be a thunderer, not a bowman. And the gun would be practically the size of a cannon, but it would be small enough to hold, not like a rifle, or something.

~Zaggy
Title:
Post by: wciow on 10 August 2008, 23:39:00
Thanks again for the support and ideas guys  ;)   The Flame Team requires the Gunpowder upgrade.

Bombadier -  The Bombadier is the dwarven anti-building unit. It is very slow but deals massive damage at long ranges, especially to buildings. It has relatively weak armor and is vunarable to fast moving or air units. Bombadiers will require the Gunpowder upgrade.

Finally I would like to ask for any ideas on how the buildings should look. I tried to make the dwarven stonghold but I just couldn't get it right.

The basic XML structure is now finshed but will need alot of tweaking to balance it properly.
Model progress is slow but steady, I am focusing on quality over quantity here.

The current buildings are:

Stronghold
Warriors Hall
Farm
Defence Tower
Foundry
Title:
Post by: weedkiller on 11 August 2008, 10:38:06
Hi,
sounds very impressive and a well-though up faction.
For the dwarf building i only found this pic by google.
(http://http://www.sleepyhollowent.com/images/products/DSC01370.jpg)

I think the houses must be build into the earth, so they are  not very high and perhaps they have earth-walls/hills that cover the house from being seen.
The walls should be natural stone and the roof should be high and wood/grass. The edges must be bound, so it looks like taking cover at its place...
Hm, dont know if that helps its always another part to out this imagination into a model.
Title:
Post by: ZaggyDad on 12 August 2008, 19:56:15
The Cannoneer should be named a Hand Cannoneer or a Thunderer. The name thunderer is more original, so I would favor that, but Hand Cannoneer is good too. And Bombadier should be spelled Bombardier. (It's missing the R before the d) And the Warrior should have a small battle-axe, and not a sword. Dwarfs aren't supposed to be good with swords. And the Dragonslayer could have fire-arrows. And what would the Flame Teams fire the fire from?

~Zaggy
Title:
Post by: MrBlack on 13 August 2008, 00:50:12
Contrary to your beliefs, dwarves do wield swords quite effectively (if a bit agressively). It's just they prefer to wield bigger and more destructive weapons.
Title:
Post by: Omega on 13 August 2008, 19:18:14
Sounding pretty good so far, can you make a sort of 'map' of the faction? And I agree that a resource Iron should be added. Another building idea would be a mine, which can increase the workers resource gathering rates drastically!

BTW, what do you plan to have the foundry do?
Title: Awesome
Post by: noobthenoob on 14 August 2008, 15:45:32
you should make the dwarves cheap so you can make many of them.
Title:
Post by: MrBlack on 15 August 2008, 00:10:29
You should make a tileset made to look "underground" to go with this faction. The trees could be cavern walls, grass could be stone, etc.
Title:
Post by: ZaggyDad on 15 August 2008, 15:23:23
Don't make the Dwarves cheap. That would be totally wrong. They would have to produce the armor, (which would be powerful armor) and that would take a long time, since it's so strong.

~Zaggy
Title:
Post by: Omega on 15 August 2008, 17:14:35
Not cheap, short and powerful (and slow) the dwarfs should be balanced enough to fit either with magitech or a future elves faction (they go together VERY good, since they are often enemies. (Remember lord of the rings?)
Title: Re: Dwarf faction
Post by: gameboy on 27 September 2008, 15:54:47
I'm making an elf faction, cool!
Title: Re: Dwarf faction
Post by: modman on 1 October 2008, 21:07:47
Is this dead?
Title: Re: Dwarf faction
Post by: wciow on 2 October 2008, 19:19:31
No, its still progressing slowly. I did put up a few pics and a tech tree before the forum crash. I'm still optimistic that I will get alpha-1 out by the end of this month (it's about 90% done atm).
Title: Re: Dwarf faction
Post by: modman on 3 October 2008, 01:01:25
Could you repost the tech tree image then please?
Title: Re: Dwarf faction
Post by: wciow on 4 October 2008, 13:34:25
Since its Saturday and I'm in a good mood here ya go:

(http://http://i27.photobucket.com/albums/c168/jimbleboy/DTT.png)
Title: Re: Dwarf faction
Post by: titi on 7 October 2008, 13:03:20
Two worker units thats nice!!
Miner and Worker! thats something interisting. Lets hope the AI knows how to use them..
Title: Re: Dwarf faction
Post by: modman on 8 October 2008, 00:39:38
What does a "dragonslayer" look like?
Title: Re: Dwarf faction
Post by: verarticus on 8 October 2008, 02:07:32
Quote from: "modman"
What does a "dragonslayer" look like?

BIG sword or ax has armour with some kind of dragon related thing (example) the armour on feet is shaped like dragon claws) and has a cape (very important  :O )
Title: Re: Dwarf faction
Post by: John.d.h on 9 October 2008, 04:47:32
Quote from: "modman"
What does a "dragonslayer" look like?
I hope he looks like this!
(http://http://www.wizards.com/dnd/images/tordek_color.jpg)
"From the underground kingdom of his ancestors, a sturdy warrior emerges to earn his place in legend. Everything about him - his armor, his weapons, his demeanor - suggests a resolve as unyielding as the stone walls of his dwarven home. With his waraxe at the ready, Tordek stands at the fore of every battle, raining mighty blows upon those who would oppose him."

If that doesn't sound like a heroic dwarven dragonslayer, then I don't know what does!  Plus, he's got the dragon motif on his axe and his shield, so I guess it's like a totem animal for him.

Source: wizards.com NPC closeup: "Tordek, Dwarven fighter"
Title: Re: Dwarf faction
Post by: verarticus on 9 October 2008, 04:50:10
Quote from: "johndh"
Quote from: "modman"
What does a "dragonslayer" look like?
I hope he looks like this!
(http://http://www.wizards.com/dnd/images/tordek_color.jpg)
"From the underground kingdom of his ancestors, a sturdy warrior emerges to earn his place in legend. Everything about him - his armor, his weapons, his demeanor - suggests a resolve as unyielding as the stone walls of his dwarven home. With his waraxe at the ready, Tordek stands at the fore of every battle, raining mighty blows upon those who would oppose him."

If that doesn't sound like a heroic dwarven dragonslayer, then I don't know what does! Plus, he's got the dragon motif on his axe and his shield, so I guess it's like a totem animal for him.

Source: wizards.com NPC closeup: "Tordek, Dwarven fighter"

I think hes more of a dragon warior but oh well it will work :)
Title: Re: Dwarf faction
Post by: John.d.h on 9 October 2008, 04:53:07
Just an idea.  He could stand to be a little more dragonned-out, I suppose.  Maybe make the faces on his armor look more draconic, along with his helmet.
Title: Re: Dwarf faction
Post by: verarticus on 9 October 2008, 07:15:24
I think the sheild symbol needs to change too. (its cool but thats whats making him lookd ragon warior) amybe crossed axes or something
Title: Re: Dwarf faction
Post by: wciow on 9 October 2008, 15:43:39
I like the picture alot but it looks more like the dwarven hero that I made. My idea of the dragonslayer is a bit different, basically a big axe, a big crossbow and armour made out of dragon scales. The dragon slayer won't be in the first release anyway (thats on sunday btw).

The thing that I am struggling with the most is making the buildings look dwarven. Since in most fantasy lore dwarves live in caves there isn't much to go on, even google is pretty much stumped  :)
Title: Re: Dwarf faction
Post by: modman on 10 October 2008, 00:24:21
Awesome!  Can't wait!
Title: Re: Dwarf faction
Post by: gameboy on 10 October 2008, 09:30:31
here i got these pics from Battle for Middle-earth Heaven.http://http://bfme2.heavengames.com/factions/dw-buildings
[attachment=2:2rkbrlg4]mineshaft.jpg[/attachment:2rkbrlg4]
[attachment=1:2rkbrlg4]hallofwarriors.jpg[/attachment:2rkbrlg4]
[attachment=0:2rkbrlg4]forgeworks.jpg[/attachment:2rkbrlg4]
Title: Re: Dwarf faction
Post by: John.d.h on 10 October 2008, 19:19:39
The Forge Works looks like a landing strip.  It even has the control tower.
Title: Re: Dwarf faction
Post by: verarticus on 10 October 2008, 20:33:09
Quote from: "johndh"
The Forge Works looks like a landing strip. It even has the control tower.

The bottom opens like two doors and the units roll out and thats a signal fire. I have that games its awsome ^^ (terribly laggy the first few minutes of the first game though)
Title: Re: Dwarf faction
Post by: gameboy on 11 October 2008, 10:13:55
Quote from: "johndh"
The Forge Works looks like a landing strip. It even has the control tower.
Dude, you have the weirdest imagination man.
Title: Re: Dwarf faction
Post by: wciow on 12 October 2008, 12:48:30
*bump* alpha is released.
Title: Re: Dwarf faction
Post by: gameboy on 12 October 2008, 19:51:37
i think the animations could use some work, i'll do it if i get the blend files, here's my e-mail ad amish13-^-gmail.com, hope your not superstitious. :P
Title: Re: Dwarf faction
Post by: gameboy on 13 October 2008, 04:22:01
i modified the skin of the d tower it looked to plain, hope you like it.
[attachment=0:3ruh5sr4]d tower.JPG[/attachment:3ruh5sr4]
Title: Re: Dwarf faction
Post by: weedkiller on 13 October 2008, 15:56:21
hi, just played your faction!
I think its really good, the models have very unique looks and so far (well its small till now) the techtree makes fun.
Ok, to add some critics: you did already a great job on textures especially in thinking out details of amor etc. I always have problems to get a convincing looking armorcomposition. Only thing i can say: especially the hero needs higher contrast in its texture, it looks too onecolored from range. Only some dirt or just lowering brightness in some parts should do the effect.

Ah and, was quite funny in game when ai came with cataults, as they have radiusdammage and i only had meelefighters it was like a tank that did half my army alone xD. But thats of course only due to the limited techtree so far.

Keep the good work  8)
Title: Re: Dwarf faction
Post by: modman on 13 October 2008, 20:54:48
The worker should be able to repair all the buildings, not just the castle or whatever it is.
Title: Re: Dwarf faction
Post by: titi on 13 October 2008, 20:58:16
I also tried it, and I think it will be fun to play one day.
At the moment it's really an alpha and there are still lots of things to do....
I know that this is hard work and needs really MUCH TIME ( somtimes too much time )!
Title: Re: Dwarf faction
Post by: gameboy on 14 October 2008, 03:33:31
Quote from: "weedkiller"
I think its really good, the models have very unique looks
yes the models and textures are great, i also like the icons nice. the only thing that needs work are the animations.
Title: Re: Dwarf faction
Post by: wciow on 14 October 2008, 12:22:05
Thanks for the comments, alpha-1 took about 2 1/2 months to complete but the next releases should be significantly quicker (about a month or so   :lol:  and there is definitely an improvement. I will email you the blend files that I have used to see if you can improve them. The texture for the defense tower wasn't meant to be finished in this release. I will test yours and see how it looks.
Title: Re: Dwarf faction
Post by: weedkiller on 14 October 2008, 16:45:55
hm, yes persians will go on but not likely in further time. i finished with school and am studying right now; so much about free time  :P
i will play on it from time to time but to be honest it will go on slower that it already was
Title: Re: Dwarf faction
Post by: ZaggyDad on 14 October 2008, 18:45:06
Quote from: "Wciow"
I know that the animations are not great but I have only been properly animating for a few months. Just look back at the laughable animations I made for the FPM :P
Title: Re: Dwarf faction
Post by: modman on 14 October 2008, 22:26:16
Dwarves will need WAY better anti-air than a defense tower.  Maybe a dwarven cannon or something?
Title: Re: Dwarf faction
Post by: gameboy on 11 November 2008, 15:56:53
Hey, is dead or what? we haven't  heard for almost a month.
Title: Re: Dwarf faction
Post by: wciow on 11 November 2008, 17:25:51
No its still alive. I'm not gonna give up on it!
Since Daniels return, I've been working on the FPM again which is my main project atm. [I wonder when will the first GAE based faction mod will appear (not counting FPM) - @kukac@]

Alpha-2 will be released when there has been enough progress. I've added a few more models but not really enough to deserve another release yet.
Title: Re: Dwarf faction
Post by: gameboy on 11 November 2008, 18:09:19
Quote from: "wciow"
[I wonder when will the first GAE based faction mod will appear (not counting FPM) - @kukac@]
I might release an elf faction for GAE, and after that my tech tree Endor Revealed, it's under the Topic Ardhon.
Title: Re: Dwarf faction
Post by: wciow on 11 November 2008, 23:16:37
"I wonder when will the first GAE based faction mod will appear (not counting FPM) "

I plan on making a GAE version of Dwarves which will add some extra features but I want to get the standard Glest version finished first.
Title: Re: Dwarf faction
Post by: modman on 12 November 2008, 22:17:54
I might make eminations for Dark Magic, but I kind of doubt it.
Title: Re: Dwarf faction
Post by: Omega on 16 November 2008, 21:47:04
Quote from: "wciow"
I wonder when will the first GAE based faction mod will appear yet.
The moment GAE becomes more popular and more 'stable'. (For me, when I can use it on windows, but that might be never...)
Title: Re: Dwarf faction
Post by: modman on 17 November 2008, 23:58:46
Once GAE becomes stable, which, for all daniel knows, is, it can be implemented into normal Glest in 4.0 or something.  The XML reader can be designed so that the already existing XMLs for Tech and Magic and all the mods don't have to be redone, and they are compatable.  Then it can access all the new features of GAE.
Title: Re: Dwarf faction
Post by: Omega on 30 November 2008, 15:37:41
Yeah, but oddly, no one can seem to find why it won't work for me.

Last resort, still waiting for someone to tell me how to use the precompiled version on Kubuntu... Really, I'm kinda impatient...
Title: Re: Dwarf faction
Post by: modman on 30 November 2008, 21:03:25
It's something in the .ini I think.  Change it to fit your OS.
Title: Re: Dwarf faction
Post by: Omega on 1 December 2008, 04:29:40
Thing is, there's no extension, and I think it has to be unpacked or something. Not even sure how.. I'm a noob on Linux systems...
Title: Re: Dwarf faction
Post by: modman on 1 December 2008, 05:09:37
It definately works for Titi, so that's kind of wierd.  I know on a PC you can hide known file extensions in Windows Explorer, so maybe show them.  One of the files is a text file and you have to edit it I think.
Title: Re: Dwarf faction
Post by: Omega on 7 December 2008, 20:48:52
it's a tar.bz2 file. I unzip the bz2 and the tar, and I find myself left with a file with no extension... Now what? (That's what I mean. Windows EXEs are great, but Linux...)
Title: Re: Dwarf faction
Post by: hailstone on 8 December 2008, 08:34:12
Linux binaries generally have no extension. Run it from command line like "./program" or open it with a file explorer program.
Title: Re: Dwarf faction
Post by: Omega on 8 December 2008, 15:51:35
Can you give me a noob point of view guide to running that one program in Kubuntu? And let me get this straight, I need to copy the folders and stuff from the original glest too?
Title: Re: Dwarf faction
Post by: hailstone on 9 December 2008, 13:14:02
Follow the Linux Install instructions at viewtopic.php?f=15&t=3454 (http://glest.org/glest_board/viewtopic.php?f=15&t=3454) then run it from command line like I showed above. This discussion should have taken place in a different thread.
Title: Re: Dwarf faction
Post by: wciow on 19 December 2008, 19:09:21
Back on topic please.

A new version of dwarves is here!
Alpha-2 can be downloaded from the first page of this thread.

changes:

buildings:
farm, defense tower and warriors hall now have custom construction and destruction models
added stronghold model
added foundry model
Defense tower now shoots musket balls instead of arrows

units:
new unit Dragon Slayer
new unit Cannoneer

Upgrades:
Added Fortify
Added Dwarven iron
Added Dwarven steel
Added Scale Armour
Added Gunpowder

Improvements:
Minor improvements to Hero and Defense Tower textures
Minor improvement to Hero's animations
Cleaned up the file structure
Removed some unessecary files for smaller download size

Balance:
Farms now produce 25 food instead of 10
Warriors now have base armour 10
Hero's now have base armour 30
Workers now have base armour 5
Miners now have base armour 5
Title: Re: Dwarf faction
Post by: modman on 20 December 2008, 22:30:42
Is this it?  If not, what units are left?
Title: Re: Dwarf faction
Post by: modman on 21 December 2008, 04:05:21
OK I found some errors.  Mostly in the fighting units.  I would probably have Dwarves be lower HP because they're shorter and probably less strong because of that, but I would give them more armor.

Also the defensive unit should be placed last in the build basic command for the Worker, because otherwise the CPU thinks it's supposed to build those first.  The Defense Tower itself should be stone armor.

So what are you doing for air for Dwarves?  I have absolutely no idea.  Maybe some kind of air fortress with high metal armor?

I looked at the origanal tech tree diagram you posted and it looks like it would go great in Glest before the newer units were implemented (Behemoth, Dragon, Airship, Ornithopter etc.) because your tech tree is about thagt length.  To fit in Magitech now, a faction is about 5 or 6 steps to the end.  (OK so I'm not so sure about the numbers, but you're missing about 2 steps).
Title: Re: Dwarf faction
Post by: gameboy on 21 December 2008, 07:44:00
Quote from: "modman"
OK I found some errors. Mostly in the fighting units. I would probably have Dwarves be lower HP because they're shorter and probably less strong because of that, but I would give them more armor.
No, I totally disagree, dwarves should have high HP because the short and bulky, meaning their muscle and biceps are big and strong, if you don't understand what i'm saying read the Silmarilon By JRR Tolkien
Title: Re: Dwarf faction
Post by: John.d.h on 21 December 2008, 09:09:43
Yes, dwarves should definitely be tough and strong.  Not only are they more muscular for their size, but they're proportioned differently.  Real-life dwarfs aka midgets aka little people, can actually be surprisingly strong because of the way they're proportioned.  Fantasy dwarves would be even stronger since they're way more muscular and they spend all day swinging hammers and pickaxes.
Title: Re: Dwarf faction
Post by: wciow on 21 December 2008, 11:25:17
Quote from: "modman"
Is this it?  If not, what units are left?
No there are still two units to be added for the standard Glest version. The flame team and the bombard team.

Once thats completed I'll make a GAE version which has another building called the steam-forge and two more units which I haven't decided on yet.  

Thanks for the tip about the defense tower. I'll try moving it around and see how it works.

For air defense there is the dragon slayer.
Title: Re: Dwarf faction
Post by: modman on 23 December 2008, 03:44:59
What anti-air do you have?  Because you'll need something with splash or Dwarves will be annihilated.
Title: Re: Dwarf faction
Post by: wciow on 23 December 2008, 10:28:16
Quote from: "modman"
What anti-air do you have?  Because you'll need something with splash or Dwarves will be annihilated.

The idea of dwarves is that you stomp the enemy base before they get the chance to build air units by sending wave after wave of heavy melee units  :)

The dwarves have miners which can gather gold/stone at a much faster rate than magic or tech (I actually had to make them gather less after testing!)
This allows them to churn out loads of warriors and heros, which require gold/stone.

In games with 3 AI opponents its possible that 1 may get some air units before you can crush them. In this case just build a few Dragon slayers. As the name implies they are specifically made to destroy dragons (or tech air units).
Title: Re: Dwarf faction
Post by: modman on 25 December 2008, 04:00:43
Not to be annoying, but:
The Dragon Slayers aren't even good at attacking air!  ::)   They have no splash at all and good air attacks generally have splashes.
Also the AI generally cannot defeat me before I get air because I use strategies such as defence.  Also the AI generally doesn't beat other AIs because they can also for example pump out Battlemages, which are great against Dwarves.
How about a stationary cannon?
Title: Re: Dwarf faction
Post by: ZaggyDad on 8 February 2009, 21:39:33
*pours water on Wciow's head* Wake up!
Title: Re: Dwarf faction
Post by: wciow on 9 February 2009, 17:35:46
Sorry for the lack of updates. I'm still working on this faction and a beta will be released in a couple of weeks.
Title: Re: Dwarf faction
Post by: titi on 9 February 2009, 21:47:54
yes yes, it takes some time and its sometimes hard to keep the motivation ;)

Probabaly you can share some screenshots from time to time ( thats the way I motivate me ).
Title: Re: Dwarf faction
Post by: Darth_Mascurse on 10 February 2009, 20:21:01
dude!!!!

the dwarf faction is AWESOME!!!

I really like dwarves to begin with, but this faction takes the cake!  I must say it is my absolute favorite faction, well outscoring tech and magic on my list!!1

keep coming with the updates whenever possible!  I'd really like to see some sort of heavy defensive structures seeing as how that is how dwarves seem to work...
Title: Re: Dwarf faction
Post by: wciow on 10 February 2009, 22:38:56
Thanks, nice to hear that someone enjoyed playing my faction :)

As I already said, a beta is coming soon which will have more units and hopefully better balance.
Title: Re: Dwarf faction
Post by: modman on 11 February 2009, 00:46:08
Don't get me wrong...I like your faction!  It's just that I think your philosophies on how Dwarves will perform could use a little work.

What if you are playing on a big map?  The AI will not send a new army until the old one is defeated, and by that time you may have more than enough defense to counter any future attacks.
Title: Re: Dwarf faction
Post by: wciow on 11 February 2009, 02:30:15
Well I'll ask you to just wait until the Beta comes out.

TBH I haven't thought too hard about balancing the faction so far since I've been busy modeling.
Once the beta comes out modeling will be 95% complete so I can concentrate on getting feedback for balancing the final version.
Play testing is where I will really need the communities support to ensure Dwarves look good and play well.
Title: Re: Dwarf faction
Post by: titi on 11 February 2009, 08:45:23
A hint for balancing:

Start a game with 3 players and use the map conflict.
player 1 -cpu-ultra  your faction   team 1
player 2 - you  ???        team 1
player 3 -cpu-ultra  another faction

Now switch to fast forward and let the computer play several games and regard whats happening....
This will give you a first quick idea for the blanacing.
After this is done start the manual/community tests.
Title: Re: Dwarf faction
Post by: Darth_Mascurse on 11 February 2009, 20:33:58
I think that the balancing isn't bad at all...they seem to balance out pretty well...at least with tech...I haven't tried with magic yet, but CPU dwarves vs CPU tech was a LOOOOOONG game
Title: Re: Dwarf faction
Post by: modman on 12 February 2009, 03:25:23
Interesting (OT).  What map was this?
Title: Re: Dwarf faction
Post by: ZaggyDad on 12 February 2009, 17:17:42
I think that the balancing isn't bad at all...they seem to balance out pretty well...at least with tech...I haven't tried with magic yet, but CPU dwarves vs CPU tech was a LOOOOOONG game

Would you say you're a good player? :-\
Title: Re: Dwarf faction
Post by: Darth_Mascurse on 12 February 2009, 18:29:33
nope...

Not at all...but I set it up like titi was saying and I just sat over in my corner and they fought each other...

It was dwarves against tech pretty much...the Dwarves ended up winning, but it took a long time
Title: Re: Dwarf faction
Post by: titi on 13 February 2009, 01:13:46
Be careful, one game doesn't say anything with the AIs.
You need multiple fights to see what really happens.
Title: Re: Dwarf faction
Post by: modman on 13 February 2009, 02:20:24
It is because Dwarves can more easily and cheaper create a military, while Tech's AI is confused on its many options (because of the larger faction).
Title: Re: Dwarf faction
Post by: wciow on 13 February 2009, 15:12:10
I played 3 games with the settings that titi suggested. Scores: Dwarves 2 Tech 1

Seemed quite equal despite the lack of balance. Dwarves are slow starters, and the first wave of CPU units was the most crucial. Once they have built up a base and economy the are almost unstoppable.

Next time I'll test against magic. Also It will be interesting to see what effect the flame and bombard teams will have since they are the equal of the heavier units (behemoth/battlemachine)
Title: Re: Dwarf faction
Post by: gameboy on 13 February 2009, 17:29:46
I think Dwarves should cost more than other units 'cause they use all these expensive materials.
Title: Re: Dwarf faction
Post by: modman on 14 February 2009, 03:20:34
Maybe we should leave him alone on the balance until he finishes all of the models.

But I would say don't expect Magic to last to Behemoths.
Title: Re: Dwarf faction
Post by: Darth_Mascurse on 16 February 2009, 01:50:15
I still really like the fact that dwarves can build those towers right at the beginning!!!  That kind of gives them a boost since their units are kind of expensive compared to tech!

The only thing is, dwarves economy can advance so rapidly that it can be difficult to stop them unless you get them right at the beginning.  If you are dwarves, military is EXTREMELY expensive and difficult to get!  No ranged weapons at all until you build the artillery foundry and get all the upgrades!!!  Their only advantage that keeps them alive during the opening game is their towers.
Title: Re: Dwarf faction
Post by: wciow on 16 February 2009, 13:39:20
Thought I'd post a screenshot to show the dwarf units:
(http://i27.photobucket.com/albums/c168/jimbleboy/dwar1.jpg)

I agree with you Darth_Mascurse but dwarves have some very powerful late-game units which need to be expensive.
Basically the only option right now is to rush them early when they only have warriors and one or two towers for defence.
It's also difficult to balance because the CPU doesn't know how to use miners, which means human players that use them in multiplayer will have a massive advantage.
Title: Re: Dwarf faction
Post by: titi on 16 February 2009, 13:55:37
nice...
Is the flame thrower a two person ....I mean a two dwarf unit?
Title: Re: Dwarf faction
Post by: Speedator on 16 February 2009, 14:41:19
Looks very nice,
but the carriage construction may be more massive with regard to the cannon. Might fit better technically and visually.
But cannot wait to see more.
Title: Re: Dwarf faction
Post by: modman on 17 February 2009, 01:21:56
Is that two new units?  I like them a lot!
The cannon looks sweet!  ;D :o
Title: Re: Dwarf faction
Post by: gameboy on 18 February 2009, 10:47:31
Awesome!!!
I like the flame team concept very much.
Title: Re: Dwarf faction
Post by: Darth_Mascurse on 18 February 2009, 20:43:54
have these units all been added into the mod?

I sure haven't seen them...is there a new beta of the mod available for download recently?

I still really like the dwarves' economy...I really think that if any faction deserved walls...it would be magic or the dwarves...both of the slow starters...I personally think that tech has a huge advantage over most of the other factions just because of their REALLY quick military swarms...

BTW...if those unit's AREN'T available...I can't wait until they are!!!!!
Title: Re: Dwarf faction
Post by: -Archmage- on 24 February 2009, 21:12:15
well i hear you need more ranged units i'll make my suggestions(i read most of this thread i hope i have all new ideas):

Axe thrower or variation on that
rock thrower
rock dropper(air)
 
and maybe i'll mentions a few other things like major units:

ancient myth (wyvern[they don't fly by the way, snake like with two short fore arms, with kind of like an icy beam breath])
cyclops legionaire(you know muscular, one eye, huge, huge hammer for weapon)

i hope my suggestions help

Title: Re: Dwarf faction
Post by: gameboy on 27 February 2009, 07:52:13
I don't think dwarves are meant to throw rocks, that would be too primitive.
And the other one mentioned Wywern and a Cyclops don't fit the whole dwarves concept.
Title: Re: Dwarf faction
Post by: hailstone on 27 February 2009, 08:07:45
Why can't dwarves be primitive? We don't need to stick to 'conventions' as long as it makes sense.
Title: Re: Dwarf faction
Post by: -Archmage- on 27 February 2009, 19:47:38
dwarves are the least advanced out of mostly all mythological species except goblins maybe
Title: Re: Dwarf faction
Post by: Omega on 28 February 2009, 04:45:11
I think dwarfs are rather primative. They can have things like cross bows, cannons and stuff, but not modern weapons. Stones are perfectly fine though. Look at a catapult and tell me what it does. Think of this as a shrunk down version (in more than one way).
Title: Re: Dwarf faction
Post by: -Archmage- on 28 February 2009, 14:59:27
awesome!
Title: Re: Dwarf faction
Post by: wciow on 28 February 2009, 16:42:49
*Bump* Beta is here.

Download from the first page of this thread.

Changes:

units:
new unit flame team
new unit bombard team

buildings:
foundry now has a custom destruction model
texture improvements to the stronghold
stronghold now has a custom destruction model |
fixed texture on warriors hall construction model

balance:
stronghold now cost 400 gold instead of 100
improved the dragon slayers air attack
hero cost increased to 200 gold 150 stone
defense tower and foundry now have stone armor instead or wood
increased hero build time
increased dragon slayer build time
lowered miner gold/stone amounts

misc:
re-arranged build order to make the ai play better
improvements to ui icons
Title: Re: Dwarf faction
Post by: -Archmage- on 28 February 2009, 18:33:48
that download link brings me to mediafire but it says something like no files found
Title: Re: Dwarf faction
Post by: Trappin on 28 February 2009, 21:34:58
Yes, the mediafire link is bad.

0 items found to display!
Title: Re: Dwarf faction
Post by: wciow on 1 March 2009, 01:42:02
 :-[Sorry, I think that was a link to manage all my files (access for me only).

I've updated the link to the specific file so it should work now.
Title: Re: Dwarf faction
Post by: -Archmage- on 1 March 2009, 03:42:53
thx :D
Title: Re: Dwarf faction
Post by: huntermeca on 1 March 2009, 23:23:41
(excuse me for my english )

I play with your faction(beta version) and I think you need to change tree little things:

-Increase the cost of the warrior to 100 golds
-Reduce the range of the bombard to 15 ( all of my warrior was killed before they reach this unit :D )
-Add rank: Hero can become legendary hero (6 kills) and warrior, elite warrior (3 kills)
-Increase the walk speed of the flame-team

(excuse me for my english )
Title: Re: Dwarf faction
Post by: -Archmage- on 2 March 2009, 00:57:44
i've downloaded your beta version but i haven't had a chance to play it ::)

hey huntermeca did you try out my mod 8)
it's the elementals and there's a download link in my signature
Title: Re: Dwarf faction
Post by: modman on 2 March 2009, 02:06:54
So this is it as models go wciow?  If so, balancing comments are welcome!
Title: Re: Dwarf faction
Post by: huntermeca on 2 March 2009, 14:00:40
I replay with the dwarves and you should change other thing:

-Increase the gold and stone load for the miner to 40
-Farm can produce pig
-Put the fortify upgrade in the fundry
-A new building for bombard and flame-team
-Warrior can morph in hero

Excuse me for my english

Huntermeca
Title: Re: Dwarf faction
Post by: wciow on 2 March 2009, 14:21:11
So this is it as models go wciow?  If so, balancing comments are welcome!

I will continue to improve the textures and maybe the animations for the next release but there will be no totally new models.

@ huntermeca:

-I've already adjusted the warriors gold/stone amounts slightly
-The bombard has been de-powered somewhat since beta release but is still the most powerful unit  ;)
-Hero's may get an extra rank, warriors definitely will not.
-The flame-team may get a small speed upgrade but if they could move fast they would be far to powerful.
-Fortify upgrade has been moved so it can only be built once you have a foundry but will not go into the foundry itself.
-Warrior to Hero morph is a possibility which I'll test out and decide on.

All these changes (and alot more) will be in the next version.

Its practically impossible to balance dwarves well because the CPU cannot use miners. So when the AI is playing it uses workers. When a human plays they use miners and get a huge advantage.

I've opted to make dwarves hard to beat in Ultra mode. This means, of course, that playing as Dwarves with miners makes the CPU (even on ultra mode) a complete push-over. However this makes it fun to play against them with other factions.

If you do decide to play as Dwarves then consider using 2 or 3 AI enemies(ultra) to make it reasonably challenging.
Title: Re: Dwarf faction
Post by: -Archmage- on 2 March 2009, 14:30:15
wow it really sounds like this mod is coming along great
i'll post some balance comments when i test it for myself
Title: Re: Dwarf faction
Post by: modman on 3 March 2009, 02:19:54
I did some testing on Dwarves; overall this faction is great!  Comments are below:

*Get some Dwarven Music!  (I sent you a personal message with the links attached, so now you have no excuse!)
*Worker build sound timing is off
*Foundry upgrades’ order wrong; available ones should be before dependent ones
*Why does the Worker have a "build basic" command; this should be changed to just "build"
*You might want to fix the worker animation settings when you set them to harvest or mine; they shouldn't be carrying wood until they chop it
*Foundry should store wood
*Flame Team is piercing attack damage?  It should be energy.
*The Golem sounds for the Flame Team get annoying...
*Nice particle proj for Flame Team!
*Nice models for the new units!
*Anim speed for Bombard is too fast; the wheels spin faster than it moves
*Hold position button images...
*More anim speed for Flame Team move would be nice...
*Why does military cost stone?
*Nothing can heal military?
*Wheels spin backwards on Bombard.
*Particle proj for Bombard should be farther out (z axis I believe)

Conclusion:
Dwarves are fun.  My only suggestion would be that Dwarves should be spread out over a longer tech tree, possibly adding a few units along the way.  Great Job so far!
Title: Re: Dwarf faction
Post by: wciow on 3 March 2009, 21:37:11
Thanks for the comments.

@modman:
most of the stuff you posted will be fixed in the next release. I'm considering making the next release final and letting people do any additional balancing themselves. 
Title: Re: Dwarf faction
Post by: titi on 3 March 2009, 22:31:11
:) YES!!, i think this will be a good new faction!
And its quite playable yet :)

some ideas:
- I want a flying unit :),  its really hard without it. Some kind of hot air balloon throwing rocks would be nice!
- everything needs very much stone! You will run out of ressources in lots of levels! Try to replace some ressource needs with wood.
- Several buildings( the models) are too big and construction/destruction models are missing.
- For eyecandy reasons: Think about an attack wich shows more of the particel system. This brings some more action for the fights.
- I think you need a weak range unit for the beginning, like an archer. What about someone throwing stones?
- Not enough anti aircraft units ( But probably I simply played too bad  :P)

( If you need/want some help, simly ask for help ;-) )
Title: Re: Dwarf faction
Post by: Trappin on 4 March 2009, 00:47:35
Very nice, I like the buildings.

I agree with titi:

- Air unit would add balance.
- Change a resource/unit requirement from stone to wood.
- Add mobile anti-aircraft unit**
And/Or
- Add air attack to dwarf defensive towers.

**Maybe add a large unit comparable to Magic factions wicker beast or Tech's battle machine.

Title: Re: Dwarf faction
Post by: modman on 4 March 2009, 02:48:44
I made some music for your faction, wciow.  If you don't like it, you can just tell me (why would be nice too ;)) and I'll fix it gladly.  If you like it, I will need to know that too, so I can make a required readme to go along with it, that both gives  credit to Kevin MacLeod who composed all the soundtracks I pieced together, and also a little credit to me too ;D.

Download.  It is the same file, just two different links to ensure none are broken
;D
Download link 1 (http://download49.mediafire.com/x9w1bhbmoywg/numnddy3ztj/Dwarves.ogg)
Download link 2 (http://www.mediafire.com/download.php?numnddy3ztj)
Title: Re: Dwarf faction
Post by: gameboy on 4 March 2009, 10:44:33
Here are a few unit suggestions:
Air unit - Although I disagree with the flying unit for the dwarves, a hot air balloon seems like a good idea.
Heavy unit - A mechanical war wagon.
Basic unit - a catapult, not those huge oversized ones, but a hand held mechanical device which deals weak damage and has a short range but fires quickly.

My verdict:
I LOVE THIS MOD.
The models are very original, I could have never thought of the things you did, Two Thumbs Up.
Title: Re: Dwarf faction
Post by: wciow on 4 March 2009, 18:02:03
I made some music for your faction, wciow. 

Thanks modman, I checked out the site you recommended and found 2 tracks which I liked (Stoneworld Battle and Majestic Hills).
Unfortunately I had problems because the .ogg encoder I used was making them really quiet compared to the other Glest sound files.

Also thanks again to all those who have commented on my faction.

Please keep giving ideas for units. I was going to keep the Steam-forge back for a GAE release but maybe it could be added to the standard version. This would add three new units!

1 flying unit
1 engineering unit.
1 undecided unit (ideas please)
Title: Re: Dwarf faction
Post by: titi on 4 March 2009, 22:02:56
Snow White and the Seven Dwarfs

So who is missing ?  :-X :-X :-X ;D ;D ;D ;D ;D ;D ;D

Sorry I couldn't resist...
Title: Re: Dwarf faction
Post by: modman on 5 March 2009, 03:12:45
Did you listen to my soundtrack for Dwarves?  If you did, you know that I put "Stoneworld Battle" in the arrangement.  I also put "Mechinations" and "Noble Race" in as well, and considered Majestic Hills but decided against it.  I can still put it in if you would like.

I would suggest forgetting about air for Dwarves.  You said that Dwarves should focus on melee combat; I would propose that Air is the exact opposite of melee, because melee cannot reach air units.

I would also suggest that the Engineer unit morph into the Bombard and another late-game unit.  Also, they could have giant siege units like giant crossbows and trebuchets.
Title: Re: Dwarf faction
Post by: modman on 10 March 2009, 01:01:51
OK, I looked extensively at what exactly Dwarves needed.  I have addressed all of your problems (I think) and I came up with the following final outlook on the faction.

Code: [Select]
[img]http://img239.imageshack.us/img239/3159/dwarves.png[/img]
Here is the reasoning behind the changes I would like to propose.  Dwarves seriously needs to be able to produce some kind of food instead of having to keep building Farms, hence the goat and pig (if anyone can think of any more "dwarven" animals...).  Guardian is kind of less RPG and more "dwarven" than Hero, so I like that change.  Also, Dwarves seriously need some ranged allowed early in the game, so I added the axe thrower and the grenadier.  The four units created by the engineer, as well as the dual onager are meant to balance out the early military abundance.  The alchemist lab name is semi-disposable, but I like it.  Of course it stores gold, too.  Finally, Dwarves seriously needs the engineer to heal and make late-game military.  To solve the ever-present problem of Battlemages still having gold, the engineer will also be able to mine and harvest and will not have an attack.

Goat- produces 5 food
Pig- produces 10 food
Guardian- same stats as Hero, except renamed
Axe Thrower- Finally Dwarves can get a little early ranged military
Grenadier- throws grenades and has higer armor and attack speed than the Cannoneer; also has a splash of 1
Dual Onager- a large boulder is fired using a dual-strength steel spring
Alchemist Lab- built by Worker and requires a Foundry.  This building will store Gold
Tank- Dwarves will get much-needed recon with this unit; it is the fastest Dwarven unit, but is noticably slower than a Horseman
Rocket- This will be like a Dwarven ICBM; it is not a superweapon however, just a long-range misslile with a large, slow-moving splash
Giant Trebuchet- I'm thinking about size value 6 here; it should be able to fire 30 tiles, but have a 20 second reload time.  It will be on a turntable so it doesn't look stupid when it turns
Dwarven Ballista- this is smaller than the Giant Trebuchet, can fire land and air, and can fire 15 tiles.
Engineer- This unit morphs from the Worker but can still mine and harvest.  It can also heal military and repair buildings

I found an article on the Dwarven diet here (http://www.santharia.com/races/dwarven_diet.htm).  Maybe this can help...
Title: Re: Dwarf faction
Post by: John.d.h on 10 March 2009, 03:52:25
It would probably be easier to balance it against Magitech if it didn't have almost twice the number of units.  ::)

I'd say ditch the Rocket and the Trebuchet.  Neither Magic nor Tech has any such super-long-range weapons to counter them.  What about the Dual Onager and the Ballista?  Don't those seem really redundant when you already have a Cannoneer and a Bombard?  I think they've got the whole siege aspect of warfare pretty well covered without them.
Title: Re: Dwarf faction
Post by: MadElf on 10 March 2009, 05:50:36
I think that is quite balanced with the elves faction, but not with tech or magic. I think you should make less fire power weapons and do something more primitive, like some mounts, some cool ideas:
Code: [Select]
http://wow.stratics.com/content/statistics/travel/dwarf_mount.jpg

http://mythicmktg.fileburst.com/war/us/home/images/conceptart/12192006_12.jpg

And some things like a x-bow unit, pike unit, war hammer unit and so on.

Edit: I cannot download your mod because it is on mediafire, so could you upload it on here -> http://www.moddb.com/mods?filter=t&kw=&released=def&style=def&theme=def&game=277&type=def
Title: Re: Dwarf faction
Post by: wciow on 10 March 2009, 12:38:04
A very interesting post Modman  ;)

Most of those idea's seem sensible. I especially like the idea of having a new building which will create bombard/flame team/canoneer and keeping the foundry as a research building. It currently feels a bit cluttered with 4 upgrades and 3 units.

I'm seriously considering the axe-thrower idea.

Also I like the way that engineers morph from workers (maybe once you have built a foundry?)

One thing that will not change is the farms.

As Johndh said there are too many units in that tech tree. Once I have added the engineer and axe-thrower they will be space for one more unit before it becomes bigger the magic or tech.

@ madelf :
Thanks for the concepts you posted. I prefer the second on it looks awesome!
Title: Re: Dwarf faction
Post by: Idanwin on 10 March 2009, 18:31:32
Defence Tower as basic defence.
Canon Towers as a ground only defence?
And as a air only defence a dwarf with a guided missile launcher? They need an AA, as they have no air units themselves.
Title: Re: Dwarf faction
Post by: -Archmage- on 10 March 2009, 18:43:20
well maybe this would help balance, i think their defenses might be overdone

if you made maybe something like this(below), it might help

(ground)cannon tower slow firing rate, slow recharge rate, fast projectiles, and strong attack, hp=6000, armor:20:metal, costs:300gold and stone, splash radius:2

(air)flak cannon tower medium firing rate, medium recharge rate, fast projectiles, and medium attack, hp=3500, armor:50:stone, costs:150gold and 350stone, splash radius:4

neither is moveable

just an idea :D

Title: Re: Dwarf faction
Post by: John.d.h on 10 March 2009, 18:48:27
I was actually just about to suggest a FLAK cannon.  Good idea.
Title: Re: Dwarf faction
Post by: -Archmage- on 10 March 2009, 18:48:58
thx ;)
Title: Re: Dwarf faction
Post by: modman on 10 March 2009, 22:48:05
I like the second image too; what are the chances you will implement this unit too, wciow?

So it is agreed that there will be no air?

I have to ask why you want to keep the Farm that way...it is so inconvenient!
Title: Re: Dwarf faction
Post by: Idanwin on 10 March 2009, 23:01:38
Yeah! FLAK!!! That would be nice!
Title: Re: Dwarf faction
Post by: MadElf on 11 March 2009, 00:45:30
What?? No Air units???

Some ideas:
(http://www.necrotales.com/graphics/showcase/showcase_dwarf_zep_02.jpg)

Code: [Select]
http://mythicmktg.fileburst.com/media/images/newsletters/05_2008/DwarfMount_t2.jpg
I like the second one a lot.

And again, I will ask, please, for you to post your mod here -> http://www.moddb.com/mods?filter=t&kw=&released=def&style=def&theme=def&game=277&type=def

I can't download from MediaFire.
Title: Re: Dwarf faction
Post by: John.d.h on 11 March 2009, 00:57:54
I think most dwarves would be distrustful of anything that went more than a couple feet above the ground.  I think it would be very hard to find a flying unit that would make sense here.  I still think the Dragon Slayer should just be called the Slayer...
Title: Re: Dwarf faction
Post by: Idanwin on 11 March 2009, 13:35:21
I agree, no air units. (altough the pictures are nice)
But dwarves are a race that lived beneath the ground, they wouldn't leave the ground.
I see them as a slow but strong (high hp, high atk) race with high technology ground weapons.

As they have no air units I think they should have an extra anti-air bonus.
Title: Re: Dwarf faction
Post by: MadElf on 12 March 2009, 01:15:56
Yes, I have to agree with you Idanwin, I think a huge air ballista would be cool, like this:

Code: [Select]
http://www.torsionrules.com/tormentum/p6170030.jpg
Title: Re: Dwarf faction
Post by: Idanwin on 12 March 2009, 11:30:31
yeah, something like that,
You can even move it (slowly) and place it were necessary.
Title: Re: Dwarf faction
Post by: Fluffy203 on 12 March 2009, 20:20:37
This looks like a good mod i think i'll check it out  ;D
Title: Re: Dwarf faction
Post by: -Archmage- on 22 March 2009, 16:50:46
comon people don't let this mod die, i like it and i think i could help you balance
Title: Re: Dwarf faction
Post by: Fluffy203 on 22 March 2009, 23:31:10
How is the creator?
Title: Re: Dwarf faction
Post by: -Archmage- on 23 March 2009, 19:20:55
i think wciow is
Title: Re: Dwarf faction
Post by: Fluffy203 on 23 March 2009, 23:07:43
lol i put how , well i don't think he'll let it die
Title: Re: Dwarf faction
Post by: -Archmage- on 23 March 2009, 23:14:48
well it was falling a page a week as new mods began to rise and i think we should all help and work on this faction, and get it in v1.0
Title: Re: Dwarf faction
Post by: MadElf on 23 March 2009, 23:49:33
Guys, stuff in life happens, do you expect people to work all their time on computer games stuff?
He could could be busy with more important stuff right now, it doesn't mean the mod will die.
Title: Re: Dwarf faction
Post by: Fluffy203 on 23 March 2009, 23:57:38
I agree with mad elf , but still i don't think a mod really dies , it depends on the people if htye stop playing it then it dies.
Title: Re: Dwarf faction
Post by: -Archmage- on 24 March 2009, 11:59:19
ok i have to say i agree
Title: Re: Dwarf faction
Post by: doomgamer on 24 March 2009, 12:06:13
same here this could be a realy good mod when it is done
but the dwarves were also master smiths and prefered a sword or an axe usualy over any type of gun or bow though they were tinkerers
Title: Re: Dwarf faction
Post by: -Archmage- on 24 March 2009, 20:27:39
i have to say

no offense but i really think you should replace cannoneer with something that fits in with dwarves, and the particle projs are kind of strange
i think dwarves like weapos that are sturdy

ideas:
rock thrower
grenadier
crossbowman
hammer/axe thrower
chain fighter(or something like that, that uses a long chain[range:6]in combat)
roller(someone who rolls things at the enemy)

a few of those may sound ridiculous, but please consider my suggestion :)
Title: Re: Dwarf faction
Post by: MadElf on 25 March 2009, 08:11:32
A guy with a huge ax, and another one with a warhammer, also, mounts...
Title: Re: Dwarf faction
Post by: doomgamer on 25 March 2009, 11:50:25
That sounds like a dwarf to me
Title: Re: Dwarf faction
Post by: wciow on 25 March 2009, 21:48:33
Just a quick reply to say that this mod isn't finished or dead.
Thanks for all your interest and ideas though.

In fact I started working on a dwarven mounted unit today :)

Title: Re: Dwarf faction
Post by: -Archmage- on 25 March 2009, 22:23:26
ok :)

ideas for mounted unit:
HP:1700
armor:15
armor-type:metal

melee attack(land only):

dual axes=speed:135-attack value:100-200(slashing)
large axe=speed:60-attack value:150-300(slashing)
large hammer=speed:50-attack value:200-350(impact)

ranged attack(for air only):

throw rock=speed:80-attack value:60-160(impact)
axe throw=speed:75-attack value:40-180(slashing)
javelin throw=speed:50-attack value:120-220(piercing)

hope some of these help:

(http://wow.stratics.com/content/statistics/travel/dwarf_mount.jpg)

on this one just imagine it without those mechanics on it- it's supposed to be a dwarf riding a drake
(http://wow.denw.ru/mounts/img/mechanostrider.jpg)
Title: Re: Dwarf faction
Post by: MadElf on 26 March 2009, 08:13:36
It is not a Dwarf, it is a gnome from Wow, I want that Hairy Rhino thing I showed to you, I think it would be pretty cool!
And I also like the Goat Rider.
Title: Re: Dwarf faction
Post by: -Archmage- on 27 March 2009, 15:23:20
so how bout it wciow?
Title: Re: Dwarf faction
Post by: wciow on 28 March 2009, 13:39:39
The mounted unit is coming along nicely. Its based on the rhinox picture which MadElf posted. I should have a screeny in a day or two.

@Archmage:
Thanks for the inspiration, I'll base my mounted unit on those stats then tweak it if necessary. 
Title: Re: Dwarf faction
Post by: -Archmage- on 28 March 2009, 18:19:52
anytime wciow ;)
Title: Re: Dwarf faction
Post by: MadElf on 29 March 2009, 02:13:29
Oh cool, I loved that Rhino thing.

here some ideas for your buildings if you want:

http://spellforce.jowood.com/?rid=1148&lang=en

Title: Re: Dwarf faction
Post by: -Archmage- on 29 March 2009, 04:33:58
yah i think we could use some more buildings
Title: Re: Dwarf faction
Post by: MadElf on 29 March 2009, 07:01:10
And also a magic user, could be called "geomancer" or something.
Title: Re: Dwarf faction
Post by: wciow on 29 March 2009, 21:23:14
@MadElf:
I never heard of Spellforce before but the dwarven buildings and units look awesome. I especially like the demolisher unit.
I still don't want any magic using units in the dwarves, I think they should be more like tech and focus on machine weapons.

Finally, the rhinox...

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

Could do with some improvements and there are alot of parts which I should have done better.

Title: Re: Dwarf faction
Post by: -Archmage- on 29 March 2009, 21:34:15
is a dwarf gonna ride it
Title: Re: Dwarf faction
Post by: MadElf on 29 March 2009, 23:44:26
WOW, it looks awesome!!
I love that texture!!
I just think you should make the eye "less cute" like, make it look angry.And smooth a bit the month, it looks a bit too square-ish.
But it I love it! ;D

Ps: I play a game called Zoo Tycoon 2, and being a zoo simulator game, there are loads of animal textures, If you want me to send you some hairy texture or something just let me know.

(http://img23.imageshack.us/img23/412/exss131.th.jpg) (http://img23.imageshack.us/my.php?image=exss131.jpg)

I can get you that if you want.
Title: Re: Dwarf faction
Post by: modman on 30 March 2009, 00:52:20
I'm not sure you can do that madelf...
I love that Rhinox, though, wciow.  It is absolutely amazing! :o
Title: Re: Dwarf faction
Post by: gameboy on 30 March 2009, 09:28:14
Wow, and you said you made crappy textures. This is just great!!!
Keep it up. ;)
Title: Re: Dwarf faction
Post by: MadElf on 30 March 2009, 09:30:49
@modman, I'm sure there is no problem on using it, except if we sell the product made out of it.

Also, please wciow, upload your mod on www.moddb.com, I can't download from mediafire.
Title: Re: Dwarf faction
Post by: -Archmage- on 30 March 2009, 20:10:36
good job! ;D
this is going to be a great unit

and is a dwarf going to ride it?
Title: Re: Dwarf faction
Post by: Omega on 31 March 2009, 18:41:17
I think that's a very good model. BTW, will the next release be 100% balanced for magitech?
Title: Re: Dwarf faction
Post by: -Archmage- on 31 March 2009, 19:39:51
they have to many buildings, they're short strong and slower than normal troops, so the fighting units are balanced
but they don't have a enough different buildings so they build tons of each, then they produce tons and tons of troops, you need to either have more types of buildings(recommended by me), or have it take a long time to build the warriors hall and foundry, or lower the build and repair speeds of the worker units, or you could make the HP higher AND have it take a while to build.

as i said i recommend putting more buildings in

in fact i was thinking maybe for every unit in tech you find it's equivalent in the dwarf faction, and if there is no equivalent then create one, and then modify their stats to fit with the dwarves storyline or culture

hope these ideas are useful :D
Title: Re: Dwarf faction
Post by: modman on 1 April 2009, 01:04:29
they have to many buildings, they're short strong and slower than normal troops, so the fighting units are balanced
but they don't have a enough different buildings so they build tons of each, then they produce tons and tons of troops, you need to either have more types of buildings(recommended by me), or have it take a long time to build the warriors hall and foundry, or lower the build and repair speeds of the worker units, or you could make the HP higher AND have it take a while to build.

as i said i recommend putting more buildings in

in fact i was thinking maybe for every unit in tech you find it's equivalent in the dwarf faction, and if there is no equivalent then create one, and then modify their stats to fit with the dwarves storyline or culture

hope these ideas are useful :D

I do not like the idea of finding "dwarven equivalents" because that is just like too many other RTS games that make a bunch of factions whose only difference between units is the names...

I would again point to my suggestions for the extra building in Dwarves.  Also, maybe the Rhinox needs its own building...Anyways you certainly cannot have it being build at the Foundry! ;D
Title: Re: Dwarf faction
Post by: doomgamer on 1 April 2009, 12:44:11
how about a dwarven stable like thing because dwarves would ride warponies (if they were fighting above ground) into battle
Title: Re: Dwarf faction
Post by: -Archmage- on 1 April 2009, 20:53:46
yeah i agree with modman not to find the equivalents once you look at it that way
anyway i think you need 1-3 more building and possibly 3-6 more units
Title: Re: Dwarf faction
Post by: cameron522 on 2 April 2009, 22:22:13
I tried it, and i cant wait until the final version is released.  :) :) :)
Title: Re: Dwarf faction
Post by: -Archmage- on 2 April 2009, 22:42:24
the major thing is balancing
adding more units will probably help but we should do a few other things as well
Title: Re: Dwarf faction
Post by: -Archmage- on 12 April 2009, 20:15:31
wciow, how's the mounted unit coming along?
Title: Re: Dwarf faction
Post by: wciow on 12 April 2009, 20:54:53
wciow, how's the mounted unit coming along?

I'm still working on the model for the rider. Animating the mount is gonna be tough.
I've settled on Outrider as a name for the unit and will release it in the next release ('Gimli') along with lots of other changes  ;)
Title: Re: Dwarf faction
Post by: -Archmage- on 12 April 2009, 21:32:49
ok
sounds great
if you need help, just ask me
Title: Re: Dwarf faction
Post by: -Archmage- on 9 May 2009, 21:24:01
hey wciow, how's it coming
Title: Re: Dwarf faction
Post by: wciow on 11 May 2009, 08:33:49
Of course I am still working on it. I don't have an internet connection at home right now so updates will be less frequent for a while.

I'm still modeling and I currently have the Rhinox pen and Observation balloon working in-game.
Title: Re: Dwarf faction
Post by: -Archmage- on 11 May 2009, 20:27:50
awesome ;D ;D ;D
Title: Re: Dwarf faction
Post by: Loronal on 16 June 2009, 02:15:14
Hi I rally like the dwarves factions modeling but I think you might need some ranged maybe axe throwers (if that isn't to hard to model)
And I might retexture some stuff but i'll post the textures here
Title: Re: Dwarf faction
Post by: Mark on 16 June 2009, 03:03:23
I think that that rhino rider would be very cool, especially if he used a huge axe with blue (magic energy or something like it) stripes on it which would swing in huge uppercuts off the side of his rhino.  It also would be cool if his rhino has some armor on it, or a metal casing for its horn.  Dwarves needs something to be fast, and also original in its techtree, not just a renamed, retextured horseman.   
Title: Re: Dwarf faction
Post by: wciow on 16 June 2009, 16:54:30
Axe throwers and dwarven cavalry will be in the next release.
Title: Re: Dwarf faction
Post by: gameboy on 17 June 2009, 04:59:02
and when is that?
Title: Re: Dwarf faction
Post by: Omega on 17 June 2009, 18:52:01
Sweet. I await eagerly. Will update MDC when this comes out too!
Title: Re: Dwarf faction
Post by: wciow on 19 June 2009, 17:50:30
and when is that?

Next release is "Gimli" which will be released at the end of July, finished or not!
Title: Re: Dwarf faction
Post by: titi on 4 August 2009, 15:18:47
... End of July  ;D

Whats the current state?
Title: Re: Dwarf faction
Post by: -Archmage- on 4 August 2009, 16:32:08
Well wciow has been on today.
Title: Re: Dwarf faction
Post by: wciow on 5 August 2009, 09:26:09
Sorry guys but once again Dwarves is not yet completed.

 
Title: Re: Dwarf faction
Post by: Omega on 10 August 2009, 05:27:58
Next release is "Gimli" which will be released at the end of July, finished or not!
Title: Re: Dwarf faction
Post by: wciow on 22 August 2009, 13:41:16
I finally finished the last couple of animations that were holding things up. New release should be out tomorrow  ;)
Title: Re: Dwarf faction
Post by: -Archmage- on 22 August 2009, 13:51:22
Awesome!
If only my Glest would work........
Title: Re: Dwarf faction
Post by: wciow on 23 August 2009, 12:18:01
*BUMP* New version is here. Download on the first page of this thread.

This will probably be the last released version of Dwarves. There are plenty of things which could be tweaked and improved but after one year of working on the same faction I'm kinda bored. If anyone wants to take this on and improve it you are welcome to do so  ;)
Title: Re: Dwarf faction
Post by: silnarm on 23 August 2009, 12:46:54
*BUMP* New version is here. Download on the first page of this thread.

Damn you! It's now a quarter to eleven Sunday night here... 8MB so far, but still 12 microsoft minutes to go... maybe just one or two games...
Title: Re: Dwarf faction
Post by: modman on 24 August 2009, 00:18:33
Awesome.  I look forward to trying it out!  This is also a possible Glade Team project, but only a couple units might be added.
Title: Re: Dwarf faction
Post by: modman on 24 August 2009, 22:33:37
Wow, I played this last night, and it was really fun!  I like the observation balloon because it is so original.  I might do some personal modifications to this faction, but they will not be major.  Then I'll see if you like it.

Also, there is a bug where the workers carry gold or wood to the wood or gold.  This can be fixed in the XMLs where one of the skills is set to walking, not walking_with_gold (or whatever it is).
Title: Re: Dwarf faction
Post by: modman on 25 August 2009, 03:20:10
I found an image I will use to base an air unit off of:

http://img295.imageshack.us/img295/8910/dwarfmountt1.jpg (http://img295.imageshack.us/img295/8910/dwarfmountt1.jpg)
Title: Re: Dwarf faction
Post by: jda on 26 August 2009, 20:14:58
I've only tried the Dwarvesbeta faction so far, not the Gimli one and haven't followed this discussion.
However, I must say the Dwarvesbeta were my favourite faction so far!

I've seen a few posts here mentioning Rhinhoriders and axethrowers and airunits and... maybe that's too much?
One thing I loved about it was its simplicity/straightforwardness, so dwarf-like!
Another one was th balance that was successfully acomplished by more than just balancing the unit stats but also through resource-gathering (refreshing to have two diferent kinds of units coming out of the main building).

I did have three improvements I'd like to have seen there:
1. Fixing some of the buildings layout. E.g. you can build a farm partially on top of a dead three, which looks a tad weird. There were also a couple other glitches I quickly learned to ignore but ...
2. The lack of an aerial unit. Not that the dwarves would actually need it to defend themselves from air attacks, rather for the oponents to have some king of air unit to defend against... I would myself have gone for some kind of Zeppelin probably, one rather round than long, fun-looking like the rest of the units.
3. The Hero unit is kind of pointless, due to its cost. For the cost of it, you'd rather just build more plain Warriors who would have clearly more combined power.

I also wouldn't add magic to the dwarves. It's nice to have a non-human faction that has no magic.

Well, just wanted to say that. Will try the Gimli and see how that turns out.

Anyhows, great work, wciow! Congrats!  :)
Title: Re: Dwarf faction
Post by: ElimiNator on 28 August 2009, 06:17:14
Yes it is very good.
However you need to fix/change or add some stuff.

-You need an air unit.
-the observation balloon needs a dead model.
-big canon thing has way to much range and damage and should take longer to make.
-also what is the observation balloon good for?
-I realy like the rhino guy.
- ;D

Title: Re: Dwarf faction
Post by: wciow on 28 August 2009, 08:22:02
Thanks for the feedback guys  ;D

As stated above I'm no longer maintaining Dwarves. Anyone can make their own improvements as longer as they credit me. All the work in Dwarves is from either myself or the glest team so its basically GPL.
Title: Re: Dwarf faction
Post by: jda on 28 August 2009, 19:38:33
Thanks for the feedback guys  ;D

As stated above I'm no longer maintaining Dwarves. Anyone can make their own improvements as longer as they credit me. All the work in Dwarves is from either myself or the glest team so its basically GPL.

I gladly would if I could but I can't!  I don't know how to and have no time to learn either. :(

I guess I can contribute some thoughts though (I tried the Gimli and liked it BTW ;) )
I'll pick add to what I said before by picking up on later ElimNator's comments:
- airunit: yes, as I said above, a round Zepelin would be fun. Maby one that droped bombs instead of actually firing them at a range? Like drop 'em at point-blank... Is that possible?
- big canon aka bombard Yes it is kind of overpowered. But then again so is the FlameTeam, given how high their HP is...
- The observation balloon was a great idea, I thought. It has no offensive capabilities but its sight is 32, much wider than any other unit. Hence, it's good to keep an eye on incoming attacks (if your own troops are not scattered around already). Could also be good is some maps, like in the middle, where everybody "meets" though in that case, it'll probably be destoyed soon if not properly defended; and if properly defended, you may not need the observation balloon anyways?... But still an interesting idea. ;)
- rhynoguy aka Outrider is cool alright although I thought three horns in a triangle would be more triceratops like... But what really is wrong about it is its attack-range and corresponding animation. In its animation, the spear hardly goes beyond range 1, it definitely looks weird attacking on range 4 (throw it against a building to see what I mean).

wciow, on any acounts, i's still a great faction! Thanks! :)
Title: Re: Dwarf faction
Post by: -Archmage- on 16 October 2009, 18:07:02
Ok, I'm canceling my plans to work on Elementals, and Eleminion.
I'm going to work on this, and be the new maintainer, if that's alright with everybody.

First up: BALANCE

Also, I think it would be cool to add a weak attack to the observation balloon. Any ideas?
Title: Re: Dwarf faction
Post by: jda on 16 October 2009, 23:26:28
Yes, DON'T add a weak attack to the observation balloon! It would completely remove the building's originality. It is the only building I've seen in a mod which does not perform any action and can still be  very useful - just make sure its sight-range tops any unit in any other faction.

I do have quite some other ideas. But for now, the balancing would be good.
Though... I myself actually thought of trying to model an air unit (it would be fairly simple and the most complex parts (the pilot) would simply be stolen from another dwarf unit (either the canoneer or the engineer(?) ). Only I've never modeled before so I though it seems simple in my mind (compared to other units I've seen) I have no idea when would I have completed it (or started!).
This all to say, if it were me, I'd probably do an air unit first, before trying to balance the whole faction out (if not, the dwarves would later become unbalanced again, due to the inclusion of an additional unit).
Title: Re: Dwarf faction
Post by: -Archmage- on 16 October 2009, 23:30:19
Actually yes, lets wait a little while, and see what other people think we should add to the game.
We'll do the balance work after we finish adding units.
Title: Re: Dwarf faction
Post by: Mark on 17 October 2009, 02:39:10
A long time ago I worked on an improvement on the observation balloon.   I added a guy with a giant gatling rocket that could be added as a promotion.
Title: Re: Dwarf faction
Post by: -Archmage- on 17 October 2009, 02:56:10
Awesome, I think we might put that in, that is if it's still availible, or did you lose it.
Title: Re: Dwarf faction
Post by: Mark on 17 October 2009, 03:01:53
Well, I never lost it, but I am having issues with learning to animate, and I am working on GLADE. 
Title: Re: Dwarf faction
Post by: -Archmage- on 17 October 2009, 03:43:22
Give it to me I'll animate it. :)
Title: Re: Dwarf faction
Post by: Mark on 18 October 2009, 01:34:52
No, apparently you have had quality issues, according to Fluffy and Eliminator.  Thanks anyways. 
Title: Re: Dwarf faction
Post by: -Archmage- on 18 October 2009, 03:04:22
Quote
No, apparently you have had quality issues, according to Fluffy and Eliminator.  Thanks anyways. 
What the?? QUALITY ISSUES!?! >:(
Well thinking about all the latest posts by you makes me think you're trying to get rid of me.... :(
Title: Re: Dwarf faction
Post by: assassin on 18 October 2009, 06:29:42
Yeah, Mark, why are you so harsh to Archmage. He has done loads for Glest and is one of the most active forum members.
Title: Re: Dwarf faction
Post by: modman on 18 October 2009, 22:04:46
I think people are hesitant to give a well done work to improvement by others, when they haven't given permission.  Ask wciow; if he is opposed, you'll have to modify the name of your new mod.

Wciow may also want to have input into what you add, as well.

This applies to all works, including default Magitech.  So Mark isn't really being harsh, he's just defensive and I hope you understand his position.
Title: Re: Dwarf faction
Post by: -Archmage- on 18 October 2009, 22:16:00
Quote
No, apparently you have had quality issues, according to Fluffy and Eliminator.  Thanks anyways.

Modman, does this look like he's telling me I don't have permission to continue development of the dwarves mod?

I'm pretty sure Wciow doesn't mind, because sometime after I posted that I was going to develop this mod, he was online, and looked at this topic for about 5 minutes.

I"ll PM him just in case.
Title: Re: Dwarf faction
Post by: Mark on 18 October 2009, 23:54:19
Well, I mean that I don't know if I will just send you the model to have you animate it.  I will try myself first.
Title: Re: Dwarf faction
Post by: -Archmage- on 19 October 2009, 00:29:46
Ok...........
Title: Re: Dwarf faction
Post by: wciow on 19 October 2009, 08:36:19
I'm pretty sure Wciow doesn't mind, because sometime after I posted that I was going to develop this mod, he was online, and looked at this topic for about 5 minutes.

Yeah I have read this topic recently and I am fine with you guys continuing the development of Dwarves. I only ask that you leave the Gimli release as it is and create a new version with credits for anyone who contributes.

I only gave Dwarves up because there are lots of other things I want to contribute to in Glest, especially Dark Magic which I haven't done much actual work for. Although the Gimli release has plenty of room for improvement I felt it was finished enough to call final.

As usual I'll be lurking around the forum and giving some input.

I hope to see some good stuff being added   :)

p.s If anyone wants the original .blend files please ask me ;)
Title: Re: Dwarf faction
Post by: -Archmage- on 1 November 2009, 21:23:34
Can you PM me the .blends please?
Title: Re: Dwarf faction
Post by: ElimiNator on 2 November 2009, 00:55:40
Just post them for all to use.
Title: Re: Dwarf faction
Post by: -Archmage- on 2 November 2009, 12:29:10
Yes, just post them but I'm going to make the new releases of Dwarves ok.
Just send stuff you've done to me, and tell me what it improves, I'll test it any way I can, and add it if I think it's an improvement.
Title: Re: Dwarf faction
Post by: jda on 27 November 2009, 12:48:47
So... I've started working on an airunit for the Dwarves.

It'll be a Zeppelin like airship (but I don't think I can call it 'Zeppelin' as the company still exists and so, using that name for something not made by them, might be trademark infringement).
I've called it DAS (Dwarf Airship or D-Airship) for now but might also call it D-Zep. Still, not awesome names I guess - suggestions welcome! ;)

Being my first model ever, it's been a bit long and sometimes painful to do what I've got so far.
Matter of fact, I'll redoing it from scratch. Amongst other valuable lessons I learned so far, one of the most important ones: Do NOT smooth or use any other automatic tool on the model til all the pieces are done AND blended together! Otherwise, later fitting them into each other becomes a living hell!...
So that is part of the reason I'll be redoing it all again. Also, I think I can get a few things done better on this second (actually third!) try.

What I have so far is actually very little but I'd still like to get some feedback from you guys before I (re)start it - link below.
Planned changes:
- overall baloon-body rework: I still want that overall shape but probably slightly shorter and with a more pointy back. And overall better ballanced. I do want the straight edges along its depth to show - not as round as the tech airship! But for the other axis, I'd like them smoothly round. ;)
- wings: I really think I should make them bigger. I also think the top (vertical) wing should be slightly larger than the side wings but not completely sure. Also, the side wings back are currently not perpendicular to the ship's length and I think they should be. Might add a bottom wing but not too sure about it, if I do, it will be considerably different than the others. (Also, I got some issues with unexpected transparency appearing in the wings (all three of them), which was beyond my comprehension; I think I fixed it but... There was also some unwanted deforming (luckily mostly to the bottom side of the side wings)
Link: http://www.mediafire.com/file/celt25lmfcy/jda-das_reinicio.5.2+reference_dwarf.7.g3d
Any feedback and suggestions welcome! :)

As a side note:
Yes, just post them but I'm going to make the new releases of Dwarves ok.
Just send stuff you've done to me, and tell me what it improves, I'll test it any way I can, and add it if I think it's an improvement.
Sorry to tell you this but I don't think I'd like to work that way.
I mean if you're going to receive contributions, be it this one or any other from me or anyone else, and on your own decide what to make of it... well, I'd understand that if you were the original author or the current lead-developper... If you want to test and package whatever someone contributes to this faction, that's fine by me. But I haven't really seen you show project leadership for this faction.
So I'll keep working on the faction myself. Depending on what goes in an on this project (whomever may get involved in it) I might play by it or not. If I decide not, I might just make a fork and all I do for Dwarves in and out of that fork will of course be free to be used by whomever wants it anywhere.
Title: Re: Dwarf faction
Post by: -Archmage- on 27 November 2009, 13:40:44
Well, I don't think I have time to do this, you do whatever you want.
Title: Re: Dwarf faction
Post by: jda on 27 November 2009, 19:24:41
Ok.
I'll finish this unit and we'll see what time tells by then. ;)
Title: Re: Dwarf faction
Post by: jda on 12 January 2010, 12:40:55
Hey guys! :)

Though I still don't have much time, I wanted you guys to know I'm still working (even slower now!) on this.

My formerly called DAS (DwarfAirship) model has progressed a good deal from the last g3d I posted. Also I pretty much settled on Skywalker for its name (no, it's not a dwarf walking the sky like Jesus on water! Not at all like that!).

The baloon is pretty much completed.
The pilot stance should be final (as wciow aparently never posted the .blend files, it's still an imported .g3d from a standing engineer that I got to edit for the correct stance by deleting its shape keys).
The pilot cabin is mostly done though some more or less important details are still missing as well as major cleanup.
The single engine box and two corresponding helixes are getting most of my attention now - one of the helixes is mostly done and the other will be copy-mirrored from it.
The bombs' hull is mostly undone.

Please keep in mind this is my first model ever (actually my third atempt at the same model) so it's a slow but I think very fruitful learning experience for me.
Comments welcome. ;)

Download link (filename will change to "skywalker" when the mesh gets completed):
http://www.mediafire.com/?yeykh1tnza2

EDIT: Oh, I forgot to mention: the top of the three-parts cabin (really one single object) and the bottom of the baloon are still NOT merged! They will later so no, that flat cabin rooftop will NOT be flat in the final mesh. ;D

Edit #2: The pilot's body (by itself some 1000+ polygons) will be chopped off its mid section (hidden by the cabin) as much as possible.
Title: Re: Dwarf faction
Post by: jda on 15 February 2010, 21:20:03
@ wciow

Model sizes:
I incidentally found out the different dwarfs in the faction (size 1 units) don't have the same model sizes. A pic will explain it best:
(http://img713.imageshack.us/img713/6003/dwarvenunitsoriginalsizbm.jpg)
As you can see, there are three different sizes:
- miners and workers (fourth and fifth from left) are the biggest
- dragon slayers, warriors and guardians (second, third and sixth) are about 99% of a worker's size (not really relevant...)
- engineers are about 95% of a worker's size (and this is noticeable ingame!) which is partocularly odd as they are promoted from workers...

So, is this how it's meant to be (is there some sort of dwarven logic to this?) or is it rather something to be fixed?

I already "fixed" the flame team's size (I actually started by fixing its layout - the "old" version in dwarves gimli is completely offcentered and oversized (it's actually a bit complex to explain in a few words how it's layout is wrong and the several options to fix'em). I currently have a fixed and working standing anim and wil be working on the walking anim later (currently, I have it moving in standing-still position as that was the real problem before: it drifted too far away from objects on its left side, going through the ones on its right side). Here's another pic, taken in blender from bellow (notice they fit neatly in a two-by-two squares space, being a blender square incidentally equal to a glest size-1 square :) ):
(http://img534.imageshack.us/img534/6296/flameteamstandfixed.jpg)

Yeah, I've been messing around with the whole faction actually... ;D It started by doing a projecticle and particle effects for my dwarf skyship (yeah, I changed its name again but this one really is final! ;)), then I started messing around all over all of the XML's, then with the models themselves... (man, there's a lot more to adjust than I'd originally antecipated!  :o ).
So yeah, I'll be publishing a new release of the dwarves (in alpha status) as soon as I get my skyship finished and settled in. ;)
BTW, here's a pic of the current skyship WIP (it's cut in half, but it's showing the present side, the propeller isn't blended onto the ship, there's a projectile that won't be there, it's untextured, ... :P):
(http://img188.imageshack.us/img188/6480/dwarvenskyshipwip.jpg)

But my main reason for posting now:
wciow, can you tell me about the model sizes, please?
Title: Re: Dwarf faction
Post by: -Archmage- on 15 February 2010, 21:32:36
Dude, about the sizes......do you actually expect them all to be the exact same height! ::) :P

BTW, could I see the .blends for the skyship and the flame team that you've made? :)
Title: Re: Dwarf faction
Post by: ElimiNator on 15 February 2010, 22:12:37
Are true people all the same height?
I think it is better if they aren't the same height.
Any ways in the pic it looks like the only difference in height is the hats.
Title: Re: Dwarf faction
Post by: jda on 15 February 2010, 22:38:32
About the sizes:
No, I don't expect all dwarves to be the same height. I do admit I diverted myself a bit on the exaustive comparison...
But what I really find odd is that the engineer who is a promoted worker gets shrunken down (I also find it odd that his hair turns from bald at the top and grey for the rest to fully grown and black but ... :P). It is, after all, the same dwarf in two different moments/phases!  ???
So what I'm asking, not being so familiar with dwarven phisiology myelf (lol), is whether  there is any reference to dwarves growing smaller (and enhancing hair-strength!!) as a result of growing older or as part of some "levelling-up" circumstances?
Yeah, looking at it this way, my question sounds even sillyer than how Archmage and Eliminator perceived it! LOL
But I'm still asking! :P

@ Eliminator:
I do think the difference in height from the miner/worker (in the middle) to the engineer (far edges) is relevant.

@ Archmage
What do you want the blends for? Are you working on the dwarves too?
Title: Re: Dwarf faction
Post by: wciow on 15 February 2010, 23:12:38
Theres no paticular reason why the engineer is smaller, I must have acidentally shrunk it at some point. TBH I never really noticed.

I'm glad you've decided to tweak out some of the problems with the Gimli version. Your dwarf airship is also looking nice  ;)

Please feel free to make the new dwarf release if you want to  :)
Title: Re: Dwarf faction
Post by: -Archmage- on 15 February 2010, 23:52:00
Quote
What do you want the blends for? Are you working on the dwarves too?

I'm looking to help.
I would like to help you with animations.
Also, I would like to work a little bit on the Skyship I'll send you a renamed copy of my work to see if you like it...........boss :P.
Title: Re: Dwarf faction
Post by: jda on 16 February 2010, 01:04:07
Thanks for the answer, wciow.:)

I'll most likely be rescaling the engineer (as well as that object in the deriving flame team, bombard and now skyship models) to be as big as the worker it is promoted from. But probably not just in the upcoming alpha release (I'd need to figure out how to re-export the animations from imported .g3d's (I found a "video" (an animated .gif) by weedkiller that may help but it's late tonight, almost 1 in the morning here) or if Archmage takes on reanimating all the rescaled .blend's or ... better yet, if you finally publish those bloody .blend's of yours, properly rigged and all! :P).

Thanks for the compliment on the skyship. :)

Thanks for the permission to release the next Dwarf faction! :) I was under the impression you'd granted me that permission by PM like a couple months ago but thinking of it, I'd just asked you if it was ok to tweak the G3D's... NOT publish a Dwarf release out of them!... ;D
So thank you for this permission too. :)

@ Archmage
That would be great, if you could do the animations for the fixed flame team! :) All I have now is a correct standing pose (I think you'll need to edit the cellmap property in flame_team.xml to have it work correctly ingame too, don't remember now, will check later). I'll need a walking and a dying animation too. ;)
Please note none of wciow's original units have a moving standing/idle animation, no breathing, nothing, they're all 1 frame long; so, I guess, if you're making an unit breath, you should make all of them... there are a lot more important things to tweak before that so... :P
I'll upload and post the link tomorrow.

On the skyship... I've been going back and forth with several changes to the g*dd*mn thing already! I don't want to multiply that by having two persons working on it at the same time!...
I'll finish what I want to do with it and then let you have it, if you want to tweak it some more, before I UV unwrap it, ok?

Thanks! :)
Title: Re: Dwarf faction
Post by: -Archmage- on 16 February 2010, 01:43:30
You're that sensitive about height!!!!!
Just ignore that, maybe modify the texture so that his hair color and length are the same, but I'm not going to re-animate all those units just because they aren't all the perfect height! ::)



Quote
if you could do the animations for the fixed flame team

I could(in the morning).



Quote
you'll need to edit the cellmap property in flame_team.xml to have it work correctly ingame too

Yah, I could do that to, I'll also be wanting to try and fix some balance issues and other things in the XML, so if you've modified anything, please send it to me.



Quote
On the skyship... I've been going back and forth with several changes to the g*dd*mn thing already! I don't want to multiply that by having two persons working on it at the same time!...
I'll finish what I want to do with it and then let you have it, if you want to tweak it some more, before I UV unwrap it, ok?

Can I at least have the G3D for a closer look?
Title: Re: Dwarf faction
Post by: jda on 16 February 2010, 14:46:40
You're that sensitive about height!!!!!
Just ignore that, maybe modify the texture so that his hair color and length are the same, but I'm not going to re-animate all those units just because they aren't all the perfect height! ::)
Yeah, I was tired yesterday... ;D It is not crucial... And I actually only noticed after working on the flame team for a while so... maybe at some point in the future... but it's getting the lowest priority possible. :P
The texture will be changed sooner though.
I'll be posting a roadmap with my first alpha release... ;)

Here's the link to the flame team's .blend, so you can do the walking and dying animations:
http://www.mediafire.com/?crdtoetvhcn
And yes, in the flame_team.xml, the original has:
Code: [Select]
    <cellmap value="true">
      <row value="11" />
      <row value="11" />
    </cellmap>
It should be:
Code: [Select]
    <cellmap value="true">
      <row value="01" />
      <row value="10" />
    </cellmap>
Note: This is for anyone who wants to replace the old flame team model with the one I'm posting here - it will not work well with the old model and in case you do the replacement before the new walking animation is done, you should replace the old walking animation with this one too (they won't be animated but they will be moving properly around other objects).

Quote
Quote
you'll need to edit the cellmap property in flame_team.xml to have it work correctly ingame too

Yah, I could do that to, I'll also be wanting to try and fix some balance issues and other things in the XML, so if you've modified anything, please send it to me.
Well, had you read what I said before (instead of just looking at keywords which seems to be what you've done), you'd know I already did modified A LOT.
What I said about the skyship goes for this one too: once I'm finished with it, you may tweak it some more. In the case of the XML's, that will be only after I release the first alpha. ;)
Also, regarding your words "send it to me"... I won't be sending anything "to you"! I'll be posting right here what I have, in my own schedule, for anyone who wants it. People may just use them or make their contributions too - that's their choice.
If you prefer to send something privately to me, you're welcome to but certainly not required.
Me, all I release, will be posted right here.
I actually also need to look at that Common Creatives license before I release something major... ;)

Quote
Quote
On the skyship... I've been going back and forth with several changes to the g*dd*mn thing already! I don't want to multiply that by having two persons working on it at the same time!...
I'll finish what I want to do with it and then let you have it, if you want to tweak it some more, before I UV unwrap it, ok?

Can I at least have the G3D for a closer look?
Short answer: No. :P
Title: Re: Dwarf faction
Post by: -Archmage- on 16 February 2010, 15:46:15
Is this micromanagement or slavery? :D

It couldn't be slavery because I have a choice.....so.............it's micromanagement, I mean seriously, you're telling me what I can and cannot do, and restricting me from working on much of anything.......

Maybe I should withdraw my offer..........
Title: Re: Dwarf faction
Post by: jda on 16 February 2010, 16:20:15
Man, there is a touch of cynicism in you, isn't there?... Evidence from this very thread:
Yes, just post them but I'm going to make the new releases of Dwarves ok.
Just send stuff you've done to me, and tell me what it improves, I'll test it any way I can, and add it if I think it's an improvement.
BTW, that was you replying to ElimiNator asking wciow to publish his blends right here for EVERYone to use instead of sending them just to yourself as you'd asked (am I euphemising here?) wciow...
And another thing is you, at that moment, "took" leadership of this project (incidentally less than 24 hours, if I recall it correctly, after I discussed Dark Magic using Dwarves Gimli as comparison) whith NO work whatsoever done on it, requiring people to do it for you!!!  :o ??? ::)
Talk about micro-management... Or should I call it slavery? :P

Counter-flaming apart, on to the real (?) issue:
1. You can work on anything that has already been published.
2. I'll keep working on it an be publishing what I get (from my own work or anyone else who wants to contribute).

HOW am I restricting you? By not giving you whatever you want when you want it? Geeeeeeeeeeeeez... ::)
Title: Re: Dwarf faction
Post by: -Archmage- on 16 February 2010, 16:56:12
Hey I was willing to change, or it I have my mind set, don't remember, I was wrong.
You didn't even rig the flame team, I thought it was rigged. :P
Title: Re: Dwarf faction
Post by: jda on 16 February 2010, 17:08:42
Can't really figure out what you meant by your first sentence but I'm fine with droping that subject myself, :)

Yeah, I said I was trying to figure out how to export shape-keys (I haven't removed them from the flame team walking animation, not the flame crew ones, didn't need to, just the flamer's). So that is the way I'm going to try and animate the flame team. Hence, no need to rig it if I get this figured out.
If I can't figure out shape keys, I'l rig it alright, but only after I finished the skyship.

EDIT; Looked at weedkiller's animated gif tutorial. Doesn't help figuring out shape keys (though I'm pretty sure he himself could have done it...).
Thus, I'll probably rig and animate the flame team after the skyship is ready.
Title: Re: Dwarf faction
Post by: modman on 16 February 2010, 23:15:24
Sometimes it's best to go it alone, jda.  You may find you work faster that way...
Title: Re: Dwarf faction
Post by: -Archmage- on 17 February 2010, 00:12:47
Dude, I just went to all the trouble to rig the flame team, and then something went wrong, the rig wasn't working the way it was supposed to and I couldn't find anything wrong, and I've done that rig quite a lot of times!

Besides, the dwarf models have quite a few problems, like there are tons of extra polygons, and when I bend the model it cracks all over. :P

I have to say, you know, I'll help you animate, but I'm not going to rig, because something goes wrong.

It would be nice if Wciow would give us the original .blends.......... :-\
Title: Re: Dwarf faction
Post by: jda on 17 February 2010, 01:20:56
@ Sir Modman:
Well, I decided to work on the dwarves, counting on nobody to help. That said, I might accept someone's help if they offer it.
BTW, thanks for trusting my skills! ;)

@ Archmage
I know, at least partially, what the problem is.
I never touched the flame crew objects (just the flamer object to conform to the new flame crew positions) so I didn't do something you should always do when editing an imported G3D: Remove Doubles! For some reason, a G3D imported to Blender will always have lots of doubles. Just selecte the whole mesh in Edit mode and press keys W and then 6. That should take care of the cracks. ;)
Don't know if that will fix the whole problem with the armature though.  :-\

Yes, it would be nice to have the original blends by wciow. He told me some time ago he'd upload them when he'd get time to.
So... We've asked him. He knows we want them. I say enough pushing the man! He'll get them to us when he does. Period. :P
Title: Re: Dwarf faction
Post by: -Archmage- on 17 February 2010, 03:20:14
Thanks, that thing to remove the cracks took care of 600+ vertices!!! :o And I didn't know that, so thanks!

I edited the flame team a little(hope you don't mind :-X), all I did was modify the hose thing, also I've made a bit of progress, I'll provide you with another update soon. ;D

Yah, maybe we should stop pushing Wciow, we've pushed him so much, that if we keep going, we may eventually get to the edge of a cliff, so I think yah, it would be good if we stopped pushing him................for now.................................................DUH DUH DUH DUH!      JK  :P :D

UPDATE(!!!):
I found and fixed the problem with the armature!

UPDATE2:
I'm completely done with the walking animation, it looks pretty good!
Would you like a go at doing the attacking or dying animations? :)
Title: Re: Dwarf faction
Post by: jda on 17 February 2010, 14:50:23
Thanks, that thing to remove the cracks took care of 600+ vertices!!! :o And I didn't know that, so thanks!
You're welcome. Omega's tip (from his guide) on removing all doubles before you export was my source. ;)

Quote
I edited the flame team a little(hope you don't mind :-X), all I did was modify the hose thing, also I've made a bit of progress, I'll provide you with another update soon. ;D
Yeah, the hose thing (it's linked to flamer.tga, so that's what I call it ;)) was the only thing I actually edited. I had to twist it both to the front as well as sideways - I tried to compensate a bit for the subsequent deformations but I did a quick job on it, letting more improvements to later. So if your edit's good, it's most welcome! ;)

Quote
Yah, maybe we should stop pushing Wciow, we've pushed him so much, that if we keep going, we may eventually get to the edge of a cliff, so I think yah, it would be good if we stopped pushing him................for now.................................................DUH DUH DUH DUH!      JK  :P :D
Ok, we'll push him when his guard is low so he won't have a chance to hang on to the edge. ;D

Quote
UPDATE2:
I'm completely done with the walking animation, it looks pretty good!
Would you like a go at doing the attacking or dying animations? :)
Well, first thing would be to look at your animation and see how it came out BUT...
I was expecting anyone to contribute any sooner than I released my first alpha so you caught me by surprise and I didn't get the time to do something I want to before accepting anything. Making it clear about the LICENSE!
wciow's Dwaves Gimli are entirely based on work by himself or from Magitech (with, I think, the notable exception of the Dwarf music which AFAIK, came from Sir Modeman - he's been contacted already).
Magitech (at least from Glest 3.2.2) was released under the Creative Commons Attribution Sharealike 3.0 Unported license (NOT the GNU GPL as some have stated, only the code is released unger the GPL - see docs/license.txt, docs/code_license.txt and docs/data_license.txt in the source code for details).
So naturally, all work derived from wciow's Dwarf faction for Glest must be realeased under the same license (or, possibly it the same license permits) a compatible one (I most likely won't release it under a different license but, hey, I haven't read it yet so... :P).

In brief:
1. I don't know under what license the next Dwarves release will be published (probably the same as before but ...)
2. You'll probably be safe in releasing any contribution of yours under the Creative Commons Attribution Sharealike 3.0 Unported license, but no guarantees as of yet!
3. I will demand (!!!) any contribution to state under what license it is released (may be stated in a post right here, that's ok) and it must be compatible to the one I'm releasing the whole faction under. This is mandatory to have your work included in the release.
4. I'll post the later tomorrow under what license (to which your work must be compatible) I'll be publishing the releases. I am open to feedback!

Until the, Archmage and anyone who wants to contribute should probably hold their work... But that's not really my call. ;)

Regarding what you can work on:
- The dying animation needs to be done.
- The attack animation does not need to be done! It is currently just the standing pose, from which the particle system is fired. Looks pretty cool and I see no need to do further. But you can, if you want to. :)
- The building animation is done! (it's on the engineer's folder).
Title: Re: Dwarf faction
Post by: -Archmage- on 17 February 2010, 15:06:08
Dude, I'm loose under copyright stuff, so just.....as long as I get credit, I'm happy, so I'm happy with the CC-BY-AA(whatever it's called! :P), GPL, Shareware, you know, any of those good ones. :)

Now that that's all cleared up, would you like the model to inspect? :D
Title: Re: Dwarf faction
Post by: jda on 17 February 2010, 16:34:26
LOL
Ok, well, I do think licensing is important and that would be too long to explain here. And I don't want to be double-triple-quad-whatever-licencinsing the mod. :P

But yeah, if you'll release it under whichever license I choose for the release, you can just post it here or send it to me. I'll PM you my mail address in case you prefer it that way. ;)

I'll get back some couple hours later - have other stuff to do in the meantime.
Title: Re: Dwarf faction
Post by: -Archmage- on 17 February 2010, 17:06:01
Ok.

Download the latest Dwarven Flame Team progress! (http://www.filefront.com/15610051/flame_team.r3.FINAL.blend)

Just so you don't get confused, the actions are named for what they are, with a "-something" to tell you which action goes with which armature/mesh.
Example:
walking-barrel: The walking action for the barrel and hose.
walking-short: The walking action for the short dwarf.

This is just the Walking animation, if you want to try dying or attacking or something. ;)
Title: Re: Dwarf faction
Post by: jda on 17 February 2010, 18:00:57
Well... it looks AWESOME! :)

The edit to the hose also looks perfect! :) (actually better than wciow's origianl - sorry, wciow, but it's true! :P).

You can go ahead with the dying animation if you want. If you don't want to check it and want some inspiration, wciow made each dwarf fall to one side (outer but I guess inner , crossing the dwarves would be best) and the hose fall to the front guy's falling side (detaching the barrel from the back dwarf, but the oposite would work just as well). You may, if you prefer try something different.

The attack animation, well... what can you do about it? Possible options:
A. Have the front dwarf, who actually fires the thing, grab the hose with both hands - rather just have the right hand move onto the flamer than displacing the flamer...
B. Have the same guy put one foot back so as to better handle the kick? Maybe but I have doubts concerning this.
In any case, I think it would probably be best to keep the particle coming from the center (thus keep the end of the flamer, from where the flame is fired, centered).
But certainly, none of the two above options would really improve much the animation. The standing animation works perfectly well for the purpose. ;)

I'd have a more important (and possibly challenging) unit for you to animate. ;)

EDIT: The above for the flame team animation only if you want to - I'm not sure whether you were asking if I needed or saying you wanted to. ;D
Title: Re: Dwarf faction
Post by: -Archmage- on 17 February 2010, 18:40:01
Done with the Attack animation!
What's this new challenge!?!? 8)

I already have something in mind for the dying animation....... :).

EDIT(!):
Latest Progress! (http://www.filefront.com/15610839/flame_team.r3.FINAL.blend)
Title: Re: Dwarf faction
Post by: jda on 17 February 2010, 21:25:36
Hum, that latest update just seems to have an added 'nothing.001' action (which does nothing?) added...  :-\ So I guess that's doesn't include the animation? Did you improve the walking ones?

Now for the challenge... can you animate a four-legged animal? ;)
Actually I do think that is the less good animation in the current pack, as the rhynox just jumps between the two rear legs moving together and the two front ones (would it could be a simple two main motions animations but with crossing the legs (front right an left rear go forth, then front left and rear right; a four legged walk is actually more complex than this but given as the rhynox legs are rather short for its body, you'll never get to see all four at the same time (as you can with the tech horseman whose animation is perfect ;)).
But that's not what actually needs fixing the most on that unit (but of course, unless we figure out how to reexport G3D shape keys, we're bound to rerig and reanimate - hold it! wciow is still on his guard, let him rest some more! ;D). The BIG problem is a SHORT spear! The unit is a range 3 unit but ingame you can easily notice the spear hardly reaches range 1! Result: your outrider is piercing thin air! (yeah, it does affect the attacked unit but that's not what you see!).
So... the fix would be to give the outrider a longer spear (in blender, look at it from the NUMPAD 1 angle and make sure the tip touches the end of the second square counting from the tip of the rhynox's head).
Yes, it would be easier to just change the range to 1 but ... in the case of the outrider, it pretty much should be balanced a bit to the tech horseman and magic drake rider. I've done a few changes to the XML (one of the earliest, I couldn't stand seeing it move slower than the magic daemons and battlemages! lol). It's not much faster than those now but I think it's more sensible. Still, compared to the fast units in magitech, it was still underpowered (a notable exception to the the overall overpowered dwarves!). As this is a very specific unit, I think powering down should, as much as possible be done elsewhere. So I've also made other changes to the XML.

Anyways, here's the challenge:
Redo walking and attacking animations (at range 3, the same spear should be used in all anims of course! :P) for the outrider (you'll have to import the basic standing anim from G3D first)!

If you don't feel like it, its alright: I've got good news: I figured out how to reexport shapekeys!!! Yay! :) :) :)

Anyways, whether you reanimate the outrider or not, when you're done, there's something else I'd like you to do: Take a break! I need time to get my sh*t together wit what I've done and am doing and I'm wasting it explaining you what needs to be done. :P
I apreciate it, honestly do, but I need to get what's going on in my harddrive together and make an alpha release with roadmap (I've been working on this alone for a couple months or more, need time to make it make sense for others...).
After that, we can discuss what to do next, how to do it and who to do it. Heck, we can even turn the dwarves into giants, if we want to! (just kidding :P)

K?... ;)

P.s.: YES, there are stuff I haven't told you about my future plans for the outrider (after first release) so take it easy on the ideas! :P
Title: Re: Dwarf faction
Post by: -Archmage- on 17 February 2010, 21:39:02
I've got plenty of ideas about the whole faction, and if there is anyway around it, I'm not going to re-rig and re-animate.

Don't worry, you don't have to explain all this to me.....oh gotta go! See ya!
Title: Re: Dwarf faction
Post by: modman on 17 February 2010, 22:52:23
You may want to look at an actual horse for a model on how a rhino(x) would run.  Horses run similar to rhinos, I assume, so it's fine.  I got a couple of them of rhinos, too.

http://www.youtube.com/watch?v=48JEsxYPeVo (http://www.youtube.com/watch?v=48JEsxYPeVo)
http://www.youtube.com/watch?v=l48Kwa6izsE (http://www.youtube.com/watch?v=l48Kwa6izsE)
http://www.youtube.com/watch?v=iiVmNVb1lwg (http://www.youtube.com/watch?v=iiVmNVb1lwg)
http://www.youtube.com/watch?v=52ikUDJjJG0 (http://www.youtube.com/watch?v=52ikUDJjJG0)
Title: Re: Dwarf faction
Post by: -Archmage- on 18 February 2010, 00:35:54
Thanks Modman, I have learned a great deal more about how horses gallop, now I should be able to do a better job on four-legged animals! ;D

New progress on the Flame Team!

We should do a standing anim, because that barrel has got a weigh a lot, and with him just sitting there stationary, how could he not tip over! :D
I'm changed the walking anim a bit mainly arm swinging and making the other dwarf look like he's confidently hauling that barrel.
New Attack anim, only 6 frames, but it looks pretty good.
Last but not least, I slammed and knocked over the last obstacle before completion, the dying anim, it has a high frame-count, but it's worth it!

Download latest work! (http://www.filefront.com/15613449/flame_team.r3.FINAL.blend)
Title: Re: Dwarf faction
Post by: jda on 18 February 2010, 02:17:12
Thanks for the vids, Sir Modman! :)
Yep, it's crossed like I said but then there's another thing: Bothe legs on the same "axis" also have a spread-apart motion followed by a get-close one. And then there's more... :P

The dying animation is amazing! :) :) :)

The attack animation has a couple glitches (tall dwarf's left elbow should pull the hand a bit upper and the short dwarf hands are off-centered (both to much to the dwarf's left side). But other than that, it looks really cool. :)

I also like the short dwarf's stance a lot better than the old one. ;)
Title: Re: Dwarf faction
Post by: jda on 18 February 2010, 10:57:56
Found a BUG in your anims, Archmage! :(
The bug is actually in the model, not the actions.
The flamer (weapon) is off-centered... again! :( So though the animations look cool in themselves, the model looks kind of crapy interacting with the other objects (I only tried it ingame today).

Details why:
The muzzle of the flamer is displaced to its right. When it fires, Glest aligns the flame team center to the target center. Currently the muzzle of the flamer is, as said before, to the right of this center - the obvious sollution would be to offset the particle making it come from the muzzle again (it currently is at x="0", would make like x"-0.2" or something like that).
The problem with this "sollution" is that though Glest correcctly animates the rotation of the unit on all 360º (possibly even more fractioned), it only "poses" it at one of eight fixed 45º intervals. It then calculates and draws the trajectory from the offset x particle start to the center of the target unit.
Now the target center may be everywhere in between at -22.5º to 22.5º relative to the attacking unit's center (a total angle range of 45º). So, if your projectile/particle center is offset at x=0, you'll get a 22.5º variation to each side drawn trajectory. The result is not always perfect (actually only is when the two units are at a 0º (or 180º if you prefer) angle from each other) but it will look alright in most cases.
But if you have the particle center offset on the x axis to something other than 0, you'll have an uneven pair of angles, e.g. 30º to the right side and 15º to the left. Now, if the target is on this left side, it's all good (still under the acceptable 22.5º angle) but if it's on the right side, it may very well get this very weird awfully wide angle, making the trajectory look very awkward.
This might not matter so much if the unit's particle_proj.xml file defined a "line" kind of primitive value (or even better, the projectile moved with no trace left behind). But in the case of the flame team, it's a quad type of trace and a rather wide one too. So it does look bad. :(
Rule of thumb: Place the center of the muzzle of your firing weapon at the x center of the unit's model (the vertical green line in Blender on NUMPAD 7 angle) and have the firing weapon in a perperdicular angle to the x axis (i.e. paralel to the z axis)!  ;)

So, I fixed the objects position so the flamer conforms to the above rule of thumb. ;)
Another problem arises. :(
You now have the flamer aligned to the center but the flame crew are offset to their left!  ::) Obviously, they are now placed a bit too far to objects on their right and a bit too close (sometimes even overlaping) objects on their left. Not as much as wciow's original model but still noticeable.
Fixing this is a whole more troublesome:
1. Re-edit the flamer model (the hose may not get so smooth again but I rahter it less smooth but allowing better ingame interaction). Possible problem (?): Maybe the armature must be re-edited too .. for every pose in every animation? ???  :o  :-\
2. R-edit the front right side flame crew too! You correctly went to the trouble of editing it to fit his new position. Sadly, as the new position is wrong, it must be edited back to the original position. In this case, I'm almost definitively sure it must be so for every pose in every animation. :(
Rule of thumb for this one: Keep your model's proportions to the box it will fit in ingame! Which, in the flame team case means: keep the objects in position!

It's partially my fault 'cause I gave you the green light too soon. Sorry.
I'll try and fix it next week.

In the meantime, if you want to get your own hand on it, here is the recentered model:
http://www.mediafire.com/?kmglw0wmzzt
Title: Re: Dwarf faction
Post by: -Archmage- on 18 February 2010, 14:50:29
OMFG!!!!!!!
A particle is always going to look strange if it appears while a unit is turning!!! >:(

I see why you would get all hyped up about the particle angle, but it's not going to be a problem, just get over it!

I don't see how there is going to be such a big problem, although just to humor you, I modified two anims, the attack(so the nozzle is closer to the center), and the dying(a little crooked knee problem).

Download (http://www.filefront.com/15617569/flame_team.r3.FINAL.blend)
Title: Re: Dwarf faction
Post by: jda on 18 February 2010, 15:29:30
No, the turning is not the problem. The problem is when the unit is NOT turning. :P
Title: Re: Dwarf faction
Post by: -Archmage- on 18 February 2010, 16:43:07
You'll hardly notice, and I've tweaked it a bit, so it should be less of an issue, check it out.
Title: Re: Dwarf faction
Post by: wciow on 18 February 2010, 18:40:04
Ok here are all of the original dwarf blends:

EDIT: filedropper doesn't sem to work so back to good ol media fire then: http://www.mediafire.com/?ni02mkmwm51

There may be some junk files since I simply selected every file in my "dwarf" blender directory.

As you will see all of the units (except the rhinox) use the same skeleton. All animations are interchangeable and stored as seperate action sequences rather than one long action. The models also get progressively better since I trimmed out some uneccesary polies from the earlier models.

Happy modding guys  ;)
Title: Re: Dwarf faction
Post by: -Archmage- on 18 February 2010, 19:26:48
Thank you so mu-
Oh crap, I told you we should've stopped pushing him........... :o
What the hell are these fluffy things, holy crap I floating in......I don't know what, oh hi Jda, I think this is heaven, do you remember what happened because I think I broke something on the fall....... Oh there's my body and there's yours, and oh there's Wciows, they're all twisted..........

(GOD): Oh come on guys do you have to wreck those perfectly good bodies, here, I'll send you back down. Now stop pushing poor old Wciow, as you can see he's given you the .blends now be on your way. And with a flick of his wrist, WHAM, we were back in our bodies! And we sat there all twisted up happily ever after.

Oh alright, I'll fix the bodies. ::)

...and we all lived happily ever-

(GOD) Oh come on, you didn't have to walk off the second cliff!!!



Thanks Wciow! :D
Title: Re: Dwarf faction
Post by: -Archmage- on 18 February 2010, 19:28:39
Dude, the link doesn't work, it just goes to the filedropper homepage, which says right there, 7-day free trial, why would you use that. ::)
Title: Re: Dwarf faction
Post by: John.d.h on 18 February 2010, 20:02:08
Semi-OT but possibly helpful:

In case you want to swap animations from one .blend file to the other and don't know how (or forgot): File > "Append or link" > model-name.blend > Action > "name of action".
Title: Re: Dwarf faction
Post by: -Archmage- on 18 February 2010, 20:08:43
Thanks Wciow for fixing the link.
Title: Re: Dwarf faction
Post by: -Archmage- on 18 February 2010, 20:36:29
Ok, I'm going to have to re-rig and re-animate anyway, most of those rigs are too basic or I get to confused, and it look like it will be very hard to animate like that. :P
Sorry Wciow, but I just don't understand how you could operate like that. :-\
Title: Re: Dwarf faction
Post by: jda on 18 February 2010, 21:43:10
You'll hardly notice, and I've tweaked it a bit, so it should be less of an issue, check it out.
Dude, you had the muzzle of the gun on the right of the unit's center and it was pointing slightly to the same right side! How could it not look BAD?!? ("hardly notice"... you must have not tried your earlier version ingame...).
This one at least points straight ahead and as Glest actually does have more than 8 turn halt-positions (should have at least 16 I guess) it's alright.
But really Arch, you're shooting to the left (obviously 'cause it's offcentered) and the "gun" is pointing to the right...
I just explain too much. :P

@ WCIOW:
Thank you, thank you, thank you, thank you! ;D

Title: Re: Dwarf faction
Post by: -Archmage- on 18 February 2010, 23:11:04
OMFG!!!
I can rotate the nozzle a little ok! ::)

Edit: Just checked the latest download I posted, it's pointing to the left. ::)
Title: Re: Dwarf faction
Post by: jda on 19 February 2010, 00:20:43
You've already rotated to muzzle and it's actually pointing slightly to the right but so slightly I only noticed it now I rechecked, it's certainly not pointing left. At least if this is the one you're talking about:
url=http://www.filefront.com/15617569/flame_team.r3.FINAL.blend]Download[/url]
I'd already said it was alright now, on my last post. Maybe that wasn't clear enough.

But I'll try and make this other thing clear now: there WAS a problem.
Title: Re: Dwarf faction
Post by: -Archmage- on 19 February 2010, 00:51:24
Yah that's the right one.
Are your eyes bad or something?
Maybe your lefts and rights are screwed up, because it's pointing slightly to the left not the right........ ::)

I've worked some more and come up with a new standing animation and minor modifications to the attacking(to fix the short dwarves hand movement a little), and the walking(minor feet movement changes) animations. :)

DOWNLOAD: a1-1 (http://www.filefront.com/15621919/flame_team_a1-1.blend)
Title: Re: Dwarf faction
Post by: jda on 19 February 2010, 01:45:02
Yah that's the right one.
Are your eyes bad or something?
Maybe your lefts and rights are screwed up, because it's pointing slightly to the left not the right........ ::)
Could it possibly be that this (5th pic) (http://glest.110mb.com/blender_tutorial3.php) de facto standard in 3D modelling is alien to an experienced modder like yourself?
(that's from Omega's guide BTW)

Quote
I've worked some more and come up with a new standing animation and minor modifications to the attacking(to fix the short dwarves hand movement a little), and the walking(minor feet movement changes) animations. :)

DOWNLOAD: a1-1 (http://www.filefront.com/15621919/flame_team_a1-1.blend)
Yeah, well, as for myself, I'll look at your final mesh when it's done, alright? You don't seem to care about my comments anyways so... I'll look at it when it's done.

EDIT: Changed the link above, which was pointing directly at the picture, to point at the whole page it's in.
Alternative link (same concept, other pic; and I've seen this convention (which I think only natural) in every ttutorial about rigging in Blender). This one is from the glest wikia (wciow's animation tutorial, 3rd pic): https://docs.megaglest.org/Wciowanimation
Title: Re: Dwarf faction
Post by: -Archmage- on 19 February 2010, 12:01:26
It is pretty much done, and the nozzle is to the left as you wanted, do I have to explain the orientation in Blender, and why it's correct, so I do care about your comments and I read every inch of your posts.

That link you posted goes to a 403 page...
Title: Re: Dwarf faction
Post by: jda on 19 February 2010, 14:41:50
The link was working fine when I posted it. I did PM omega (after posting the link), asking whether or not it was ok t directly link to the image. Might be omega changed something or maybe the server itself is configured to prevent direct access to a picture when it starts getting more hits than the page it's on...?  :-\
I have a somewhat vague concept about what is considered "leeching" and what isn't...
Title: Re: Dwarf faction
Post by: -Archmage- on 19 February 2010, 15:31:30
Ok, it seems you're telling me I don't use conventional rigs, I've seen one of those conventional rigs, they're many times harder to work with compared to my rigs, and they don't produce very good animations. :-\

Don't make me prove that the conventional way reduces speed, quality, and how well you can work with it. It's not a trade-off at all, it's just that the conventional way sucks. :P
Title: Re: Dwarf faction
Post by: jda on 19 February 2010, 17:24:20
We were discussing SIDES, not types of rigs.
So... don't just walk away from the subject just 'cause you can't admit you were wrong, ok?

You are smart but really, nobody else around here is that dumb... Get it?
Title: Re: Dwarf faction
Post by: -Archmage- on 19 February 2010, 19:47:54
Huh?
I thought you were talking about rigs.......

You think I have my sides mixed up!?!?

You're funny.

Is there anyway I can prove that your wrong?
Maybe a video?

I really shouldn't have argue about this with you, I mean come on get your lefts and rights straight! ::)
Title: Re: Dwarf faction
Post by: jda on 19 February 2010, 20:07:58
You're a waste of time, Arch, you really are. And I'm done wasting mine on you.
Title: Re: Dwarf faction
Post by: -Archmage- on 19 February 2010, 20:51:35
Well, I think the problem is that you are talking about lefts and rights in terms of your view, that of course is not the right way to view lefts and rights in 3D modeling, you have to think in perspective of the units position and direction faced, understand?

I don't understand why you're making such a big deal out of this!
Lefts and rights may or may not be the problem, but the nozzle is to the right of 0° on the y axis, and it is pointing in the direction of 0° on the y axis, therefore it is pointing to the left.

You know, I think I know what your all upset about, but you provided me with pictures that made me think you were arguing about that, please just tell me what the problem is!!!
Title: Re: Dwarf faction
Post by: Little Helper on 20 February 2010, 09:44:48
DON'T ARGUE OR W.E! anyways check this is for the Dwarf Faction:
https://forum.megaglest.org/index.php?topic=5068.0 (https://forum.megaglest.org/index.php?topic=5068.0)
Title: Re: Dwarf faction
Post by: ultifd on 25 February 2010, 01:02:47
So, any idea when the next update is going to be released?  ???
Just wondering...no rush.  :)
Title: Re: Dwarf faction
Post by: jda on 25 February 2010, 01:18:40
Well... the skyship's mesh is nearly finished (pic below) but I'll only be moving to texturing and animation afterwards.
Also, I recently realised you cannot have a land unit morph to an air unit (made a new topic on this but I'm afraid I don't really expecta any sollution).
A quick workaround would be to make the engineer produce instead of morph the skyship. But I certainly don't want that.
So... I'll have to make a new building (have the concept art already).

Still, this is all taking a long time... So I guess I could release something WITHOUT the skyship (the corrections I randomly made and a few more to make it worth while) in a week or two.
(this will include most units and particles XML's, a few remodels/reanimations (the anims for now should stick to the flame team ones made by Archmage) and hopefully, if time permits, adding team color to three units which have none).
Oh, I might steal a pig from the Tech to be produced by the farm (for now, this dirty hack will have to do; one huge advantage of the dwarves, which adds to their "too powerful" status, is having no prerequisite to build the warrior's hall ...)

Will try a week, giving two maximum delay, ok?
Title: Re: Dwarf faction
Post by: -Archmage- on 25 February 2010, 01:44:05
I'd like to do some more work on this mod, what's the next thing on the list? :)
Title: Re: Dwarf faction
Post by: jda on 25 February 2010, 23:46:07
I apologized for my words but my position on this is the same: I prefer to not work with you.

You flamed me twice before. I won't get upset at your next flame just 'cause we're working together.
Title: Re: Dwarf faction
Post by: -Archmage- on 26 February 2010, 02:04:52
Flaming?
CAll my confusion what you like, but you can't stop me from helping, what's next?
Title: Re: Dwarf faction
Post by: John.d.h on 26 February 2010, 02:45:14
you can't stop me from helping
He surely doesn't have to collaborate with you or share his work either. :P  Hopefully the two of you can get along and continue to improve this mod, but you can't force yourself into a partnership with someone who doesn't want to work with you.
Title: Re: Dwarf faction
Post by: -Archmage- on 26 February 2010, 13:12:00
Actually we were working together, then he got me all confused said I was flaming him.....
Care to clear that up for me, Jda? :(
Title: Re: Dwarf faction
Post by: modman on 26 February 2010, 21:02:06
Hmm, maybe it's time to take this into PM and get back on topic, eh?
Title: Re: Dwarf faction
Post by: jda on 26 February 2010, 21:07:56
Hmm, maybe it's time to take this into PM and get back on topic, eh?
Yeah, guess you're right.
Sorry folks! :-[

EDIT: The above post to Sir Modman refers to a post I just deleted now.
Archmage actually sent his reply to me by PM, quoting my entire (now deleted) post.
I think we'll work out something the two of us. :)

End of OT. ;D
Title: Re: Dwarf faction
Post by: -Archmage- on 26 February 2010, 21:18:09
Yea, I was thinking maybe PM would be more appropriate.....

Hold on a slight sec...done.
Title: Re: Dwarf faction
Post by: jda on 27 February 2010, 16:25:25
I actually thought of this before seeing your 3D Art requests topic...
So here's a request following your own request-model from that thread, slightly changed (in italic):

Username: jda
Models: Following Dwarf units from Dwarf Gimli release (wciow's): Worker, Miner, Warrior, Guardian, Dragon Slayer, Cannoneer and Engineer (all size 1 units really :P)
Polygons to use: N/a
Model quality: N/a
Unwrapped: N/a
Unwrap quality: N/a
Rigging: The exact same of a flame crew (one of the dwarves) from the flame team you rigged before. ;)
Animations needed: Walking (for now ;D )
Frame range: 8
Animation quality: Pretty much the same as the flame team's dwarves. :P
G3Ds: No, I'll export myself

Your walking animation does look better than wciow's original. Being that other than the flamer (the weapon + hose + barrel) it is basically made of two size 1 dwarves, geting that rig (for later use too) into each of the mentioned units and then also importing the walking animation should do most of the job.
Only one remark: Use the poses you did for the back dwarf (i.e. "small"), which moves both arms, but the one you did before you bent his back forward (none of those other units will be carrying anything like a barrel on their backs :P)

This is my request for now. It is tedious work - repetitive... And I was thinking of doing it myself. If it's too tedious for you, just do ONE of the units. I'll then copy that to each other. ;)
BTW, I don't remember now: How many bones compose the spine on your rig? I guess we'll need at least two, to make a later breathing anim for the standing animation. (I think, never actually done one ;D ;D ;D )
Title: Re: Dwarf faction
Post by: -Archmage- on 27 February 2010, 18:27:29
Quote
Username: jda
Models: Following Dwarf units from Dwarf Gimli release (wciow's): Worker, Miner, Warrior, Guardian, Dragon Slayer, Cannoneer and Engineer (all size 1 units really Tongue)
Polygons to use: N/a
Model quality: N/a
Unwrapped: N/a
Unwrap quality: N/a
Rigging: The exact same of a flame crew (one of the dwarves) from the flame team you rigged before. Wink
Animations needed: Walking (for now Grin )
Frame range: 8
Animation quality: Pretty much the same as the flame team's dwarves. Tongue
G3Ds: No, I'll export myself

Ok, you give me the .blends all ready to be rigged, then I'll rig and animate each one.



Quote
Your walking animation does look better than wciow's original.

Thanks.



Quote
just do ONE of the units. I'll then copy that to each other

That sounds like it will save me a lot of time, let's do it that way.



Would you like a go at the first walking anim, I really don't know how much experience you have with animation, so maybe you can surprise me! ;D
Title: Re: Dwarf faction
Post by: jda on 28 February 2010, 03:03:41
Ok, you give me the .blends all ready to be rigged, then I'll rig and animate each one.
The units I asked to be rigged and animated are all from wciow's gimli release. I thought you had those...  :-\
Anyways, I thought of uploading the engineer's .blend but, erm, there is NO engineer .blend in wciow's blends! :P
I suppose wciow extracted it from the flame team .blend... And if he didn't, I sure am doing it! Already done other than two missing objects: the engineer's backpack and his wrench... I'll try and get them from the .g3d's and edit this post when I have it. ;)
And BTW, I kinda chnaged my ... plans! I think I know what is the problem with wciow's walking anims and I think I can fix them. If so, I guess it would actually be cool to have two different walking animations in the faction! ;)
But I want the engineer to walk like the flame team. And you already rigged the flame team and did its walking so... ;D



BTW, I finally downloaded the last .blend for the flame team you'd posted. I only did minor changes but I did them about everywhere! :P
- Tilted the head back to vertical in one anim that had it leaning way back - I assumed it was a leftover of something you didn't get to fix.
- Cut the gap off in between the barrel and the back dwarf. Oddly enough that only appeared on the standing and walking anims, the attacking and dying were fine, so maybe it was me who actually messed it up (lol).
- Fixed a glitch with the hand of the dwarf going inside the flame tube on some steps of the attacking anim
- Maybe something more i don't remember now. Hey, it's Saturday but it's late down here! :P
If there's something you disagree with, just tell me. ;)
Here's the file: http://www.mediafire.com/?m2johyayojt



Quote
Quote
Your walking animation does look better than wciow's original.

Thanks.
Yeah, there is a "pause" in wciow's anim, probably the last frame is just like the first. That's what I'll try to fix. If that is the problem, I will then be able to really compare the quality of both anims.

Quote
Quote
just do ONE of the units. I'll then copy that to each other

That sounds like it will save me a lot of time, let's do it that way.
Sure, no prob! :) Do the engineer once I get you a link to the .blend! ;)
BTW... there is currently no equipment (objects) but there is an armature. Do you want it in the model? It... already is in a walking pose... lol I don't think you want it but if you do, just tell me. ;)

Quote
Would you like a go at the first walking anim, I really don't know how much experience you have with animation, so maybe you can surprise me! ;D
Not really, none before I looked at your first flame team's anim  and considering what I just said yes, I do expect to surprise you! ;D

On that subject, I've edited the outrider model already (spear and horns), redid the attacking anim (loosely based on wciow's) and edited the standing pose (spear held in different position) and exported all other anims (from changed model).
Now that armature (by wciow) really was challenging to me and I'm not completely satisfied with my results (I mean what I did already).
But anyways, here's the attacking animation:
http://www.mediafire.com/?mmhiiwumomi
Title: Re: Dwarf faction
Post by: -Archmage- on 28 February 2010, 04:16:59
I actually don't have dwarves on my CPU, I believe I may have an older version on my Linux computer, but on my laptop I don't have Dwarves...
And I can't look at that G3D of the rider, because I don't have the texture so it complains and terminates itself. :P

All I need it the .blend for the engineer with his equipment, and I'll rig it myself. ;D
Title: Re: Dwarf faction
Post by: jda on 28 February 2010, 05:10:53
I just imported the bloody engineer from the g3d... Rather easier that way... lol
http://www.mediafire.com/?tumzdyjyzfz



Folder containing the outrider attack g3d + the two .tga files:
http://www.mediafire.com/?sharekey=9454d43357b12a907432d3c9683f450ac4c3e323d69607f2bf1b77d2eb488dac
Title: Re: Dwarf faction
Post by: -Archmage- on 28 February 2010, 05:28:59
Quote
Folder containing the outrider attack g3d + the two .tga files:
http://www.mediafire.com/?sharekey=9454d43357b12a907432d3c9683f450ac4c3e323d69607f2bf1b77d2eb488dac

I'm now concluding that that model needs a new rig!!! :P
I'll do it later tomorrow. ;)
Title: Re: Dwarf faction
Post by: jda on 28 February 2010, 17:53:19
Quote
Folder containing the outrider attack g3d + the two .tga files:
http://www.mediafire.com/?sharekey=9454d43357b12a907432d3c9683f450ac4c3e323d69607f2bf1b77d2eb488dac

I'm now concluding that that model needs a new rig!!! :P
I'm concluding you blaming the armature is your kind way of telling me my animation skills suck! :P Well, thanks for the kindess, I guess! ;D
But the armature does have some glitches. E.g. the bone of the right forearm (called "hand.r") in my animation (the right arm was completely inanimated before btw) is close to a 90º angle around the Y axis from the upper bone ("bicep.r") though the actual vertices linked to the forearm bone are only slightly rotated => rotate the bone a bit more and the forearm will loop around!  ::)
There are other such glitches that make it complex to implement what you were thinking of doing...

Quote
I'll do it later tomorrow. ;)
Please DON'T!
You don't have the blend with the changed model (spear length) which I still have to adjust a bit more. It now goes a little bit too far away which I think is better than for it to go quite a bit too short...
I think how it is now should work for the first release that should be coming in a half to one and a half week's time... ;)
And I still have other stuff to do on it! :P



What your comments on my changes to the flame team?
Title: Re: Dwarf faction
Post by: -Archmage- on 28 February 2010, 18:51:36
Quote
I'm concluding you blaming the armature is your kind way of telling me my animation skills suck! Tongue Well, thanks for the kindess, I guess! Grin

No, I saw the rig, it looks pretty strange... :P



Quote
rotate the bone a bit more and the forearm will loop around!  Roll Eyes

That's extremely easy to fix...think about it... ;D ::)



Quote
There are other such glitches that make it complex to implement what you were thinking of doing...

...
What was I thinking of doing...all I can remember is thinking about a new rig... ???



Quote
Please DON'T!
You don't have the blend with the changed model (spear length) which I still have to adjust a bit more. It now goes a little bit too far away which I think is better than for it to go quite a bit too short...
I think how it is now should work for the first release that should be coming in a half to one and a half week's time... Wink
And I still have other stuff to do on it! Tongue

Why don't you just get the model prepared, and then I'll make a new rig for it, then you should have another go at animating it! ;)
Title: Re: Dwarf faction
Post by: jda on 28 February 2010, 19:34:07
Quote
I'm concluding you blaming the armature is your kind way of telling me my animation skills suck! Tongue Well, thanks for the kindess, I guess! Grin

No, I saw the rig, it looks pretty strange... :P
Lol. I guess.
Though, I'm not sure this is what you're refering to but, having a single armature for both rhynox and rider objects makes it easier to have the rider follow the rhynox movements automatically. So I actually like that. ;)

Quote
Quote
rotate the bone a bit more and the forearm will loop around!  Roll Eyes

That's extremely easy to fix...think about it... ;D ::)
I guess. In Edit mode, right?...
Still that was just an example. Most every rider's bone have that kind of problem (the rhynox's are better). And I got lazy about fixing it all... :P

Quote
Quote
There are other such glitches that make it complex to implement what you were thinking of doing...

...
What was I thinking of doing...all I can remember is thinking about a new rig... ???
That's alright. :)

Quote
Quote
Please DON'T!
You don't have the blend with the changed model (spear length) which I still have to adjust a bit more. It now goes a little bit too far away which I think is better than for it to go quite a bit too short...
I think how it is now should work for the first release that should be coming in a half to one and a half week's time... Wink
And I still have other stuff to do on it! Tongue

Why don't you just get the model prepared, and then I'll make a new rig for it, then you should have another go at animating it! ;)
Because I have no more time to devote to the outrider now. :P
And because I have to look at two problems with the spear:
1. It now goes too far ahead of the target. This actually was a consequence of trying to work around point 2 below but I think I over did it.  :-\
2. A size 2 unit (like the outrider) does not align its center to the center of a size 1 target. Instead, it aligns one of its two cellmap rows/columns to the size 1 target's position. The result: the tip of the spear will always aim at the side of the target!
  So I looked at Tech's horseman to see how it went around it and that's where I realised it simply pushed the spear a bit more forward - being that the spear will aim farther away, that increases the chances that it's trajectory will go through the target. ;) So that's what I tried to do with the outrider but as I said, overdid it...
  Then I thought of something (all animations already exported) that might work better IF... If the size 2 unit's row that aligns with the size 1 is always the same, then I can point the tip of the spear to that side, instead of to the center of both sides. ;) I actually had tried this but... I made a mistake and pointed it to the wrong side! LOL  :-\ :-[

So I'll have to test all this better after the first release. You'll have the blend ready to rig shortly after, ok?
Title: Re: Dwarf faction
Post by: -Archmage- on 28 February 2010, 19:43:07
I believe all of your problems could be solved pretty quickly, but you go ahead and do it your way...

What are you devoting your time to besides the rhynox?



Quote
I guess. In Edit mode, right?...

Nope. ::)
Title: Re: Dwarf faction
Post by: jda on 28 February 2010, 19:48:49
Sorry 'bout that, Arch. I WAS being silly! ;D
Yeah, the spear's size WILL BE depent on the animation so I guess I can work it out a lot better if I already have a better rig. ;)

Will upload the current .blend in a moment...

EDIT: Uploaded to:
http://www.mediafire.com/?mmyzmmxlqzz

EDIT #2: Removed file above from mediafire. It was NOT the latest! New file uploaded, see my second post after this one.
Title: Re: Dwarf faction
Post by: jda on 28 February 2010, 20:02:44
What are you devoting your time to besides the rhynox?
Buildings' models/sizes: Farm done, Warriors Hall WIP, Foundry will follow. Simple rescaling won't cut it 'cause the doors/gateways are correctly scaled and some of those buildings were recctangular, they must be square for the cellmaps to work.
Will do the same for the bombard if I get the time.
XML's: Balancing and all that. :P

Quote
Quote
I guess. In Edit mode, right?...

Nope. ::)
No?... I can move the bones around in Edit mode, to adjust to their corresponding vertices... no?
How then? Care to point me to some link or something? (not really needed for now, just for future reference)

P.s.: Sorry for DP... :(
Title: Re: Dwarf faction
Post by: jda on 28 February 2010, 23:55:04
SORRY! WRONG BLEND UPLOADED!!!

Here is the real latest outrider:
http://www.mediafire.com/?nyolzjzw5nm

Hope you haven't started work on that other one yet, Archmage. :(
Anyways, if you have, can you copy your work to the newest blend?
Very sorry for the messup. :(
Title: Re: Dwarf faction
Post by: -Archmage- on 1 March 2010, 12:51:37
Quote
Quote from: -Archmage- on Today at 15:47:55
What are you devoting your time to besides the rhynox?
Buildings' models/sizes: Farm done, Warriors Hall WIP, Foundry will follow. Simple rescaling won't cut it 'cause the doors/gateways are correctly scaled and some of those buildings were rectangular, they must be square for the cellmaps to work.
Will do the same for the bombard if I get the time.
XML's: Balancing and all that. Tongue

That shouldn't take more than an hour to do all the buildings. :) Just scale on an axis to get a square building then scale each door/doorway/passageway to whatever axis it's on to the right size.  ;)

BTW, the grid in Blender just happens to fit Glests grid! ;D , that should help you sort out some of those spear issues.



Quote
Hope you haven't started work on that other one yet, Archmage. Sad
Anyways, if you have, can you copy your work to the newest blend?
Very sorry for the messup. Sad

I didn't even start yet. :)
I'll start later this morning.

Actually, I can't even work with that blend, I need something with no armatures, and nothing to force me to use that stupid planner thing, I can't select things, it's so rediculous, and x-ray doesn't seem to work...  Can you just give me an imported G3D?
Title: Re: Dwarf faction
Post by: jda on 1 March 2010, 13:00:28
@ Archmage:

How's the engineer walking animation coming?
I looked at wciow's walk and the prob isn't what I thought. I think it's simply not so greatly animated... ;D
So, unless someone actually wants to do yet another walking animation, we'll be using yours for all size 1 units. ;)

EDIT BEFORE POST: G*dd*amn! You posted that before I posted the above.
K... here are my replies:

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Quote from: -Archmage- on Today at 15:47:55
What are you devoting your time to besides the rhynox?
Buildings' models/sizes: Farm done, Warriors Hall WIP, Foundry will follow. Simple rescaling won't cut it 'cause the doors/gateways are correctly scaled and some of those buildings were rectangular, they must be square for the cellmaps to work.
Will do the same for the bombard if I get the time.
XML's: Balancing and all that. Tongue

That shouldn't take more than an hour to do all the buildings. :) Just scale on an axis to get a square building then scale each door/doorway/passageway to whatever axis it's on to the right size.  ;)
It's not that simple, really. But the farm and warrior's hall are done.

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BTW, the grid in Blender just happens to fit Glests grid! ;D , that should help you sort out some of those spear issues.
I know, that's what I used to put the flame team inside a 2x2 square in the first place. That's also why I got upset when upi moved the center of the muzzle out of the X center of the two squares. :P
The problem is... the tip of the spear was, in an older version pointing at the start of the square. It should point a bit forward than that but the exact amount is not so clear - have to try in blender and test ingame. :P

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Hope you haven't started work on that other one yet, Archmage. Sad
Anyways, if you have, can you copy your work to the newest blend?
Very sorry for the messup. Sad

I didn't even start yet. :)
I'll start later this morning.

Actually, I can't even work with that blend, I need something with no armatures, and nothing to force me to use that stupid planner thing, I can't select things, it's so rediculous, and x-ray doesn't seem to work...  Can you just give me an imported G3D?
Try reloading the file but UNchecking "Load UI" before clicking on "Open". ;)
Title: Re: Dwarf faction
Post by: -Archmage- on 1 March 2010, 13:56:01
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How's the engineer walking animation coming?

I never started it...where's the .blend, did I miss it... ???



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Try reloading the file but UNchecking "Load UI" before clicking on "Open". Wink

If I do that then all I get is Blender! With....nothing in it! :D
I think an imported G3D would be better... ;)
Title: Re: Dwarf faction
Post by: jda on 1 March 2010, 16:38:57
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How's the engineer walking animation coming?

I never started it...where's the .blend, did I miss it... ???
It's here: https://forum.megaglest.org/index.php?topic=3695.msg40434#msg40434

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Try reloading the file but UNchecking "Load UI" before clicking on "Open". Wink

If I do that then all I get is Blender! With....nothing in it! :D
I think an imported G3D would be better... ;)
Have no time now... Sorry...
Title: Re: Dwarf faction
Post by: -Archmage- on 1 March 2010, 17:03:37
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How's the engineer walking animation coming?

I never started it...where's the .blend, did I miss it... ???
It's here: https://forum.megaglest.org/index.php?topic=3695.msg40434#msg40434

THANKS! I'll get it rigged soon. ;D



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Try reloading the file but UNchecking "Load UI" before clicking on "Open". Wink

If I do that then all I get is Blender! With....nothing in it! :D
I think an imported G3D would be better... ;)
Have no time now... Sorry...

Ok....just get it too me when you can, k? ;)
Title: Re: Dwarf faction
Post by: jda on 1 March 2010, 22:18:51
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How's the engineer walking animation coming?

I never started it...where's the .blend, did I miss it... ???
It's here: https://forum.megaglest.org/index.php?topic=3695.msg40434#msg40434

THANKS! I'll get it rigged soon. ;D
Thank you! ;)
Besides rigging, could you please also remember to do the walking animation? (I don't expect it for the first release which will be in one week's time but would be nice if it was ready by then ;) ).
BTW, the two-bones spine might actually not be needed (the kind of standing anim you did for the flame team might work too). So, if you want, you can just copy the rig of one of the dwarves of the flame team to the engineer. ;)
Title: Re: Dwarf faction
Post by: -Archmage- on 2 March 2010, 01:01:53
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How's the engineer walking animation coming?

I never started it...where's the .blend, did I miss it... ???
It's here: https://forum.megaglest.org/index.php?topic=3695.msg40434#msg40434

THANKS! I'll get it rigged soon. ;D
Thank you! ;)
Besides rigging, could you please also remember to do the walking animation? (I don't expect it for the first release which will be in one week's time but would be nice if it was ready by then ;) ).
BTW, the two-bones spine might actually not be needed (the kind of standing anim you did for the flame team might work too). So, if you want, you can just copy the rig of one of the dwarves of the flame team to the engineer. ;)

Ok, I'll update this or make a new one, if you reply to this............

EDIT: DONE, all rigged, but not animated, I left that for you because I didn't think I'd have time to finish him up, and here (http://www.filefront.com/15717923/engineer_3-1-2010_730.blend) you are, Mr.Jda, bon appetite. ;D
JK about the bon appetite, you're not supposed to eat the poor fellow. :D
Title: Re: Dwarf faction
Post by: jda on 2 March 2010, 03:59:29
Sweeeeeeeeeet! Even the backpack and wrench have their own bones... :)
And the whole rig looks and feels very smooth.  8)

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K about the bon appetite, you're not supposed to eat the poor fellow. Cheesy
Darned dietists, telling me what I can and cannot eat!  >:(


I'd almost forgotton... the outrider blend... Will upload shortly (have to actually do it first ;D)


One more thing, will be out of town from tomorrow til Monday. Pro'ly won't have Net access till then.  ::)
Which also means the release should be after that, let's say  March 10th. ;)

EDIT:
Clean Outrider .blend with no armature and no actions! Textures linked though ;) : http://www.mediafire.com/?lxx3mnqz1ey

BTW, I did try and fix the Outrider (same-side always hypothesis above proved wrong, nothing left to do but giving the spear a better size) because I won't have time to animate it with your new rig (presuming you'd do it fast). But I haven't tested it ingame yet (only the side-test which of course I had to re-edit). So if anyone wants to test and provide feedback on the current attack animation (just check whether it aims at correct distance please, I already know it's bad! :P ): http://www.mediafire.com/?dzdlmj2d0hz
Title: Re: Dwarf faction
Post by: -Archmage- on 2 March 2010, 13:00:35
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Sweeeeeeeeeet! Even the backpack and wrench have their own bones... Smiley
And the whole rig looks and feels very smooth.  Cool

Thanks! :)



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K about the bon appetite, you're not supposed to eat the poor fellow. Cheesy
Darned dietists, telling me what I can and cannot eat!  Angry

Oh by the way, put some garlic and soy sauce on him, then later exactly 34.8264893 seconds after you've eaten him you should have incredulous gas, and stink terribly, which should help with any burglar problems, and it'll drive you nuts if you're at work. Oh yes, you need to spread some lima bean sauce over the dwarfs mustache, then you'll he'll have a little less crunch when you eat his mustache. :D :D :D :P :P :P ;D



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One more thing, will be out of town from tomorrow til Monday. Pro'ly won't have Net access till then.  Roll Eyes
Which also means the release should be after that, let's say  March 10th. Wink

YES!!! You didn't hear that. ;D
JK.



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EDIT:
Clean Outrider .blend with no armature and no actions! Textures linked though Wink : http://www.mediafire.com/?lxx3mnqz1ey

I turned X-ray on on the Bone, but it didn't work.........an imported G3D please...... ::)



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BTW, I did try and fix the Outrider (same-side always hypothesis above proved wrong, nothing left to do but giving the spear a better size) because I won't have time to animate it with your new rig (presuming you'd do it fast). But I haven't tested it ingame yet (only the side-test which of course I had to re-edit). So if anyone wants to test and provide feedback on the current attack animation (just check whether it aims at correct distance please, I already know it's bad! Tongue ): http://www.mediafire.com/?dzdlmj2d0hz

Let's take care of that when we have my new rig. ;)



I think we should make a new release when we're ready and we've fixed the stuff you wanted to fix, <motherly mode>don't rush yourself</motherly mode>, or me for that matter. :P :D
Title: Re: Dwarf faction
Post by: jda on 2 March 2010, 21:40:36
I actually missed my earlier buses (been having the flu, got pretty bad today, so I'm  acting pretty slow and clumsy today... :(), so I got a bit of time to post here (darn, will be in the other place at 4 or 5 in the morning! :().

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Sweeeeeeeeeet! Even the backpack and wrench have their own bones... Smiley
And the whole rig looks and feels very smooth.  Cool

Thanks! :)
No, thank you! :)

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K about the bon appetite, you're not supposed to eat the poor fellow. Cheesy
Darned dietists, telling me what I can and cannot eat!  Angry

Oh by the way, put some garlic and soy sauce on him, then later exactly 34.8264893 seconds after you've eaten him you should have incredulous gas, and stink terribly, which should help with any burglar problems, and it'll drive you nuts if you're at work. Oh yes, you need to spread some lima bean sauce over the dwarfs mustache, then you'll he'll have a little less crunch when you eat his mustache. :D :D :D :P :P :P ;D
Actually, all meditaranean people (such as the Portuguese) eat garlic! :P It's very healthy and actually adds a very nice flavour to your cookings! ;) Don't really know what the problem you britts and americans have with garlic! You usually attribute garlic eating to the French, whose cuisine I'm not really that familiar with... What, do the French actually eat like an whole garlic at once?  :o :o :o Sure, that would make you quite gaseous and smelly... In Portugal, we just cut one or two (depending on for how many you're cooking) minced "slices" of garlic, you don't even see it, in some cookings... It does add some nice flavour though. ;)
I don't eat soy beans, but I do drink soy "milk" - you do know it's not healthy to drink milk after 2 years old, don't you?... (geez, now my Swiss side is bashing on me!  ::) )

Anyways... enough OT! :P

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One more thing, will be out of town from tomorrow til Monday. Pro'ly won't have Net access till then.  Roll Eyes
Which also means the release should be after that, let's say  March 10th. Wink

YES!!! You didn't hear that. ;D
JK.
Yes, I did!
Now my question is: Why? Don't you like me?! Ooooooooooooooooh! Nobody likes me!  :'( :'( :'(
No, really, is this completely OT too or did you just wrap up something important in OT?... :P

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EDIT:
Clean Outrider .blend with no armature and no actions! Textures linked though Wink : http://www.mediafire.com/?lxx3mnqz1ey

I turned X-ray on on the Bone, but it didn't work.........an imported G3D please...... ::)
What do you mean?... It doesn't have any rig! I deboned it, it's all boneless now! I thought that was what you wanted...?  :-\  ???
Geez, kids these days, won't eat ribs 'cause they're boney, won't eat steak 'cause it's boneless!  ::) :P
Well, we'll get to that imported after the first release, ok?

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BTW, I did try and fix the Outrider (same-side always hypothesis above proved wrong, nothing left to do but giving the spear a better size) because I won't have time to animate it with your new rig (presuming you'd do it fast). But I haven't tested it ingame yet (only the side-test which of course I had to re-edit). So if anyone wants to test and provide feedback on the current attack animation (just check whether it aims at correct distance please, I already know it's bad! Tongue ): http://www.mediafire.com/?dzdlmj2d0hz

Let's take care of that when we have my new rig. ;)
Final taking care of yes, but in the meantime... see bellow. ;)

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I think we should make a new release when we're ready and we've fixed the stuff you wanted to fix, <motherly mode>don't rush yourself</motherly mode>, or me for that matter. :P :D
Well, matter of fact that was my intention initially. But then someone (I think ulfid) asked when would a new release come out. And I gave myself one to two weeks time to actually wrap up what I'd done already in a somewhat better looking package (at least not too much worse than what wciow had already done).
Also, this will allow me to actually release a kind of sneak preview on where where going with this and get some feedback about that direction. I think it's important. ;)

After that's done, we can get back to normal "release when coherent milestone reached" type of schedule. What do you think?

BTW, new animations might not even get to be in the first milestone's (following the first alpha) TODO list! The current ones aren't great but I think they're alright.
And I think it is more important, for actual gameplay, to fix before:
- correct units-sizes/models/reaches/cellmaps (will try to make them all before the alpha but...)
- XML editing / faction balancing (will be spread along several milestones but it is important to be getting them done)
- team color adding to units that have none yet (won't even touch this yet in the first alpha!)

I know you like animating the most... that's why you're getting to do it ahead of time! :P And 'cause you're very good at it too! ;)
Title: Re: Dwarf faction
Post by: -Archmage- on 2 March 2010, 23:35:51
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Quote from: -Archmage- on Today at 09:05:23
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Sweeeeeeeeeet! Even the backpack and wrench have their own bones... Smiley
And the whole rig looks and feels very smooth.  Cool

Thanks! Smiley
No, thank you! Smiley

Thanks! :)



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Actually, all meditaranean people (such as the Portuguese) eat garlic! Tongue It's very healthy and actually adds a very nice flavour to your cookings! Wink Don't really know what the problem you britts and americans have with garlic! You usually attribute garlic eating to the French, whose cuisine I'm not really that familiar with... What, do the French actually eat like an whole garlic at once?  Shocked Shocked Shocked Sure, that would make you quite gaseous and smelly... In Portugal, we just cut one or two (depending on for how many you're cooking) minced "slices" of garlic, you don't even see it, in some cookings... It does add some nice flavour though. Wink

I'm kidding!!! :D

My dad eats garlic all the time, I can hardly breathe, but I want him to be around longer. ;D



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I don't eat soy beans, but I do drink soy "milk"

Soy has female hormones in it unless it's fermented. That's not a joke! :(



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you do know it's not healthy to drink milk after 2 years old, don't you?... (geez, now my Swiss side is bashing on me!  Roll Eyes )

Breast milk, Real milk straight from the cow, or the stuff you get at the store?



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Yes, I did!
Now my question is: Why? Don't you like me?! Ooooooooooooooooh! Nobody likes me!  Cry Cry Cry
No, really, is this completely OT too or did you just wrap up something important in OT?... Tongue

Hehehe, I'm so evil... ;D
I was joking. :D :P :D
BTW:
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I actually missed my earlier buses (been having the flu, got pretty bad today, so I'm  acting pretty slow and clumsy today... Sad), so I got a bit of time to post here (darn, will be in the other place at 4 or 5 in the morning! Sad).

Yes, you're here for longer!!! ;D Crap you're sick!!! :(
Feel better now? ;) :D



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What do you mean?... It doesn't have any rig! I deboned it, it's all boneless now! I thought that was what you wanted...?  Undecided  Huh
Geez, kids these days, won't eat ribs 'cause they're boney, won't eat steak 'cause it's boneless!  Roll Eyes Tongue
Well, we'll get to that imported after the first release, ok?

Yah, dude, you got me what I wanted, except I made a bone and turned on X-ray to begin my work, and then the bone did strange things, one of which included me not being able to see the bone when it was inside a mesh... :(



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Well, matter of fact that was my intention initially. But then someone (I think ulfid) asked when would a new release come out. And I gave myself one to two weeks time to actually wrap up what I'd done already in a somewhat better looking package (at least not too much worse than what wciow had already done).
Also, this will allow me to actually release a kind of sneak preview on where where going with this and get some feedback about that direction. I think it's important. Wink

Agreed.



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After that's done, we can get back to normal "release when coherent milestone reached" type of schedule. What do you think?

Well, I'm pretty sure my opinion won't affect when you'll release, but just to humor you, I agree. ;D



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I know you like animating the most... that's why you're getting to do it ahead of time! Tongue And 'cause you're very good at it too! Wink

Yay, you, and yay me, and thanks! :D
BTW, and I going to need to model anything, I like to model some too. :)
Like can I please take a look at the skyship!!!??!?!???!??!?!?!?!?!?!??!!!!?!!???????????!!!!!!!!!!!!!!!!???????????????!!!!!!!!!!!!!!???????????!!!!!!!!!!!!!???????????!!!!!!!!!!!!??????!?!?!?!?! ;D ;D ;D
Title: Re: Dwarf faction
Post by: jda on 3 March 2010, 02:53:27
I'm kidding!!! :D

My dad eats garlic all the time, I can hardly breathe, but I want him to be around longer. ;D
:)

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I don't eat soy beans, but I do drink soy "milk"
Soy has female hormones in it unless it's fermented. That's not a joke! :(
Whose female hormones?   ???

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you do know it's not healthy to drink milk after 2 years old, don't you?... (geez, now my Swiss side is bashing on me!  Roll Eyes )

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Breast milk, Real milk straight from the cow, or the stuff you get at the store?
All kinds of milk humans are bound to produce. It's related to babies naturally having lacticin in their bodies (though I don't know where from) and no more afterwards.

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Yes, I did!
Now my question is: Why? Don't you like me?! Ooooooooooooooooh! Nobody likes me!  Cry Cry Cry
No, really, is this completely OT too or did you just wrap up something important in OT?... Tongue

Hehehe, I'm so evil... ;D
I was joking. :D :P :D
You are. :P

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I actually missed my earlier buses (been having the flu, got pretty bad today, so I'm  acting pretty slow and clumsy today... Sad), so I got a bit of time to post here (darn, will be in the other place at 4 or 5 in the morning! Sad).

Yes, you're here for longer!!! ;D Crap you're sick!!! :(
Feel better now? ;) :D
Yes, I do, thank you! :)
But they changed the schedules. No more midnight buses on weekdays. :(
I'll have to go in the morning instead. But I will go to bed right away! :P

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What do you mean?... It doesn't have any rig! I deboned it, it's all boneless now! I thought that was what you wanted...?  Undecided  Huh
Geez, kids these days, won't eat ribs 'cause they're boney, won't eat steak 'cause it's boneless!  Roll Eyes Tongue
Well, we'll get to that imported after the first release, ok?

Yah, dude, you got me what I wanted, except I made a bone and turned on X-ray to begin my work, and then the bone did strange things, one of which included me not being able to see the bone when it was inside a mesh... :(
Looked into it and... You have to uncheck the X-Ray button for the rider and the rhynox! But leave it on for the bones. That's the problem: they were all x-ray, meaning they are all drawn last... if you get what I mean... :P
I'm actually learning a bit on Blender with these unorthodox wciow's blends and undoing what he did! lol

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Well, matter of fact that was my intention initially. But then someone (I think ulfid) asked when would a new release come out. And I gave myself one to two weeks time to actually wrap up what I'd done already in a somewhat better looking package (at least not too much worse than what wciow had already done).
Also, this will allow me to actually release a kind of sneak preview on where where going with this and get some feedback about that direction. I think it's important. Wink

Agreed.
:)

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After that's done, we can get back to normal "release when coherent milestone reached" type of schedule. What do you think?

Well, I'm pretty sure my opinion won't affect when you'll release, but just to humor you, I agree. ;D
  ::) Erm... ok. Keep it up! ;D

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BTW, and I going to need to model anything, I like to model some too. :)
Like can I please take a look at the skyship!!!??!?!???!??!?!?!?!?!?!??!!!!?!!???????????!!!!!!!!!!!!!!!!???????????????!!!!!!!!!!!!!!???????????!!!!!!!!!!!!!???????????!!!!!!!!!!!!??????!?!?!?!?! ;D ;D ;D
No, you can't look at the skyship. I had actually thought I might give you the .blend before I unwrap it (still need a tiny little work on the mesh before that). But... on second thought... This is my first model ever (I had never enven touched a vertice on another .blend before starting this model, actually, never before even posting the last .g3d I did (like a month or so before I posted the pic).
So now I'm going back to the original idea, model everything from the first mesh to the last pose of it. Then publish! ;D
After that, if you want to turn it inside out and make a duck or a gum out of it, you're welcome! ;D

Sorry, for this model , I really want to do everything... For the learning and for the glory (or demise)! ;)

We will need a model though!!!
We've been stilling pigs from the Tech... We need to produce our own Goats! Could you model one?
Title: Re: Dwarf faction
Post by: ElimiNator on 3 March 2010, 03:10:46
You should fix all the flames in dwarves to be particles,

See like this:
(http://photos-h.ak.fbcdn.net/hphotos-ak-ash1/hs461.ash1/25354_1325680152354_1541414237_823083_1681234_n.jpg)
For this (the far left building):
(http://images2.wikia.nocookie.net/glestmaps/images/1/1d/Custom_building_montage.png)
Title: Re: Dwarf faction
Post by: -Archmage- on 3 March 2010, 04:23:35
Thanks for the suggestion Elim. :)

Jda, if you don't mind I'd like to take care of those particles.
Title: Re: Dwarf faction
Post by: jda on 4 March 2010, 10:55:02
1. Particle effects on units/buildings are for MegaGlest only, won't work on vanilla Glest nor GAE.
2. The Dwarf faction will be released, initially, for all three flavours. That means: for vanilla Glest.
3. I do plan to release a GAE version later on. I think GAE has more useful features for the Dwarves than MegaGlest. ;)
4. I will NOT be releasing three different releases of the Dwarf faction (Glest, GAE and MegaGlest)!
5. I did catch that post by Titi, saying you can add megaglest specific stuff to a XML and that shouldn't affect Glest.
6. The problem is: I want to keep that flame animation on the current Warrior's Hall (which BTW looks very cool) and I won't make Glest users miss that just so MegaGlest ones can have their particle effects... :P

So, Archmage, these are your options:

A. Can you add the MegaGlest particle effects to the current model, withOUT chamging it. I.e. can you add the particle effects for MegaGlest without removing wciow's cool flame effect for regular Glest?
If so, be my guest! We'll include that in the standard Glest (and later GAE) version. ;)

B. If you can't, or indeed if you can too, you may want to do the "port" of the Dwarf faction to Megaglest.
The main release will be vanilla Glest (e.g. say Dwarf New-codename 1.2 will be followed shortly after (or indeed at the same time, we can work that out)  by Dwarf New-codename 1.2 MegaGlest).
All I'll do is post the link to download your megaglest version (or to your own thread for it if you prefer).
I.e. you'll be managing it, publishing the releases (only thing is they must follow the regular Glest ones and not include or remove stuff you might do in the standerd version).

BTW, I'll be posting the first alpha in a new topic, so I can change the first post and update download links, infos and that stuff. ;)

Arch, if you want to add the effects to the warrior's hall, the latest release is bellow (now it's a size 3 building). I'll still do some minor edits later on. But the positions of the flames are final, so you can relly on that. ;)
Link: http://www.mediafire.com/?mn0nadzwi4t
Title: Re: Dwarf faction
Post by: -Archmage- on 4 March 2010, 14:06:29
Dude, don't worry, and don't baby me around, I think I know what I'm doing. ::) :)

Ok, you make a release with now new particles or anything like that, you just make you release with fixed models and better animations, or whatever, then I'll make the next release with new particles and whatever else we do, k?
Title: Re: Dwarf faction
Post by: jda on 4 March 2010, 23:56:38
Dude, don't worry, and don't baby me around, I think I know what I'm doing. ::) :)
I didn't mean to baby you around. And actually, I still don't realise how I did it!  :-\
Could you please explain?

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Ok, you make a release with now new particles or anything like that, you just make you release with fixed models and better animations, or whatever, then I'll make the next release with new particles and whatever else we do, k?
Nope, not k. :P
I'll be releasing several base (as in for glest 3.2.2) releases of the Dwarfs. And I am not interested in supporting megaglest-only features.
ElimiNator actually said we should "fix" the flame effects on the Warrior's Hall. Well, the flame effects are NOT broken! They can be improved a little, but NOT through the use of particle effects because they are not supoorted in vanilla Glest (and to be honest, they're not perfect either, at least the ones I've seen on Indians).
If you want to be releasing a megaglest version after each base release, that's fine with me. Or, if you can add the particles without changing the base version (i.e. without replacing), then we can include that in the base release too.And that's all I meant.
Title: Re: Dwarf faction
Post by: -Archmage- on 5 March 2010, 00:32:19
Dude, the particles just won't show up in Glest, they will in MegaGlest but Glest will just be normal. :)
Title: Re: Dwarf faction
Post by: jda on 5 March 2010, 08:56:02
Well, that's all I wanted to hear. :)
Title: Re: Dwarf faction
Post by: -Archmage- on 5 March 2010, 13:13:19
Can I do the particles then?
If you say yes, then I'll also re-animate the flames in the model for Original Glest. ;D
Title: Re: Dwarf faction
Post by: jda on 5 March 2010, 15:29:29
I think it was understood the original model was NOT to be changed on the acount of the particles for megaglest...

However, I was thinking of vhanging the regular glest flames' animation.
I was thinking using one individual bone for each flame (instead of the now single bone for all four), adding one more frame/pose and adding one more different scale-height, would give me enough to make the flames come much more alive. ;)
What were you thinking of specifically?
Title: Re: Dwarf faction
Post by: -Archmage- on 5 March 2010, 15:46:46
I was thinking of putting in particles for MegaGlest, and then modifying the model so that the flames are better for Original Glest, I don't really think you're understanding me though....
The particles are all done in the XML, the modeling part is just so the flames in the model look better for Original Glest.
Title: Re: Dwarf faction
Post by: jda on 6 March 2010, 02:19:00
then modifying the model so that the flames are better for Original Glest (...)
the modeling part is just so the flames in the model look better for Original Glest.
And I repeat: How do you intend to do that?
Will you be changing it's size or in any other way its visibility (so as to not "get in the way" of your megaglest particles...)? :P

Would you prefer to go ahead and do the said remodel WITHOUT ANY GUARANTEE WHATSOEVER those changes will make it to the faction's release?
Title: Re: Dwarf faction
Post by: -Archmage- on 6 March 2010, 02:47:25
Please don't confuse me here, remember you have a perfect memory I have this tacky thing with a rickety sign that says memory. :D

I'd like to add the particles and as for re-animation of the models flame.......I'll just do it and we'll smash down any problems that face us. :D
Title: Re: Dwarf faction
Post by: jda on 6 March 2010, 10:48:12
Please don't confuse me here, remember you have a perfect memory I have this tacky thing with a rickety sign that says memory. :D
Sorry, I guess I forgot!... ;D Sorry...

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I'd like to add the particles and as for re-animation of the models flame.......I'll just do it and we'll smash down any problems that face us. :D
Yeah, go ahead! :)
Title: Re: Dwarf faction
Post by: -Archmage- on 6 March 2010, 15:57:44
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I'd like to add the particles and as for re-animation of the models flame.......I'll just do it and we'll smash down any problems that face us. Cheesy
Yeah, go ahead! Smiley

Well, I'd need the latest version of Dwarves to incorporate my particles into it, and then add my new model, I should be able to get the particles and the animation done today. :)
Don't worry about me screwing anything up, if you don't trust me with your XMLs then just look at how I released Fantasy Romans, each version worked and whenever there was trouble I fixed it.
Title: Re: Dwarf faction
Post by: -Archmage- on 6 March 2010, 20:55:16
Sorry, you wrote a large respond to me and I never replied. :-\



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Whose female hormones?   Huh

Generic female hormones, seriously, I would just throw that Soy milk away. :P



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you do know it's not healthy to drink milk after 2 years old, don't you?... (geez, now my Swiss side is bashing on me!  Roll Eyes )

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Breast milk, Real milk straight from the cow, or the stuff you get at the store?
All kinds of milk humans are bound to produce. It's related to babies naturally having lacticin in their bodies (though I don't know where from) and no more afterwards.

Interesting...



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Yes, I did!
Now my question is: Why? Don't you like me?! Ooooooooooooooooh! Nobody likes me!  Cry Cry Cry
No, really, is this completely OT too or did you just wrap up something important in OT?... Tongue

Hehehe, I'm so evil... Grin
I was joking. Cheesy Tongue Cheesy
You are. Tongue

Oh thanks! ::) :P



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I actually missed my earlier buses (been having the flu, got pretty bad today, so I'm  acting pretty slow and clumsy today... Sad), so I got a bit of time to post here (darn, will be in the other place at 4 or 5 in the morning! Sad).

Yes, you're here for longer!!! Grin Crap you're sick!!! Sad
Feel better now? Wink Cheesy
Yes, I do, thank you! Smiley
But they changed the schedules. No more midnight buses on weekdays. Sad
I'll have to go in the morning instead. But I will go to bed right away! Tongue

Cool, and not cool.....I think.........



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What do you mean?... It doesn't have any rig! I deboned it, it's all boneless now! I thought that was what you wanted...?  Undecided  Huh
Geez, kids these days, won't eat ribs 'cause they're boney, won't eat steak 'cause it's boneless!  Roll Eyes Tongue
Well, we'll get to that imported after the first release, ok?

Yah, dude, you got me what I wanted, except I made a bone and turned on X-ray to begin my work, and then the bone did strange things, one of which included me not being able to see the bone when it was inside a mesh... Sad
Looked into it and... You have to uncheck the X-Ray button for the rider and the rhynox! But leave it on for the bones. That's the problem: they were all x-ray, meaning they are all drawn last... if you get what I mean... Tongue
I'm actually learning a bit on Blender with these unorthodox wciow's blends and undoing what he did! lol

Thank you!! Thank you! Thank you very much! :D



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BTW, and I going to need to model anything, I like to model some too. Smiley
Like can I please take a look at the skyship!!!??!?!???!??!?!?!?!?!?!??!!!!?!!?HuhHuhHuh?!!!!!!!!!!!!!!!!?HuhHuhHuhHuh??!!!!!!!!!!!!!!?HuhHuhHuh?!!!!!!!!!!!!!?HuhHuhHuh?!!!!!!!!!!!!?Huh??!?!?!?!?! Grin Grin Grin
No, you can't look at the skyship. I had actually thought I might give you the .blend before I unwrap it (still need a tiny little work on the mesh before that). But... on second thought... This is my first model ever (I had never enven touched a vertice on another .blend before starting this model, actually, never before even posting the last .g3d I did (like a month or so before I posted the pic).
So now I'm going back to the original idea, model everything from the first mesh to the last pose of it. Then publish! Grin
After that, if you want to turn it inside out and make a duck or a gum out of it, you're welcome! Grin

Gah!!!
Why, why, why, why!!!?!?!?!?!?!?!?!?!? :'( :'( :'( :D



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We will need a model though!!!
We've been stilling pigs from the Tech... We need to produce our own Goats! Could you model one?

Yah I could, but don't you want to do it? ::)
Title: Re: Dwarf faction
Post by: jda on 7 March 2010, 04:35:02
Well, I'd need the latest version of Dwarves to incorporate my particles into it, and then add my new model, I should be able to get the particles and the animation done today. :)
Don't worry about me screwing anything up, if you don't trust me with your XMLs then just look at how I released Fantasy Romans, each version worked and whenever there was trouble I fixed it.
You'll have to wait for the first release then. :P Just a few days ahead. ;)
On the other hand, I think I didn't actually edit anything in the Warrior's Hall XML (the size was already 3 (lol) and the cellmap was correct - there will be other changes to the XML but on a later milestone ;)). So you can probably just add it to the Gimli XML. Or you can just publish what you have right here and I'll try and include that in the upcoming release.

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Whose female hormones?   Huh
Generic female hormones, seriously, I would just throw that Soy milk away. :P
I still don't understand! :P
Are you saying that every soy product out there is contaminated with some kind of female hormone? What kind of female hormone? Human, some other animal, ... vegetal?... :P
I guess, hypothetically, the only kind of soy that would be good for human consumption had to be female (assuming that's the kind of plan soy is, I don't know. But in that case, what's the problem? :P
I guess it could be part of its ecological insertion that it needs some interaction with animals (e.g. for polinisation) and that that implies getting contaminated by some animal hormone. Which again, poses the question: what's the problem? If that is the case... then so what? Do you realise how "unclean" most anything you eat is? In the sense it interacts with stuff from all over?...
If... on the other side, you are saying they are purposedly contaminated by human female hormones... first I'd ask "WHY would they do that?!" and then I'd tell you you cannot presume that is so for every brand out there! I mean... it is under human control!!! Certainly "Biological"-certifed soy and derivative will NOT include it. :P

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you do know it's not healthy to drink milk after 2 years old, don't you?... (geez, now my Swiss side is bashing on me!  Roll Eyes )

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Breast milk, Real milk straight from the cow, or the stuff you get at the store?
All kinds of milk humans are bound to produce. It's related to babies naturally having lacticin in their bodies (though I don't know where from) and no more afterwards.

Interesting...
Actually, I typed it wrong. "All kinds of milk humans are bound to produce." should read ""All kinds of milk humans are bound to CONSUME."

Well, I'll just be skiping the rest of the OT, ok? :P

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What do you mean?... It doesn't have any rig! I deboned it, it's all boneless now! I thought that was what you wanted...?  Undecided  Huh
Geez, kids these days, won't eat ribs 'cause they're boney, won't eat steak 'cause it's boneless!  Roll Eyes Tongue
Well, we'll get to that imported after the first release, ok?

Yah, dude, you got me what I wanted, except I made a bone and turned on X-ray to begin my work, and then the bone did strange things, one of which included me not being able to see the bone when it was inside a mesh... Sad
Looked into it and... You have to uncheck the X-Ray button for the rider and the rhynox! But leave it on for the bones. That's the problem: they were all x-ray, meaning they are all drawn last... if you get what I mean... Tongue
I'm actually learning a bit on Blender with these unorthodox wciow's blends and undoing what he did! lol

Thank you!! Thank you! Thank you very much! :D
You're welcome. :)

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BTW, and I going to need to model anything, I like to model some too. Smiley
Like can I please take a look at the skyship!!!??!?!???!??!?!?!?!?!?!??!!!!?!!?HuhHuhHuh?!!!!!!!!!!!!!!!!?HuhHuhHuhHuh??!!!!!!!!!!!!!!?HuhHuhHuh?!!!!!!!!!!!!!?HuhHuhHuh?!!!!!!!!!!!!?Huh??!?!?!?!?! Grin Grin Grin
No, you can't look at the skyship. I had actually thought I might give you the .blend before I unwrap it (still need a tiny little work on the mesh before that). But... on second thought... This is my first model ever (I had never enven touched a vertice on another .blend before starting this model, actually, never before even posting the last .g3d I did (like a month or so before I posted the pic).
So now I'm going back to the original idea, model everything from the first mesh to the last pose of it. Then publish! Grin
After that, if you want to turn it inside out and make a duck or a gum out of it, you're welcome! Grin

Gah!!!
Why, why, why, why!!!?!?!?!?!?!?!?!?!? :'( :'( :'( :D
Because. Period. :P ;D

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We will need a model though!!!
We've been stilling pigs from the Tech... We need to produce our own Goats! Could you model one?

Yah I could, but don't you want to do it? ::)
I'll gladly do it later. But you'd asked for something to model so... :P
There most likely won't be any other new models besides the skyship and the goat... Well, actually, there will be a building but I think I'll actually change one that's on wciow's blends and that just looks almost perfect for my purposes (with a few edits). ;)
So...
The skyship I'll be modeling myself.
The building is half modelled (provided wciow grants us permission to use it) and I'll be modelling the rest.
The only one left that hasn't even been started yet: the goat. :P

And really, no, no more new models. There are already more units in this faction than in Magic or Tech...
I will be adding skills and other similar stuff though. So new animations (besides others that need fixing) will probably be needed. But I haven't gotten that into paper yet.
Title: Re: Dwarf faction
Post by: -Archmage- on 7 March 2010, 04:52:00
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Quote from: -Archmage- on March 06, 2010, 12:02:32
Well, I'd need the latest version of Dwarves to incorporate my particles into it, and then add my new model, I should be able to get the particles and the animation done today. Smiley
Don't worry about me screwing anything up, if you don't trust me with your XMLs then just look at how I released Fantasy Romans, each version worked and whenever there was trouble I fixed it.
You'll have to wait for the first release then. Tongue Just a few days ahead. Wink
On the other hand, I think I didn't actually edit anything in the Warrior's Hall XML (the size was already 3 (lol) and the cellmap was correct - there will be other changes to the XML but on a later milestone Wink). So you can probably just add it to the Gimli XML. Or you can just publish what you have right here and I'll try and include that in the upcoming release.

I'll wait for the first release, and then make a new minor release with the new particles and new animation, ok?



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Quote from: -Archmage- on March 06, 2010, 17:00:04
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Whose female hormones?   Huh
Generic female hormones, seriously, I would just throw that Soy milk away. Tongue
I still don't understand! Tongue
Are you saying that every soy product out there is contaminated with some kind of female hormone? What kind of female hormone? Human, some other animal, ... vegetal?... Tongue
I guess, hypothetically, the only kind of soy that would be good for human consumption had to be female (assuming that's the kind of plan soy is, I don't know. But in that case, what's the problem? Tongue
I guess it could be part of its ecological insertion that it needs some interaction with animals (e.g. for polinisation) and that that implies getting contaminated by some animal hormone. Which again, poses the question: what's the problem? If that is the case... then so what? Do you realise how "unclean" most anything you eat is? In the sense it interacts with stuff from all over?...
If... on the other side, you are saying they are purposedly contaminated by human female hormones... first I'd ask "WHY would they do that?!" and then I'd tell you you cannot presume that is so for every brand out there! I mean... it is under human control!!! Certainly "Biological"-certifed soy and derivative will NOT include it. Tongue

As far as I know, female hormones are naturally in soy...
And besides, if you haven't noticed, a lot of people out there are careless when it comes to others, and soy is cheap to use, instead of whatever if replaces(I can't remember...).
Get it now?
Sure the Chinese eat lots of soy, but they ferment it first which does something to the female hormone so it's no longer a female hormone...

I'm not an expert ok, it's just that I happen to give a damn about other people(not that you don't). ;)



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you do know it's not healthy to drink milk after 2 years old, don't you?... (geez, now my Swiss side is bashing on me!  Roll Eyes )

Quote
Breast milk, Real milk straight from the cow, or the stuff you get at the store?
All kinds of milk humans are bound to produce. It's related to babies naturally having lacticin in their bodies (though I don't know where from) and no more afterwards.

Interesting...
Actually, I typed it wrong. "All kinds of milk humans are bound to produce." should read ""All kinds of milk humans are bound to CONSUME."

Well, I'll just be skiping the rest of the OT, ok? Tongue

Ok. Interesting, I'm glad that I actually don't 'like' milk, I find the taste quite repulsive. :P



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BTW, and I going to need to model anything, I like to model some too. Smiley
Like can I please take a look at the skyship!!!??!?!???!??!?!?!?!?!?!??!!!!?!!?HuhHuhHuh?!!!!!!!!!!!!!!!!?HuhHuhHuhHuh??!!!!!!!!!!!!!!?HuhHuhHuh?!!!!!!!!!!!!!?HuhHuhHuh?!!!!!!!!!!!!?Huh??!?!?!?!?! Grin Grin Grin
No, you can't look at the skyship. I had actually thought I might give you the .blend before I unwrap it (still need a tiny little work on the mesh before that). But... on second thought... This is my first model ever (I had never enven touched a vertice on another .blend before starting this model, actually, never before even posting the last .g3d I did (like a month or so before I posted the pic).
So now I'm going back to the original idea, model everything from the first mesh to the last pose of it. Then publish! Grin
After that, if you want to turn it inside out and make a duck or a gum out of it, you're welcome! Grin

Gah!!!
Why, why, why, why!!!?!?!?!?!?!?!?!?!? Cry Cry Cry Cheesy
Because. Period. Tongue Grin

GAAAAAHHH!!! >:(
Ok, ok, ok.......... :( :D :P :D



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We will need a model though!!!
We've been stilling pigs from the Tech... We need to produce our own Goats! Could you model one?

Yah I could, but don't you want to do it? Roll Eyes
I'll gladly do it later. But you'd asked for something to model so... Tongue
There most likely won't be any other new models besides the skyship and the goat... Well, actually, there will be a building but I think I'll actually change one that's on wciow's blends and that just looks almost perfect for my purposes (with a few edits). Wink
So...
The skyship I'll be modeling myself.
The building is half modelled (provided wciow grants us permission to use it) and I'll be modelling the rest.
The only one left that hasn't even been started yet: the goat. Tongue

And really, no, no more new models. There are already more units in this faction than in Magic or Tech...
I will be adding skills and other similar stuff though. So new animations (besides others that need fixing) will probably be needed. But I haven't gotten that into paper yet.

Ok, I'll model a Goat real quick.
Title: Re: Dwarf faction
Post by: -Archmage- on 7 March 2010, 05:41:10
Ok, I made a real high-polygon goat, but that actually fits the dwarves standard: "Make it perfect and then double the polygons!". :D

DOWNLOAD (http://www.filefront.com/15762207/Goat.blend)

Ckeck it out! ;)

Next thing we need to do with it is unwrap it. :P
Are you going to do that or am I? Then obviously someone will need to do the texture(not me! :P), I'll rig it and then animate it!
Title: Re: Dwarf faction
Post by: jda on 8 March 2010, 00:32:07
I'll wait for the first release, and then make a new minor release with the new particles and new animation, ok?
What do you mean by "minor release"? A "Dwarves minor release"? If so, no, that's not ok. The only base releases (vanilla Glest and also later GAE) will be coming out from myself.
You may however release the new model (with the new animations) and the new XML (with the particles for megaglest) on the concerning thread (or sending them to me privately if you prefer) and I'll include them in the following release.
Please don't go messing up the release cycle with every other new eye-candy stuff, ok?  :-\

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Quote from: -Archmage- on March 06, 2010, 17:00:04]As far as I know, female hormones are naturally in soy...
And besides, if you haven't noticed, a lot of people out there are careless when it comes to others, and soy is cheap to use, instead of whatever if replaces(I can't remember...).
Get it now?
Sure the Chinese eat lots of soy, but they ferment it first which does something to the female hormone so it's no longer a female hormone...

I'm not an expert ok, it's just that I happen to give a damn about other people(not that you don't). ;)
Actually, at least here in Portugal soy milk is about twice as expensive as cow milk... Still that's not the point.
I know you're concerned about other people's health. But this whole business sounds like urban myth / scare-propaganda to me...  :-\ I'll try and dig into it though.
Thanks for the heads-up! ;)

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Ok. Interesting, I'm glad that I actually don't 'like' milk, I find the taste quite repulsive. :P
Good for you. Still, regular animal milk is not actually and usually dangerous or serious (except for those who suffer from lactose-intollerance, i.e. who are kind of allergic to animal milk). It's just that it's quite hard to digest and may cause usually mild digestive problems. Still, on the long run it does have an effect and can be somewhat compared to bad nutrition habits.
Then again, if you don't chew your healthy food properly... that may actually cause you more severe problems than dairy consumption. :P

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Ok, I'll model a Goat real quick.
:)
Title: Re: Dwarf faction
Post by: jda on 8 March 2010, 00:53:38
Ok, I made a real high-polygon goat, but that actually fits the dwarves standard: "Make it perfect and then double the polygons!". :D

DOWNLOAD (http://www.filefront.com/15762207/Goat.blend)

Ckeck it out! ;)

Next thing we need to do with it is unwrap it. :P
Are you going to do that or am I? Then obviously someone will need to do the texture(not me! :P), I'll rig it and then animate it!
Yes, it does look PERFECT! Congrats! ;) Well, actually, a goat's horns bend backwards, not forward but that's easily fixed. ;)
And 520 pollies is perfectly fine! :)

And yeah, I'll unwrap and texture, give it back to you then for the anims. ;)

Thanks!  8)
Title: Re: Dwarf faction
Post by: -Archmage- on 8 March 2010, 14:13:01
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Quote from: -Archmage- on March 07, 2010, 00:56:48
I'll wait for the first release, and then make a new minor release with the new particles and new animation, ok?
What do you mean by "minor release"? A "Dwarves minor release"? If so, no, that's not ok. The only base releases (vanilla Glest and also later GAE) will be coming out from myself.
You may however release the new model (with the new animations) and the new XML (with the particles for megaglest) on the concerning thread (or sending them to me privately if you prefer) and I'll include them in the following release.
Please don't go messing up the release cycle with every other new eye-candy stuff, ok?  Undecided

Jeeze, whatever, I'll just send the stuff to you. :P



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Quote from: -Archmage- on March 06, 2010, 17:00:04]As far as I know, female hormones are naturally in soy...
And besides, if you haven't noticed, a lot of people out there are careless when it comes to others, and soy is cheap to use, instead of whatever if replaces(I can't remember...).
Get it now?
Sure the Chinese eat lots of soy, but they ferment it first which does something to the female hormone so it's no longer a female hormone...

I'm not an expert ok, it's just that I happen to give a damn about other people(not that you don't). Wink
Actually, at least here in Portugal soy milk is about twice as expensive as cow milk... Still that's not the point.
I know you're concerned about other people's health. But this whole business sounds like urban myth / scare-propaganda to me...  Undecided I'll try and dig into it though.
Thanks for the heads-up! Wink

I would just stop drinking soy milk, I mean you can see the results, it feminizes boys, maybe one of the causes for Homosexuality...



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Quote from: -Archmage- on March 07, 2010, 01:45:58
Ok, I made a real high-polygon goat, but that actually fits the dwarves standard: "Make it perfect and then double the polygons!". Cheesy

DOWNLOAD

Ckeck it out! Wink

Next thing we need to do with it is unwrap it. Tongue
Are you going to do that or am I? Then obviously someone will need to do the texture(not me! Tongue), I'll rig it and then animate it!
Yes, it does look PERFECT! Congrats! Wink Well, actually, a goat's horns bend backwards, not forward but that's easily fixed. Wink
And 520 pollies is perfectly fine! Smiley

And yeah, I'll unwrap and texture, give it back to you then for the anims. Wink

Thanks!  Cool

 8)
Title: Re: Dwarf faction
Post by: -Archmage- on 8 March 2010, 17:08:24
Warriors Hall Re-Animated! (http://dl.dropbox.com/u/5207065/Glest%20Files/Mods/Dwarves/dwarf_warriors_hall-reanimated.blend)

How do you like it, at high speed it will look cool! ;D
Title: Re: Dwarf faction
Post by: jda on 9 March 2010, 03:42:42
Warriors Hall Re-Animated! (http://dl.dropbox.com/u/5207065/Glest%20Files/Mods/Dwarves/dwarf_warriors_hall-reanimated.blend)

How do you like it, at high speed it will look cool! ;D
It's good. :)
At high speed (Blender) it looks really funny. LOL
 In g3d_viewer, it looks overdone. In Glest it actually looks pretty good! ;)

P.s. OT: On soy milk, I really did think it was just an urban myth.
But Archmage gave me a link to an article on the subject and this one mentioned the existence of "estrogen" in soy. Now "estrogen", as opposed to "female hormone that will make you gay", actually sounds scientific.
So I went to snopes.com, a site dedicated to demystifying urban myths, namely those that circle around the Internet in one way or another. I consider that site to be trustworthy. And I found an article there, stating that soy does contain "phytoestrogens: plant derived weak estrogens, chemically similar to the female hormone estrogen." (estrogen is used by transsexuals (man to female...))
Here's the link: http://www.snopes.com/medical/toxins/soya.asp

P.p.s.: If you want to include the megaglest particles in the upcoming release, please post the XML or just the concerning part of it. ;)
Title: Re: Dwarf faction
Post by: -Archmage- on 9 March 2010, 13:46:13
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Quote from: -Archmage- on March 08, 2010, 13:13:12
Warriors Hall Re-Animated!

How do you like it, at high speed it will look cool! Grin
It's good. Smiley
At high speed (Blender) it looks really funny. LOL
 In g3d_viewer, it looks overdone. In Glest it actually looks pretty good! Wink

THANKS! ;D



I'll do it after the release, and then the particles will be included in the next release.



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P.s. OT: On soy milk, I really did think it was just an urban myth.
But Archmage gave me a link to an article on the subject and this one mentioned the existence of "estrogen" in soy. Now "estrogen", as opposed to "female hormone that will make you gay", actually sounds scientific.
So I went to snopes.com, a site dedicated to demystifying urban myths, namely those that circle around the Internet in one way or another. I consider that site to be trustworthy. And I found an article there, stating that soy does contain "phytoestrogens: plant derived weak estrogens, chemically similar to the female hormone estrogen." (estrogen is used by transsexuals (man to female...))
Here's the link: http://www.snopes.com/medical/toxins/soya.asp

If that article doesn't convince people, then I have more. :P
Title: Re: Dwarf faction
Post by: jda on 10 March 2010, 23:49:12
Sorry guys, the flu got me bad. I've been doing nothing but sleep and cough for the last couple days.
Maybe the new release in a couple days, if I improve. ;)
Title: Re: Dwarf faction
Post by: -Archmage- on 11 March 2010, 00:01:40
The Flu.........you have got to be kidding me! :o
I haven't had the Flu in forever.....

Seriously how can you be that sick from the Flu??!?!?!?!?!!? :o

Sorry for OT. :-[
Title: Re: Dwarf faction
Post by: ElimiNator on 11 March 2010, 03:07:34
Man... you can get the Flu pretty bad...  :'(  :o  :'(  :o  :'(

PLEASE DON'T CONTINUE OT!