MegaGlest Forum

Modding and game content creation => Mods => Topic started by: John.d.h on 28 September 2008, 01:17:34

Title: Sun and Moon
Post by: John.d.h on 28 September 2008, 01:17:34

Moon faction:

Hailing from the highlands of Rinarn, the Moon people are seen as unsophisticated barbarians by outsiders.  Their penchant for taking severed hands of their enemies as trophies has earned them a reputation for savagery, but they are so much more than mere brutes.  The artisans and craftsmen of the Rinarn lack many of the mechanisms of the Lanto, but they have mastered the working of iron weapons and armor.  Their soldiers fight with strength and aggression and their shamans and hags use mystic runes for protection and to bind monsters into their service.  Normally separated into squabbling tribes and villages, the people of Rinarn are a force to be reckoned with when united.  While the moon god Vaydrin is revered above all others, the tribes also pay respects to the spirits of their ancestors, animals, natural forces, and even the land itself.

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[center][URL=http://img132.imageshack.us/i/screen0g.jpg/][IMG]http://img132.imageshack.us/img132/8633/screen0g.th.jpg[/img]
Click to enlarge.[/URL][/center]

Buildings are shown in blue, troops in green, heroes in teal, and upgrades in red).  Items shown in italics will only be included in the GAE version.


Dun (requires Standing Stones) - starting building, stores resources (concept) (http://www.undiscoveredscotland.co.uk/troon/dundonaldcastle/images/dundonaldcastle-450.jpg)
   Serf - builder and gatherer
      Kern (morphs from Serf, requires Dun) - javelin unit, medium range, piercing attack

      Orchard - living structure, produces food and energy
         Thorn Tree (morphs from Orchard, requires Standing Stones) - living structure, produces food and energy, ranged attack

      Garrison - military barracks, trains units
         Broch (morphs from Garrison, requires Fortification) - military stronghold, trains units, ranged attack
         Savage - raider unit, fast movement, impact attack, leather armor, weak defense
            Therianthrope - monster unit, fast movement, slashing attack, rapid regeneration, debuffs
         Squire - infantry unit, strong defense, slashing attack, metal armor, slow movement
            Gallowglass (morphs from Squire, requires Rune Armor) - elite infantry unit, strong defense, strong attack, slow movement

      Standing Stones - stone circle, researches upgrades
         Henge (morphs from Standing Stones) - raised stone circle, researches upgrades, summons heroes
            Banshee (requires Lifespring) - magical hero, strong debuffs, healing ability
            Ceannfort (requires Broch) - military hero, strong defense, helpful emanation
            Fomori (requires Cairn) - sacred hero, strong attack, rapid regeneration

         Ancestral Communion (allows Cairn) - sacred upgrade, improves the sight radius of Gallowglass, Kern, Savage, and Squire
         Fortification (allows Broch) - military upgrade, improves the armor of Dun, Garrison, Broch, and Henge
         Otherworld Heritage (allows Lifespring) - magical upgrade, improves the EP of Fay, Hag, Shaman, and Thorn Tree
         Manxome Rune (allows Basilisk) - sacred upgrade, improves the attack strength of Dire Wolf, Fomori, Jabberwock, and Therianthrope
         Rune Armor (allows Gallowglass) - military upgrade, improves the armor of Ceannfort, Kern, Savage, and Squire
         Sign of the Eclipse (allows Therianthrope) - magical upgrade, improves the EP regen of Banshee, Fay, Hag, and Shaman

      Cairn (requires Ancestral Communion) - sacred structure, trains units
         Fay - support unit, healing ability
         Hag - spellcasting unit, debuffs

         Shaman - summoner unit, requires EP to bind units
            Dire Wolf - beast unit, fast movement, strong attack, weak armor
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[url=http://www.tarpits.org/education/guide/flora/wolf.html](concept)[/url]            Jabberwock - creature unit, tough armor, debuff emanation
            Basilisk - flying unit, ranged attack, rapid regeneration

      Lifespring (requires Otherworld Heritage) - magical structure, healing emanation (concept) (http://en.wikipedia.org/wiki/File:Saint_bernards_well.jpg)
         Enchantment - magical upgrade, adds EP regeneration to Lifespring's emanation



Sun faction:

The Lanto, or people of the Sun, were once a vast empire but their power has dwindled in recent times.  The two most influential figures in Lanto society are their monarch, Queen Niandra, and the leader of the temple, High Matriarch Ola.  From a long line of warrior queens, Niandra seeks to restore the former glory of the once-great nation.  Unlike some cultures, the Sun nation do not see magic and technology as opposing forces, but rather use them together to produce magical-mechanical constructs like the mighty Colossus.  They also have a variety of regular human soldiers, magical beings, and animals at their disposal.  A common misconception is that the Lanto worship the Sun.  They do revere the Sun and honor it, but only as the greatest manifestation of their goddess, Elondra.

Screenshot coming soon!

Buildings are shown in blue, troops in green, heroes in teal, and upgrades in red).  Items shown in italics will only be included in the GAE version.


Palace (requires Sun Well) - starting building, stores resources
   Laborer - builder and gatherer
      Artificer (morphs from Laborer, requires Effigy) - advanced builder, fast repairs
         Colossus (requires Arcane Engineering) - siege unit, strong defense, impact attack, stone armor, slow movement
         Sunglass - defensive structure, energy attack
   
      Herder's Pillar - agricultural center, produces food and livestock
         Goat - livestock unit, produces food (concept) (http://upload.wikimedia.org/wikipedia/commons/thumb/3/39/Irish_Goat.jpg/450px-Irish_Goat.jpg)
         
      Fort - military barracks, trains warrior units
         Citadel (morphs from Fort, requires Monasticism) - fortified barracks, trains advanced units
            Janissary - elite archer unit, long range, strong defense
            Zealot (requires Valor) - lion cavalry unit, strong attack, fast movement, AoE buff
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[url=http://www.tarpits.org/education/guide/flora/lion.html](concept)[/url]         Slinger - ranged unit, long range, impact attack, weak defense
         Ghazi - infantry unit, balanced fighter (weapon concept) (http://en.wikipedia.org/wiki/Yatagan)
                  
      Sun Well - cultural center, researches upgrades
         Consecration (allows Solar Circle) - sacred upgrade, improves the armor of Effigy, Monument, Palace, and Sun Well
         Dominion (allows Effigy) - arcane upgrade, improves the sight range of Citadel, Effigy, Monument, and Palace
         Monasticism (allows Citadel) - cultural upgrade, improves the production speed of Monument and Solar Circle
         Arcane Engineering (allows Colossus) - arcane upgrade, improves the build and repair speeds of Laborer and Artificer
         Sacrifice (allows Phoenix) - sacred upgrade, improves the EP of Celestial, Eunuch, Matriarch, and Zealot
         Valor (allows Zealot) - military upgrade, improves the HP regen of Agha, Ghazi, Janissary, and Slinger
            
      Solar Circle (requires Consecration) - temple structure, trains sacred units
         Eunuch - support unit, heals and buffs
         Matron - priestess unit, strong attack, helpful emanation

         
      Altar (requires Solar Circle) - sacrificial structure, summons sacred units
         Celestial - angelic unit, ranged attack, fast flight
         Phoenix - flying unit, energy attack, rapid regeneration (concept 1) (http://en.wikipedia.org/wiki/Huma_(mythology)) and  (concept 2) (http://en.wikipedia.org/wiki/Firebird_(Russian_folklore))
         
      Effigy (requires Dominion) - arcane structure, debuff emanation
         Amplification - arcane upgrade, improves the effect strength of Matron and Penitent

      
      Monument (requires Sun Well) - advanced cultural structure, summons heroes
         Agha (requires Citadel) - martial hero, balanced fighter, helpful emanation
         Matriarch (requires Solar Circle) - clerical hero, splash attack, heals and buffs
         Penitent (requires Effigy) - angelic hero, strong attack, healing emanation


Title: Re: Sun and Moon
Post by: modman on 28 September 2008, 15:51:54
I liked it better when there were only 2 factions, sun and moon.
Title: Re: Sun and Moon
Post by: John.d.h on 29 September 2008, 00:32:46
Quote from: "modman"
I liked it better when there were only 2 factions, sun and moon.

Yeah, Earth and Sky will probably never come to fruition.  It's just hard to stop my imagination when it really gets going.  I've already got most of the whole story worked out in my head and I'm not even trying.  If they ever do get created, it will be after Sun and Moon are done and that by itself is a long way off.
Title: Re: Sun and Moon
Post by: modman on 29 September 2008, 00:49:09
How about helping me on my two factions?  My discussions are going a little slow.
Title: Re: Sun and Moon
Post by: John.d.h on 1 October 2008, 00:31:49
This is the current backstory for my mod, sorta done in the style of a campaign intro.

----------------------------------------

Thousands of years ago, the people of this world numbered perhaps in the billions.  Buildings of metal and glass dominated the cities and reached up into the clouds.  Wagons like giant metal serpents carried passengers across entire continents in a matter of days and great metal towers breathed out black clouds into the sky.  The people were prosperous and happy.  That is, until the fuel for their machines started to run out.  For hundreds of years, the nations had built giant wells that would drain the ground of its lifeblood, which they refined and used to feed their machines.  Without this fuel, which the ancients called "oil", life as they knew it would stop.  As the oil got more and more scarce, the nations became more desperate for it, and turned hostile towards each other.  The smoke-breathing towers, which had already started to poison the very air the people breathed, began to burn more fiercely as the nations churned out countless machines of war.

As the smoke got worse, the spirits of the world became angry.  The rain declared "as you have poisoned me with smoke, so shall I poison the very water you drink!"  The rain that had fallen from the sky since the beginning of time became as acid, corroding flesh and iron alike.  "Long have I protected you from the fury of the sun, but no longer," said the sky.  The sun, having no children of her own, had always been jealous of the children of the earth and sky who dwealt in the world.  The sky no longer protected the children that had scorned him and no one could leave the protection of their homes without their skin becoming scorched and charred.  Even the sea released its anger upon the people, churning more furiously than ever and creating great floods and cyclones to destroy those who had poisoned it.  The fish that had fed the people were long gone, and nothing but destruction came from the waters.

Despite all this, the people continued to drain the earth's blood and as it became more and more scarce.  Unwilling to give up their way of life, the nations with no oil left waged war upon those that still had it in relative plenty.  Warriors fought and died by the millions as the very ground around them erupted.  Great catapults launched death from miles away, causing foul clouds that would dissolve the flesh of their enemies.  The nation of the south, which had suffered countless losses, created a plan to destroy their enemies by sending machines out beyond the sky to rain death upon their rivals.  As millions more died from these attacks and the very world itself became as poison, the nations formulated techniques for escaping the demise of their brethren.

Some burrowed deep into the ground to hide from the destruction, and we now know these people as the Vaultar, while others built great fortresses that not even the air could penetrate, and we called these people the Pija.  Others still found that they could escape this world entirely.  Using the ideas and constructs of the southern nation's attacks, the people who would become known as the Amraeg made metal ships that could soar beyond the sky.  They used these ships to escape this world and start their lives anew on the surface of the moon above.  The Amraeg found the moon to be an inhospitable place and began the greatest endeavor ever known.  Over centuries, they changed the climate and surface of their new home through a now long-forgotten process they called "terraforming".

As the Amgraeg began to prosper and multiply, the caves to which the Vaultar had retreated began to collapse until only a handful of survivors were left.  The fortresses of the Pija didn't last long either.  Before long, they had developed cracks and the toxic air began to seep in.  In a few years, they had to be abandoned entirely.  The Pija who had numbered in the millions dwindled to the hundreds within a decade, but those who remained were resilient and strong.  Their skin eventually turned dark to protect them from the burning light of the sun and they captured wild horses and cattle to survive.  Forced into a nomadic lifestyle, they scrounged the desert as scavengers.

By the time the Vaultar emerged from their burrows, centuries had passed.  The world they now saw had changed drastically.  The forests had already started to regrow and the animals were returning.  The spirits of the world had grown calm.  The sun no longer scorched the flesh and the sky no longer rained acid upon the ground.  Assuming themselves to be the only survivors of the apocalypse, the Vaultar set out to rebuild the lives their ancestors once had.

Meawhile, the Amraeg were numerous and happy, dwelling far above the turmoil below.  However, this would not last forever.  No one knows what cataclysm befell the Amraeg, whether it was their failure to learn from history's mistakes, a great natural disaster, or perhaps even invaders from beyond the stars.  The one thing that is known for certain is that it was something that would have spelled their doom.  Escaping their new home much the same way they had come to it, they set out for the world their ancestors had abandoned long ago.  Their ships sailed into the sky by the hundreds, but only a few survived the journey.  Many of the survivors banded together under General Niandra, who had been the leader of the Amraeg's military for years, and would be known as the Lanto.  Her followers stayed near the landing site of their ships in order to make use of the resources left behind in the wreckage.  Others followed a man named Maxith as he traveled out of the scorched desert in search of a more hospitable land, eventually founding the nation of Rinarn.

Both groups being unaccustomed to living off of the land, the Lanto and the Rinarn quickly became rivals and competed over resources, much as their predecessors had done centuries ago.  Rather than face destruction at the hands of Niandra's forces, the Rinarn retreated farther into the hills, where they now reside.  The Lanto quickly multiplied and expanded, creating a vast empire from the remains of the world's decimated cities.

This is how we came to where we are today.  For long we have had peace, but our nations stand on the brink of war yet again.  Wise though I may be, even I cannot see the future.  My generation has come and past and it will not be long before I join them in death.  Thus, the fate of our world is in the hands of you and your brethren.  Our survival or destruction will be your doing, and yours alone.

----------------------------------------

The premise here is that the planet, not Earth but an Earth-like fantasy world, was developing to about the point that Earth was at around the late 1800s and then suddenly experienced a population explosion around the World War One era.  The population and numerous manufacturing plants had been pumping sulphuric gases into the atmosphere for a long time, but the sudden growth in population put an increased strain on the environment and the resources of the world.  As the fossil fuels were getting used up, tensions between the nations began to mount and eventually resulted in an all-out world war, the likes of which would make Earth's world wars look almost pleasant.  Mass genocides, napalm, and chemical warfare were in widespread use.  Tens of millions of soldiers and the populations of entire countries were mercilessly slaughtered.

The "great nation of the south", its name long lost to history, launched an ambitious space program with the goal of creating a system of missile satellites to deliver massive chemical payloads and turn the tide of war in their favor.  The Hellfire Project, as they called it, was a great success in that they managed to wipe out vast numbers of enemy soldiers and civilians alike.  The problem arose when the toxic chemicals leaked into the air and the groundwater, both of which were already partially toxic from industrial pollution.  Before long, the air was almost unbreathable and the ozone layer was practically gone.  It became readily apparent that life as it was could not continue on the surface of the world.  Seeing the current state of things, the nations of the world began what would become some of the greatest and most ambitious projects ever imagined.

The nation of Pija isolated itself in colossal containment structures on the surface and the Vault Dwellers, or Vaultar, made subterranean cities in which to hide.  While the Pija's project ultimately failed entirely, a few of the Vaultar's dwellings stayed intact.  The Pija then became a nomadic tribal culture, reduced from millions of people to a few hundred within a decade.

The people who would later be called the Amraeg had stolen plans for the Hellfire Project and adapted them, creating a fleet of rockets to escape to the world's moon.  The members of the first successful mission were surprised to find the moon completely incapable of sustaining life, so the Amraeg's brighest scientists, still on the planet's surface, set out to develop techniques for transforming the moon's thin atmosphere and even the surface itself.  Having gathered all their knowledge and resources, the remaining Amraeg set out to migrate to the moon and terraformed it into a vastly different place.  The air and water were cleaner than anyone had experienced planet-side in centuries and the soil was more than capable of supporting vegetation.  The Amraeg soon became a thriving population.  Living on a new world completely devoid of fossil fuels, they quickly implimented wind power and the solar panel technology they had stolen from the Hellfire Project's satellites.

Things continued in this way for hundreds of years, the nomadic Pija, the isolated Vaultar, and the prosperous utopia of the Amraeg.  The most likely cause of the Amraeg's second exodus is thought to be either an alien invasion, environmental cataclysm, or an internal rebellion.  When they returned to the planet's surface, the Vaultar had already emerged and the Pija had grown into an entire nation of tribes.  The world's ecosystem had mostly re-established itself and the air and water were clean again.  The two main groups of surviving Amraeg --most had died from either the disaster on the moon or the journey, perhaps both-- became the Lanto and the Rinarn, founding their respective nations.  The militaristic Lanto, under the command of General Niandra and equipped with advanced technology, quickly began to expand their borders, causing the people of the Pija and Vaultar to scatter and flee.  Many were not fortunate enough to escape and others joined willingly, allowing the Lanto to become a strong, populous, and multi-cultural empire.  Niandra quickly declared herself queen and began to try to rebuild the life she had known among the Amraeg.
Title: Re: Sun and Moon
Post by: John.d.h on 1 October 2008, 03:20:45
I'm not really expecting anybody to read all that, but it had been bouncing around inside my head for a couple days and needed to get out. :)

New models tomorrow, I hope.
Title: Re: Sun and Moon
Post by: @kukac@ on 1 October 2008, 16:22:01
So much "very" at the beginning... (very water, etc).

It's okay, that the "main planet" is an earth like fantasy world, but you never mentioned what is the moon like. Is/was there a breathable air there? Or normal air pressure? Life? (name for the planet and it's moon?)

If the technology is about the 1800s, and they set off around the 1st WW, then they could not have the technology to populate, or terraform the planet (wouldn't be a more futuristic world be easier?). Also, if they lived well on the surface of the moon, then why did they wanted to return to the "earth"? Wealth, land, religion?

It seem that the "Pija"'s lifestyle evolved quickly (evolved to survive such a sudden changes).

If millions died every year for a decade, wouldn't be everyone dead in the end?  :O

That's all for now. Keep going!
Title: Re: Sun and Moon
Post by: wciow on 1 October 2008, 20:10:30
Wow, kudos for the amazing WOT  :o
Title: Re: Sun and Moon
Post by: modman on 1 October 2008, 21:15:52
I was thinking about making storylines of each of the factions myself.  I was thinking that they could scroll before the game starts (after the glest.org blackscreen).  Or another Idea is that the storylines could be "individualized" so that there would only be info about tech's start before you play as tech, etc..  What do you guys think?
Title: Re: Sun and Moon
Post by: John.d.h on 2 October 2008, 00:57:07
Quote from: "@kukac@"
So much "very" at the beginning... (very water, etc).

It's okay, that the "main planet" is an earth like fantasy world, but you never mentioned what is the moon like. Is/was there a breathable air there? Or normal air pressure? Life? (name for the planet and it's moon?)

If the technology is about the 1800s, and they set off around the 1st WW, then they could not have the technology to populate, or terraform the planet (wouldn't be a more futuristic world be easier?). Also, if they lived well on the surface of the moon, then why did they wanted to return to the "earth"? Wealth, land, religion?

It seem that the "Pija"'s lifestyle evolved quickly (evolved to survive such a sudden changes).

If millions died every year for a decade, wouldn't be everyone dead in the end?  :lol: It's still unclear why they wanted to get off the moon after they go there.  It could have been an alien invasion, some kind of environmental cataclysm (maybe their terraforming backfired?), or an internal rebellion.  That might become clear later or I may leave it a mystery. :shock:

Thanks, but what's a WOT? :)  Sorry the modeling is going kind of slow.  After I get out of class, I only have a little bit of time before the engineering lab closes, and that's the only place where I can do AutoCAD.  I've got two building models done so far, just not uploaded yet.  I think I'll come back here on Friday to do some more.  I should have plenty of time then.
Title: Re: Sun and Moon
Post by: @kukac@ on 2 October 2008, 17:09:45
Quote
The Pija who had numbered in the millions dwindled to the hundreds within a decade

We have a time definition here  ;)

Quote
It's still unclear why they wanted to get off the moon after they go there. It could have been an alien invasion, some kind of environmental cataclysm (maybe their terraforming backfired?), or an internal rebellion. That might become clear later or I may leave it a mystery.

It's like a writer doesn't know what is she/he writing.
Title: Re: Sun and Moon
Post by: wciow on 2 October 2008, 19:21:52
WOT = Wall Of Text
Title: Re: Sun and Moon
Post by: Omega on 2 October 2008, 21:07:42
i didn't read it, but it looks great. I still remember the original thread. Can you repost the unit ideas? I don't think it should be 4 factions, it would take months to make that many units and the xmls! But Sun and Moon. (Solar and Lunar would be a better name) I'd help (as I said before) but I gotta get military tech ready for someone else to do the xmls, and I plan on making a monster faction. (Woops, thats a spoiler, i didn't make the thread for that yet!)
Title: Re: Sun and Moon
Post by: tripsahoy on 2 October 2008, 22:42:45
Quote from: "omega"
I plan on making a monster faction

Just make shoure it is balenced and can be betten, also this time dont make the the main building have an upgrade like in the military faction

Quote from: "omega"
I don't think it should be 4 factions, it would take months to make that many units and the xmls! But Sun and Moon. (Solar and Lunar would be a better name

I agree 4 factions would take forever and would loose intrest by then
but actually i like the name sun and moon over solar and lunar

their sould be a poll sun and moon vs. solar and lunar
Title: Re: Sun and Moon
Post by: John.d.h on 3 October 2008, 00:17:40
Quote from: "@kukac@"
It's like a writer doesn't know what is she/he writing.
At this point, I really don't.  I guess you could consider this story to be in alpha development. :)

So the development plan here goes something like this:  Make Sun and Moon.  Release them as Mod #1.  Take a break.  Make Earth and Sky.  Bundle everything together with some new maps, scenarios, tilesets, etc. and release it as Mod #2.  Repeat the third step.

Quote from: "omega"
I'd help (as I said before) but I gotta get military tech ready for someone else to do the xmls, and I plan on making a monster faction. (Woops, thats a spoiler, i didn't make the thread for that yet!)
And people think I'm the one trying to do too much!  You're working on Military and Ancient mods already and you're planning yet another?
Title: Re: Sun and Moon
Post by: Omega on 3 October 2008, 21:06:47
Ancient mod was my first, with no new models, I never uploaded it. Military Tech is going bad. This is one last idea. I got lots of time on my hands...
Title: Re: Sun and Moon
Post by: John.d.h on 4 October 2008, 02:03:39
Quote from: "omega"
Ancient mod was my first, with no new models, I never uploaded it. Military Tech is going bad. This is one last idea. I got lots of time on my hands...

Does this mean you've given up on Ancient (at least for now, anyway) ?

Edit:  I'm currently working on converting my .dwg files to .dxf so I can import them to Blender.  I need to install QCAD to do that, though.  Models uploading in a couple minutes. :)
Title: Re: Sun and Moon
Post by: Omega on 4 October 2008, 02:36:24
I might go back to the ancient tech tree sometime, but if I do, it won't be for a while. ( I would like to make the church faction, then put it into magitech, but I'm not sure if I'll do the whole tech tree...)

In the meantime, I'm putting up the Underworld Faction's thread right now!
Title: Re: Sun and Moon
Post by: John.d.h on 4 October 2008, 23:47:03
I know I keep saying I'll get the models posted soon, but no such luck.  In what experts are calling "a pretty boneheaded move", I saved them in the wrong format.  They're in .dwg right now, but Blender can only import .dxf, so I have to fix them on Wednesday when I go back to Orlando.  However, I did download a "Free DWG Viewer", so I can still post screenshots of my models, but unfortunately this program only displays them in a crappy wireframe view.  You probably can't even tell what they are just from that, but I figure they're at least better than nothing right now... if not by much.

Altar:
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[url=http://c4.ac-images.myspacecdn.com/images02/35/l_744a647d2a2b4b8ea38680a2ea9fa19b.jpg]http://c4.ac-images.myspacecdn.com/images02/35/l_744a647d2a2b4b8ea38680a2ea9fa19b.jpg[/url]
Stone Circle and Solar Circle (haven't decided which is which yet):
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[url=http://c4.ac-images.myspacecdn.com/images02/2/l_01f902dd126b4f439564104151af211f.jpg]http://c4.ac-images.myspacecdn.com/images02/2/l_01f902dd126b4f439564104151af211f.jpg[/url]
[url=http://c4.ac-images.myspacecdn.com/images02/58/l_68f2925003e94a42b56edc2a1a5ba637.jpg]http://c4.ac-images.myspacecdn.com/images02/58/l_68f2925003e94a42b56edc2a1a5ba637.jpg[/url]

I'll try to get the solid models uploaded on Wednesday, but since I'm pretty bad about this, I'm not making any promises.  I'll try to get the tech trees scanned then as well.  There are also some "touch ups" to be made to the altar and the first circle, like smoothing out some of the edges and unifying.

So what I'm HOPING to have uploaded on Wednesday includes the following: Models for the Altar, Stone Circle, and Solar Circle (completely finished and smoothed), complete tech trees for Sun and Moon, and new concept art for a couple Lunar buildings.
Title: Re: Sun and Moon
Post by: John.d.h on 7 October 2008, 01:39:25
Sorry guys.  I know it looks like this mod is going really slowly right now, and I admit that it is, but it is far from dead.  I'm busy working on the longest essay I've written in about four years and I'm also moving halfway across the state soon (granted, it's a narrow state, but still...) so I've got a lot on my plate right now.  However, I'm still churning out plenty of ideas (my imagination seems to work according to its own will) and getting a little bit of concept art done, so progress is still being made.  I'm anticipating (with crossed fingers) that all of Sun's buildings will be modeled by the end of the month and hopefully I'll have a few of Moon's done as well.  Just hang in there!

PS. Did anyone even look at my wireframes?  Are they great?  Are they garbage?  Can you even tell what they are?  I can't know unless you tell me!
Title: Re: Sun and Moon
Post by: gameboy on 7 October 2008, 02:43:23
your going? :'( Don't worry I'll get a few of the models done for you. you wire frames are i can't tell what they are except the last stone circle thing and i might try to do it, I'm not making any promises though.
Title: Re: Sun and Moon
Post by: John.d.h on 7 October 2008, 03:08:00
Quote from: "gameboy"
your going? :'( Don't worry I'll get a few of the models done for you. you wire frames are i can't tell what they are except the last stone circle thing and i might try to do it, I'm not making any promises though.
I've got the models under control.  I just can't upload them right now because I saved them in the wrong format on the computer at school.  I should be able to fix it soon, though, if I have time on Wednesday (and that's a big if).  In the mean time, things are just going kind of slow.  When things cool down a bit, I should be able to get a lot more done.
Title: Re: Sun and Moon
Post by: gameboy on 7 October 2008, 03:18:50
what about the units, i've done the basilisk.
BTW i've already done the palace and the fort, here they are.
[attachment=1:46g3v0if]fort smooth.jpg[/attachment:46g3v0if]
[attachment=0:46g3v0if]palace.jpg[/attachment:46g3v0if]
I think you already saw them.
Title: Re: Sun and Moon
Post by: John.d.h on 7 October 2008, 04:52:31
Quote from: "gameboy"
what about the units, i've done the basilisk.
BTW i've already done the palace and the fort, here they are.
I think you already saw them.
Ah, yes.  Thanks.  I don't know what I'll be doing about units yet.  I still haven't had the time to learn Blender.  I'm currently modeling the buildings in AutoCAD, since it's the only modeling program I'm familiar with, but AutoCAD really isn't suited for making people and creatures.  I'll cross that bridge when I get there, I suppose.
Title: Re: Sun and Moon (loads of new content!)
Post by: John.d.h on 9 October 2008, 00:16:46
Here you go!

Altar:
Code: [Select]
[url=http://c2.ac-images.myspacecdn.com/images02/39/l_fe83e4841d0f446b88f71157ba643a85.jpg]http://c2.ac-images.myspacecdn.com/images02/39/l_fe83e4841d0f446b88f71157ba643a85.jpg[/url]
Stone Circle and Solar Circle (not sure which is which yet):
Code: [Select]
[url=http://c3.ac-images.myspacecdn.com/images02/59/l_7705c4d211aa44dbb5c03c7472ff6696.jpg]http://c3.ac-images.myspacecdn.com/images02/59/l_7705c4d211aa44dbb5c03c7472ff6696.jpg[/url]
[url=http://c4.ac-images.myspacecdn.com/images02/25/l_1f90a3efe768484ba1928e5787e6c89b.jpg]http://c4.ac-images.myspacecdn.com/images02/25/l_1f90a3efe768484ba1928e5787e6c89b.jpg[/url]

Solar Tech Tree:
Code: [Select]
[url=http://c4.ac-images.myspacecdn.com/images02/37/l_640fcc013c8d40c5825e3806306ef51b.jpg]http://c4.ac-images.myspacecdn.com/images02/37/l_640fcc013c8d40c5825e3806306ef51b.jpg[/url]I know it looks kind of like some of those advancements are coming from the Sunglass, but they're actually coming from the Sun Well.

Lunar Tech Tree:
Code: [Select]
[url=http://c2.ac-images.myspacecdn.com/images02/28/l_76be0e3e31b0464b927d857e8d0aab95.jpg]http://c2.ac-images.myspacecdn.com/images02/28/l_76be0e3e31b0464b927d857e8d0aab95.jpg[/url]
Let me know what you think!  I can handle the truth, really. :)
Title: Re: Sun and Moon
Post by: Omega on 9 October 2008, 01:26:48
I think it looks good, but I would like to see the textured models when you have the time.
Title: Re: Sun and Moon
Post by: gameboy on 9 October 2008, 02:48:10
I love the altar, nice going.
Title: Re: Sun and Moon
Post by: John.d.h on 9 October 2008, 05:28:52
Thanks for the input, guys!  I'm thinking of a nice white granite or marble texture for the Solar Circle (the second one) and I think I need to redo parts of the Stone Circle.  I'm just not quite happy with how it turned out, especially those two half-pillars.  I might make it a little less round, too, so it looks more like they just stacked some rocks in a particular shape.  That's kind of what most of the Lunar architecture is intended to be.  I really don't know what kind of texture I want to put on the Altar, though.  If I don't have anything going on on Friday, I'll see if I can make it into Orlando and do some more modeling.

Here are links to the files, in case anyone wants to see.

Code: [Select]
[url=http://www.mediafire.com/file/gjuecw4ymgd/altar.dxf]http://www.mediafire.com/file/gjuecw4ymgd/altar.dxf[/url]
[url=http://www.mediafire.com/file/mmzm1zynz3z/solar_circle.dxf]http://www.mediafire.com/file/mmzm1zynz ... circle.dxf[/url]
[url=http://www.mediafire.com/file/3yyfmmt1yyg/stone_circle.dxf]http://www.mediafire.com/file/3yyfmmt1y ... circle.dxf[/url]

I tried importing these dxf files into Blender, but I don't really understand how to do anything in Blender yet, so does anybody want to volunteer to try it for me?
Please and thank you. :)
Title: Re: Sun and Moon
Post by: John.d.h on 11 October 2008, 07:34:08
I didn't get any modeling done today because it felt like a good day for sleeping in late. :)

I do have unit descriptions for the Sun faction, though.  I've had them for a while, but I decided to make it much more concise so it would be a little easier on the reader.  By the reader, I mean you.  Enjoy.

Blue means buildings.  Green means other units.  Red means technology.

Sun faction:

Palace: Recruits Laborers and stores resources.
Laborer: Basic builder and gatherer unit.  May be promoted to Eunuch.

Herder's Pillar: Recruits Goats and researches improvements.
Goat: Produces food.
Taming: Allows Lionesses to be recruited.
Husbandry: Allows Goats to produce more food.  Requires Taming.

Fort: Recruits military units.
Lioness: Fast attack unit.  Requires Taming.
Slinger: Moderately-effective ranged unit.  Can be promoted to Zealot.
Zealot: Advanced ranged unit.  Requires Solar Bullets.
Bladesman: Unremarkable melee unit.

Sun Well: Researches improvements.  Allows Solar Circle and Sunglass.
Solar Bullets: Required for Zealots.
Improved Blades: Improves the attacks of Bladesmen.
Hardened Leather: The armor of Slingers, Zealots, and Bladesmen is improved.
Hardened Scales: Improves the armor of Zealots and Bladesmen.
Aerodynamics: Increases the range and damage of Slingers and Zealots.

Solar Circle: Researches improvements and allows Eunuchs.  Requires Sun Well.
Amazon Tradition: Improves the fighting abilities of Slingers, Zealots, and Sun Maidens.
Elondra's Wrath: Grants Sun Maidens a fiery attack.
Rebirthing: Required for Phoenixes.

Eunuch: Constructs Altars and Brass Minotaurs.  Also heals units.
Brass Minotaur: Slow but hard-hitting and very tough melee unit.

Altar: Recruits advanced units.
Sun Maiden: Strong unit with a spear attack.
Phoenix: Flying unit with a fiery attack.

Sunglass: Defensive structure with a ranged attack.  Requires Sun Well.

I think I'll do Moon's some time soon.

Edit: I forgot to mention that the Laborer can be promoted to a Eunuch.
Title: Re: Sun and Moon
Post by: @kukac@ on 11 October 2008, 08:29:46
Hmm, I'm a bit confused now, is it a fantasy (phoenix, slinger, bladesman), or is it a sci-fi type mod (the story wrote they left their planet, and set on the moon)? Ok, phoenixy can be a plane, or a spacecraft, but the slinger is a bit strange to me... What is lioness?
Title: Re: Sun and Moon
Post by: John.d.h on 11 October 2008, 11:26:57
Quote from: @kukac@
Hmm, I'm a bit confused now, is it a fantasy (phoenix, slinger, bladesman), or is it a sci-fi type mod (the story wrote they left their planet, and set on the moon)? Ok, phoenixy can be a plane, or a spacecraft, but the slinger is a bit strange to me... What is lioness?
It's fantasy.  The whole apocalyptic war thing was meant to be the end of the old world in a way, and now civilization is struggling to slowly rebuild itself centuries later.

When I'm done with this mod, I might go back and make something based on the earlier, more advanced people of the world.  Chemical weapons and napalm ought to be a lot of fun.  Or I could make one for the moon-dwellers and have them fight each other or some alien invasion force.  If I ever get around to that, it will be far, far from now.

Lioness (from Wikipedia):
(http://upload.wikimedia.org/wikipedia/commons/thumb/d/dd/Asiatic.lioness.arp.jpg/250px-Asiatic.lioness.arp.jpg)

[Ahha, so it's a female lion. I learn new things everyday... - @kukac@]
Title: Re: Sun and Moon
Post by: John.d.h on 11 October 2008, 21:40:43
Here are the Moon faction's unit descriptions.

Once again, blue means buildings, green means other units, and red means technology.

Moon faction:

Dun: Recruits Serfs and stores resources.
Serf: Basic builder and gatherer unit.  May be promoted to Kern.
Kern: Medium ranged unit.  May be promoted to Gallowglass.
Gallowglass: Elite heavy infantry.  Requires Broch.

Bog: Produces food.

Cairn: Recruits Shamans and researches improvements.
Bloodlust: Allows Lycanthropes.
Ancestral Communion: Makes Shamans summon faster.

Shaman: Summons and heals units.  May be promoted to Lycanthrope.
Ancestral Warrior: Ethereal melee unit.
Dire Wolf: Fast attack unit.  Requires Stone Circle.
Cyclops: Heavy assault unit.  Requires Sign of the Eye.
Basilisk: Giant serpent with a deadly gaze.  Requires Manxome Rune.
Lycanthrope: Melee unit who regenerates very quickly.  Requires Bloodlust.

Stone Circle: Researches improvements.  Allows Dire Wolves and Brochs.
Sign of the Eye: Required for Cyclopes.
Lunatic Frenzy: Improves the attacks of Kerns, Gallowglasses, Shamans, and Lycanthropes.
Rune of the Eclipse: Improves the armor of Kerns, Gallowglasses, and Cyclopes.

Broch: Researches improvements and allows Gallowglasses.  Requires Stone Circle.
Half-moon Cleaver: Improves the attack of Gallowglasses.
Rune Armor: Improves the armor of Gallowglasses.
Manxome Rune: Required for Basilisks.

Arrow Tower: Defensive structure with a ranged attack.
Title: Re: Sun and Moon
Post by: gameboy on 18 October 2008, 07:40:03
I think you'd better have more than one building to train the military units.
Title: Re: Sun and Moon
Post by: John.d.h on 18 October 2008, 18:25:19
Quote from: "gameboy"
I think you'd better have more than one building to train the military units.
If you're referring to the Sun faction, the Fort trains all the military units, but the magical units come from elsewhere (recruited at the Altar or built by the Eunuch).  I can see how that may have been a bit misleading.  If you're referring to the Moon faction, most of the units are summoned by the Shaman, but Kerns and Gallowglasses (which will likely be just as important as summoned units) are promoted from Serfs, the basic builder/gatherer unit.  Basically, Sun recruits units the same way as Tech and Moon recruits units the same way as Magic.  I've got something a lot different planned for Sky, but that's thinking a bit too far ahead.

Edit: Currently working on Sky tech tree.  I should have a text version posted in a little while.
Title: Re: Sun and Moon
Post by: John.d.h on 19 October 2008, 05:42:17
Preliminary tech tree for Sky faction is now available.  Feedback is greatly appreciated.  Also, can someone please make sure my models can be imported into Blender properly?  I've tried, but have no idea what I'm doing.  Pretty please with cherries on top?

Code: [Select]
[url=http://www.mediafire.com/download.php?gjuecw4ymgd]http://www.mediafire.com/download.php?gjuecw4ymgd[/url]
[url=http://www.mediafire.com/download.php?mmzm1zynz3z]http://www.mediafire.com/download.php?mmzm1zynz3z[/url]
[url=http://www.mediafire.com/download.php?3yyfmmt1yyg]http://www.mediafire.com/download.php?3yyfmmt1yyg[/url]

(Edit: Same colors as before.  Buildings, units, and technologies. /edit.)

Sky faction:

Ikhanda: Recruits Villagers, Raiders, Goats, and Witchdoctresses.  Stores resources.
Villager: Basic builder and gatherer unit.  May be promoted to Spearman, Hunter, or Naphtha Thrower.

Spearman: Basic melee unit.
Hunter: Basic ranged unit.  Can be upgraded to shoot fire arrows.
Naphtha Thrower: Long-range unit with a splash attack.  Requires Flammable Chemicals.

Raider: Light cavalry unit.  May be promoted to Windrider.  Requires Animal Shrine.
Windrider: Advanced cavalry unit. Requires Advanced Horsemanship.

Goat: Produces food.  Requires Animal Shrine.

Witchdoctress: Magical unit with wind attacks.  Heals units and summons Rocs.  May be promoted to Tempest.  Requires Wind Shrine.
Tempest: Elemental unit with a whirlwind attack.  Requires Possession.
Roc: Giant bird with a whirlwind attack.  Requires Storm Shrine.

Animal Shrine: Produces food and allows Goats and Raiders.
Advanced Horsemanship: Allows Windriders.  Requires War Shrine.
Improved Cavalry Conditioning: Increases the hit points of Raiders and Windriders.

War Shrine: Researches improvements.
Barefoot Training: Improves the speed of Spearmen, Hunters, and Naphtha Throwers.
Flammable Chemicals: Allows Naphtha Throwers.  Enables Hunters to use a fire arrow attack.
Reckless Youth: Increases production speed.
Improved Spearheads: Increases attack strength of Spearmen, Raiders, and Windriders.

Wind Shrine: Allows Witchdoctresses and Shrines of Thunder.
Possession: Allows Tempests.

Storm Shrine: Researches improvements and allows Rocs.
Sky Fury: Allows Shrines of Fury.

Shrine of Thunder: Defensive structure that attacks land units.  May be promoted to Shrine of Fury.  Requires Storm Shrine.
Shrine of Fury: Advanced defensive structure that attacks land and air units.  Requires Sky Fury.

Also, here's a more verbose version of the Sun tech tree's description, just in case you're interested.
http://www.mediafire.com/download.php?dbmtonjgqty (http://www.mediafire.com/download.php?dbmtonjgqty)
Title: Re: Sun and Moon
Post by: John.d.h on 24 October 2008, 00:29:59
I know my creativity flow is kinda slow lately, but lately I've got a lot on my plate, so to speak.  However, today I fixed up my Altar model a little bit (I think all I did was round a few edges and corners), so here are some screens from it so you can take a look.  I like it better than the older version, but if you disagree, let me know.  I'd also appreciate it if you'd let me know how it should be improved.  Could one of you try importing the model into Blender to make sure it works (link:
Code: [Select]
[url=http://www.mediafire.com/file/ioysnyg9m8g/altar_rounded.dxf]http://www.mediafire.com/file/ioysnyg9m ... ounded.dxf[/url])?  Please and thank you. :)

In case you're having a hard time figuring out what it is just by looking at it, it's an altar on a big pedestal with a wide base and stairs in the back.

I know I already mentioned that I wanted your input, but normally when I say that, I actually get little to no input at all, so I guess it bears repeating.  TELL ME WHAT YOU THINK, DARN IT! >_<
Title: Re: Sun and Moon
Post by: Omega on 25 October 2008, 02:24:24
It looks good Johndh, but I would really like to see some texture. (That is colour and detail, not in the model, but in the tga)
Title: Re: Sun and Moon
Post by: modman on 25 October 2008, 04:24:32
Like Omega said, looks good.  Is it made of wood?

When you're done with modeling for this faction, maybe you could help model for Dark Magic?
Title: Re: Sun and Moon
Post by: gameboy on 25 October 2008, 06:31:15
Awesome i looks great, i think i'll try importing it, and maybe add a banner?
Title: Re: Sun and Moon
Post by: gameboy on 25 October 2008, 06:37:53
okay...... there's a problem when i import nothing come it's just blank.
Title: Re: Sun and Moon
Post by: gameboy on 25 October 2008, 08:27:09
Hey, Johndh since there's some problem with the exporting i decided to redo the model in the, in other words i started from scratch her it is, it's not fully textured and there some parts that you did better but i think its a striking copy of yours.
[attachment=1:37nohmrs]altar2.jpg[/attachment:37nohmrs]
[attachment=0:37nohmrs]altar1.jpg[/attachment:37nohmrs]
Title: Re: Sun and Moon
Post by: John.d.h on 25 October 2008, 08:42:20
Quote from: "omega"
It looks good Johndh, but I would really like to see some texture. (That is colour and detail, not in the model, but in the tga)
I still have to learn how, but it's on my "to do" list.  I'm about to have a lot less free time in the near future, so anything that requires any new knowledge will probably have to wait a while.
Quote from: "modman"
Like Omega said, looks good.  Is it made of wood?

When you're done with modeling for this faction, maybe you could help model for Dark Magic?
I'm thinking some kind of stone with some brass on a few different parts.  I might see what I can do about a building or two for Dark Magic when I have some time and can work out how to get my models into a Blender-compatible format.
Quote from: "gameboy"
okay...... there's a problem when i import nothing come it's just blank.
Thanks.  I had similar results, but since I am beyond clueless when it comes to Blender, I thought it was just as likely to be my own ineptitude that was causing the problem.  When I save the file in AutoCAD, it gives me the option of about four different kinds of *.dxf files, so I guess I'll try saving it in all of them next time and hopefully one will be the right one for Blender.
Quote from: "gameboy"
Hey, Johndh since there's some problem with the exporting i decided to redo the model in the, in other words i started from scratch her it is, it's not fully textured and there some parts that you did better but i think its a striking copy of yours.
The model's pretty cool looking.  Is the top one partially textured or is that just a pattern from the light source?  I'm not sure if mine will look the same as it does now when/if I do get it imported, so if your model looks better or if I can't fix my import problem, I'll go with yours.  I'd still like to get mine to work, though, if only because I'm (quite) stubborn.

Thanks for the input, guys!  I'm about to start the process of moving to my new place (finally!), so you might not see any new content from me for a little while.  I'll try to get as much done as I can (maybe I can squeeze in some modeling on Wednesday), so I'm not giving up, just busy.
Title: Re: Sun and Moon
Post by: gameboy on 27 October 2008, 06:47:01
Here's the textured altar.
[attachment=0:1ouav8cl]altar.JPG[/attachment:1ouav8cl]
if you want any designs to add please draw them and post them here so i can add them.
Title: Re: Sun and Moon
Post by: John.d.h on 4 November 2008, 00:33:51
Okay, I'm still experiencing some issues with importing from AutoCAD to Blender.  Namely, it appears that only the edges are imported, not the surfaces!  That's still a big step up, though, since I couldn't even get that much imported before.  The solution was to save it in the AutoCAD R12 .dxf format, in case anyone's wondering.  Also, today I totally redid the Stone Circle.  I forgot to take a screenshot, but I did get everything uploaded onto Mediafire, so if anybody wants to take a shot at making sense of it, here you go.

Stone Circle:
Code: [Select]
[url=http://www.mediafire.com/file/hi3ckzzc5zm/stone_circleR12.dxf]http://www.mediafire.com/file/hi3ckzzc5 ... cleR12.dxf[/url] (this link doesn't seem to work and I don't know why...)
Solar Circle:
Code: [Select]
[url=http://www.mediafire.com/file/dhn5j52iyri/solar_circleR12.dxf]http://www.mediafire.com/file/dhn5j52iy ... cleR12.dxf[/url] (when I import this one, everything looks jumbled... not at all like it's supposed to look)
Altar:
Code: [Select]
[url=http://www.mediafire.com/file/eymcqmmm3k1/altar_roundedR12.dxf]http://www.mediafire.com/file/eymcqmmm3 ... dedR12.dxf[/url] (this one is more or less how it's supposed to look)

I'm planning on going to vote tomorrow and I've got a lot of schoolwork to do soon, so this is probably all I'll be posting for a little while.  As always, feedback is nice. :)
Title: Re: Sun and Moon
Post by: Omega on 4 November 2008, 15:52:25
The wood on the altar should be a bit darker and more 'weathered'.
Title: Re: Sun and Moon
Post by: John.d.h on 4 November 2008, 21:56:03
Quote from: "omega"
The wood on the altar should be a bit darker and more 'weathered'.
There's not actually going to be any wood on the Altar when I texture it.  I'm hoping to find a nice white marble texture and some brass accents.  I think Gameboy just got a little carried away. :O

Speaking of which, I'd like for everyone to hold off on modeling anything for me for a while.  When I get back to spending more time on this mod, I'll draw up some more specific guidelines, blueprints, and/or concept drawings and we can go from there, but for now I'm basically halting progress on all that.  Busy busy busy!
Title: Re: Sun and Moon
Post by: gameboy on 6 November 2008, 09:22:31
actually it's brass not wood.
Title: Re: Sun and Moon
Post by: John.d.h on 12 November 2008, 22:02:58
Okay, fellas, looks like I'm back for a little while.  I went on campus today and this is what I've accomplished.

Stone Circle:
[attachment=2:a1ddeft4]stone_circle_display2.jpg[/attachment:a1ddeft4]
Sunglass:
[attachment=1:a1ddeft4]sunglass_display_2.jpg[/attachment:a1ddeft4]
Broch:
[attachment=0:a1ddeft4]broch_display2.jpg[/attachment:a1ddeft4]

I don't want any of you to model/texture any of these just yet, but I'll put together some specific blueprints for them and let you know when.  Let me know what you think of these!

Edit: Images didn't work the first time, but they should be fixed now.
Title: Re: Sun and Moon
Post by: gameboy on 13 November 2008, 03:17:57
Awesome models.
Title: Re: Sun and Moon
Post by: Omega on 16 November 2008, 21:42:25
Ok, get a marble tex, and texture it! It looks good, but I'd really like to see it textured, not just a grey image...
Title: Re: Sun and Moon
Post by: John.d.h on 18 November 2008, 02:44:04
Quote from: "omega"
Ok, get a marble tex, and texture it! It looks good, but I'd really like to see it textured, not just a grey image...
I still have to learn how to use Blender and I'm not feeling quite that ambitious right now.  I might have a go at it in December when I'm on break from school.
Title: Re: Sun and Moon
Post by: John.d.h on 21 December 2008, 23:27:51
Alright, I took a look at "Blender: Noob to Pro", and I think I can safely say I'm way out of my league for now.  What I did manage to do, however, was get my AutoCAD *.dwg files turned into *.blend files by using Google SketchUp as an intermediary.  So now I present to you, four of my models in *.blend format, for you to play around with and (more importantly :P
Title: Re: Sun and Moon
Post by: John.d.h on 13 January 2009, 21:17:11
I know this is a really n00b request, but I'm hopeless when it comes to Blender.  Basically, there's a big hole in my Stone Circle that's not supposed to be there.  When I imported the model from AutoCAD via SketchUp, part of the top of the base went missing, so could somebody pretty please fix it for me?
Code: [Select]
[img]http://c4.ac-images.myspacecdn.com/images02/2/l_2ce735eeac0743e5be9d2d5ccd0fd21f.png[/img]
Here's a link to download the model:
Code: [Select]
http://www.mediafire.com/file/kzdyt5ymyuw/stone_circle.blendand here's the texture I'm using:
Code: [Select]
http://www.mediafire.com/file/zj1z2dyjslc/stone_circle_tex.tga
Thanks in advance!
Title: Re: Sun and Moon
Post by: wciow on 13 January 2009, 22:38:43
I took a look at your model.
While Glest can handle 1700 faces comfortably I would suggest that you simplify the model.
You could easily make the model with 1/4 the amount of faces with almost no difference in overall geometry!
Also having lots of long thin polys is not a good idea since it causes problems with normals.

Title: Re: Sun and Moon
Post by: John.d.h on 14 January 2009, 03:39:53
I took a look at your model.
While Glest can handle 1700 faces comfortably I would suggest that you simplify the model.  You could easily make the model with 1/4 the amount of faces with almost no difference in overall geometry!
Any suggestions on how I should go about doing that? or should I just improvise?
Quote
Also having lots of long thin polys is not a good idea since it causes problems with normals.
Huh?  What do you mean by "problems with normals"?
Title: Re: Sun and Moon
Post by: modman on 15 January 2009, 02:42:00
I think he means that they look bad when you look at them the thin way. (please correct me if I'm wrong)
Title: Re: Sun and Moon
Post by: John.d.h on 27 January 2009, 05:20:26
I'll try to make this post brief since I can't type with my left hand (smashed my fingertips in the hinges of my garage door :-[), but here's some more concept "art".  Just a little something I put together with TES Construction Set.  I'll say more when I can type properly. :lol:

Code: [Select]
[img]http://www.mediafire.com/imgbnc.php/636877d5e216c34a1308bf7ddfe7e78b6g.jpg[/img]Moon's light infantry unit.
Code: [Select]
[img]http://www.mediafire.com/imgbnc.php/30a3298c8e0668cff0524f3d9e6b26da6g.jpg[/img]Moon's heavy infantry unit.
Code: [Select]
[img]http://www.mediafire.com/imgbnc.php/2ca2854994ca97415b1a0a3c5337e3936g.jpg[/img]Sky's worker unit.

Edit: Uploaded the pics to a different site so they'd be higher quality.
Title: Re: Sun and Moon
Post by: mictes on 27 January 2009, 19:01:14
is this not from the elder scrolls?
Title: Re: Sun and Moon
Post by: @kukac@ on 27 January 2009, 19:06:36
Read carefully:

Quote
I put together with TES Construction Set.

Plus, it is noted on every picture, that it is made with TES CS.
Title: Re: Sun and Moon
Post by: mictes on 28 January 2009, 08:13:08
That is clear but it is legal to use it for glest???
Title: Re: Sun and Moon
Post by: John.d.h on 28 January 2009, 19:15:36
That is clear but it is legal to use it for glest???
No, since the textures and models are all owned by Bethesda Softworks.  That's why I tried to make it clear that I'm not trying to pass these off as my own creation.  However, I'm just using them as a visual aid to give a general idea of what these units *should* look like.  These models and textures should not, cannot, and will not be used in Glest.

Also, I need a new name for the Ancestral Warrior.  Any ideas?  I was initially going to make him some kind of ghost unit (literally a dead ancestor) but there wasn't really a niche for that, so I changed him to the basic Celtic wildman concept.  He should probably be covered in a lot of warpaint and tattoos, and maybe have another sword in his left hand.

Oh, and my fingers are feeling much better now. :)
Title: Re: Sun and Moon
Post by: modman on 28 January 2009, 22:46:47
Try animal-skin clothes.  That should fit your theme.  Leopard should be nice.
Title: Re: Sun and Moon
Post by: John.d.h on 29 January 2009, 06:57:17
Try animal-skin clothes.  That should fit your theme.  Leopard should be nice.
Yeah, I was thinking of having Moon's Shaman wearing a wolf pelt or something and Sky's Hunter should probably be decked out in animal bones and/or teeth.  A lot of Celtic warriors went to battle naked (and sometimes covered in grease) to make it harder for the enemy to grab onto them, so that's kinda what I was going for with the Ancestral Warrior, although to a lesser degree (mostly naked instead of completely naked).  Leopard print only looks good on leopards.
Title: Re: Sun and Moon
Post by: John.d.h on 13 February 2009, 20:49:31
I don't really have anything new to show you just yet, so here's just a progress report.  I've mostly been working on the storyline aspect of this mod, as I believe it is the most important part and should be the driving force behind it.  I believe all the units, scenarios, XMLs, etc, should come from the story, not the other way around, so before I get too heavily into the modding, I want to really develop the story and the setting.  Right now, I'm currently contemplating my colorful cast of characters (as well as being alliterative) and I've decided the following:

That seems to be all for now.  When I've fleshed out my characters a bit more, I'll post again.  As always, I welcome your ideas and feedback.
Title: Re: Sun and Moon
Post by: gameboy on 16 February 2009, 08:01:04
I re-modeled the stone circle with less polygons and its textured too, here it is: http://www.mediafire.com/?ngmzmgymnny
Title: Re: Sun and Moon
Post by: John.d.h on 17 February 2009, 06:26:29
I re-modeled the stone circle with less polygons and its textured too, here it is: http://www.mediafire.com/?ngmzmgymnny
Thanks, I like it a lot!  The grass/moss/whatever around the bottom was a nice touch.

At @kukac@'s request, I'll give y'all a little snippet of the storyline so far.  I'm not very far into it and it's very much a work in progress, so it's just the general concept of how things should go, along with the important characters.

Long ago, the people of Rinarn were divided into two peoples.  The Wild Ones are said to have been born from a great tree and nursed by the she-wolf goddess at the beginning of time, while the High-Born are said to have been created by the moon god Vaydrin.  The Wild Ones were as unruly as wild beasts, but strong and fearless, while the High-Born were wise and industrious.  The two main characters here are the half-brothers Yandol and Dafuin.  An important note is that Yandol is from a Wild One mother, while Dafuin's mother is a High-Born, and the brothers represent the two cultures.  Yandol is fearless but rash while Dafuin is rational and hesitant.  The storyline can unfold in different ways depending on the choices that the player makes, but mainly there is the choice to follow the path of wisdom and the path of savagery.  You can read a little more about how that should work in-game here. (https://forum.megaglest.org/index.php?topic=3926.msg22605#msg22605)

Some of Moon's units morph, and the brothers are no exception.  Yandol begins as a Shaman and, depending on the path the player takes, will either end up mastering his control over the magical forces that course through his veins, becoming a Moon Lord (powerful wizard), or will give into his bestial side and become a Lycanthrope (i.e. werewolf).  Dafuin starts out as a Serf (worker) but only stays that way for one or two scenarios.  Then he becomes a Kern (spearman), and later a Gallowglass (elite melee warrior).

The story begins with some strange things happening in the wilderness near the village of Two Rivers.  Chieftain Yeoder tasks his son Yandol with finding the source of the troubles.  Somehow, possibly through prophecy or fortune-telling, the brothers Yandol and Dafuin come to find out that the Lanto people (i.e. Sun faction) are planning an invasion.  Since the people of Rinarn (i.e. Moon faction) are mostly squabbling tribes, they need to be united so they can put up a good fight, so Yandol and Dafuin basically play the role of Vercingetorix here.  In case your history is a little rusty, he was the guy who united Gaul against the Roman Empire way back in the day.  First, the brothers have to unite a few neighboring tribes to muster up a force large enough to venture into enemy territory.  In the Lanto capital city, Horizon, there is held a long-lost relic once wielded by a great warrior, or perhaps the moon god Vaydrin himself, who led a united Rinarn nation to victory against a common enemy.  The tribes of Rinarn would gladly follow anyone bearing such a powerful symbol into battle against the Lanto.  Where the two paths really diverge is when the brothers get to Horizon.  They can either simply retrieve the weapon and flee the city, hoping that when they get back home the Lanto will not want to invade a strong and united nation, or they can invade and try to destroy the city, giving the Lanto a preemptive bloody nose but guaranteeing that they will invade no matter what.

I also have a vague concept of the Sun campaign's storyline, but nothing too concrete.  I just have ideas for the important characters and I know there will probably be some sort of power struggle between the queen and the High Matriarch (think of her as the pope) and the player will be caught in the middle of it.

I'm thinking way far ahead here (I have a lot of time to think on long bike rides...) but I was also thinking of having not only the campaigns having branches inside, but the overall storyline having different campaign branches.  This is the sort of thing I mean:
(http://i44.tinypic.com/mmyh44.jpg)
Here there are a total of six campaigns, the Sun and Moon ones that are open to begin with, and four more that can be unlocked, depending on how you complete the first two.  The secondary campaigns are meant as continuations of the previous, but possibly set a generation or two after.  The chart I really have in mind is over twice the size, but that's probably going to take until the year 2020. :)
Title: Re: Sun and Moon
Post by: Omega on 17 February 2009, 11:51:43
The chart I really have in mind is over twice the size, but that's probably going to take until the year 2020. :)
Eee... Try to get done by at least 2015 ok. I want to see this before I grow old and start getting wrinkles! ;D
Title: Re: Sun and Moon
Post by: @kukac@ on 17 February 2009, 17:28:31
Well, Johndh, if you wouldn't mind, I would start to eat your story up:

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Long ago, the people of Rinarn were divided into two peoples.[...]

VS

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Lanto people (i.e. Sun faction) [...] Since the people of Rinarn (i.e. Moon faction)

Now let's get one thing straight: we don't know this universe very well, we don't know now, that the Moon faction consist of the Wild Ones, and the High-born, or they are separate factions. From the first paragraph, I thought they are the Moon, but what I quoted second time, it isn't sure.

So: Rirarn(aka Moon)=Wild ones and High-born
or
Rirarn=Wild Ones; Lanto=High-born?

Quote
The Wild Ones were as unruly as wild beasts, but strong and fearless, while the High-Born were wise and industrious.

How could these different civilizations exist near each other for more than 5 years? They are like water and fire. They would at least a., kill each other b., share each others civilization (like romans to germans).

I haven't seen any other nations so far (you mentioned earth and sky sometime before), so I don't really understand, how could only two nations have problem with each other (they both have enough land, right?).

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Yandol is from a Wild One mother, while Dafuin's mother is a High-Born,

And where was their father from?

Quote
The story begins with some strange things happening in the wilderness near the village of Two Rivers.  Chieftain Yeoder tasks his son Yandol with finding the source of the troubles.  Somehow, possibly through prophecy or fortune-telling, the brothers Yandol and Dafuin come to find out that the Lanto people (i.e. Sun faction) are planning an invasion.  Since the people of Rinarn (i.e. Moon faction) are mostly squabbling tribes, they need to be united so they can put up a good fight, so Yandol and Dafuin basically play the role of Vercingetorix here.

What do you mean strange thing, which needs to be investigated by the Chieftain's son himself? How does Dafuin get there? Why does the Sun faction attacks them (and where did they got their name from?)?

If Moon consists from Wild Ones and High-born, then

Why didn't the High-born united the others long time ago, if they are so wise and intelligent? I can't really imagine, that the High-born couldn't show some resist against the Sun, since they would be annihilated by the Wild Ones long time ago.

And why would the people follow Yandol and Dafuin? What will be the great deed which makes the people follow them?

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or perhaps the moon god Vaydrin himself, who led a united Rinarn nation to victory against a common enemy.

1. If you writing the story, you should be objective. You are the one who should know that it's a legend, or a real thing. But the people in your stories shouldn't know every fact about the world.

2. So what's with this relic, what was posessed by the moon god, and not in the hands of the Wild Ones (?) High-born?

3. Why is Rirarn in such a danger, if they can unite against a common enemy? (It's very popular method IRL too.)

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Where the two paths really diverge is when the brothers get to Horizon. 

All alone? Don't forget, that the people don't support them at this time (that's why they are going there!)

Quote
They can either simply retrieve the weapon and flee the city, hoping that when they get back home the Lanto will not want to invade a strong and united nation, or they can invade and try to destroy the city, giving the Lanto a preemptive bloody nose but guaranteeing that they will invade no matter what.

Oh, so they weren't united, and that was the only reason for Sun to attack Rirarn? And if they destroy the Lanto's capital city, (still all alone!) Lanto people will surely attack Rirarn? Why? Since they already lost much of their power, in a war without any normal reason, they will simply march into their own desperate death?

That's all I found for now, but don't forget, more eyes see more!

Oh, and thanks for allowing me to look into your work.
Title: Re: Sun and Moon
Post by: John.d.h on 18 February 2009, 19:08:00
Well, Johndh, if you wouldn't mind, I would start to eat your story up:
Quote
Long ago, the people of Rinarn were divided into two peoples.[...]
VS
Quote
Lanto people (i.e. Sun faction) [...] Since the people of Rinarn (i.e. Moon faction)

Now let's get one thing straight: we don't know this universe very well, we don't know now, that the Moon faction consist of the Wild Ones, and the High-born, or they are separate factions. From the first paragraph, I thought they are the Moon, but what I quoted second time, it isn't sure.
Okay, sorry if some things are unclear.  I don't have most of my ideas written down and I only meant to do a summary, without including too much about the characters or the details, but it seems that you want that, so here goes.
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So: Rirarn(aka Moon)=Wild ones and High-born
Yes, this one is correct.
Quote
Quote
The Wild Ones were as unruly as wild beasts, but strong and fearless, while the High-Born were wise and industrious.
How could these different civilizations exist near each other for more than 5 years? They are like water and fire. They would at least a., kill each other b., share each others civilization (like romans to germans).
The two groups do intermingle a little bit, and each has aspects of the other, but overall they are separate cultures.  Their coexistence is mostly peaceful and in most places they live separately.  The village of Two Rivers is one of the few places where they live side-by-side.
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I haven't seen any other nations so far (you mentioned earth and sky sometime before), so I don't really understand, how could only two nations have problem with each other (they both have enough land, right?).
The reasons why the Lanto want to expand their territory will become more clear at a later date.  I really want to complete Earth and Sky eventually, but they have been put on hold until I'm done with Sun and Moon.
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Yandol is from a Wild One mother, while Dafuin's mother is a High-Born,
And where was their father from?
I left out a lot of character details, so here's what I have written down for their father: "Originally from the village of Black Orchard, the brigand Yeoder and his band of ruffians seized control of Two Rivers almost three decades ago.  Although he was once a mighty warrior, at over fifty years of age, the chieftain's body and mind are starting to fail him.  The bastard son of a Wild One and an unnamed High-Born man, Yeoder was shunned during his youth for being a "mutt" and became a notorious robber as a result.  Despite once being both an outcast and a criminal, he has proven to be wise and just and Two Rivers has thus far prospered under his rule."  Yeoder's mother is Basha the Hag, who will have a minor role in the campaign.
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Quote
The story begins with some strange things happening in the wilderness near the village of Two Rivers.  Chieftain Yeoder tasks his son Yandol with finding the source of the troubles.  Somehow, possibly through prophecy or fortune-telling, the brothers Yandol and Dafuin come to find out that the Lanto people (i.e. Sun faction) are planning an invasion.  Since the people of Rinarn (i.e. Moon faction) are mostly squabbling tribes, they need to be united so they can put up a good fight, so Yandol and Dafuin basically play the role of Vercingetorix here.
What do you mean strange thing, which needs to be investigated by the Chieftain's son himself? How does Dafuin get there? Why does the Sun faction attacks them (and where did they got their name from?)?
Strange things like monsters, dismembered bodies, groups of strange cultists, etc.  I haven't worked out all the details, but it should all point to the organization that is behind all of the trouble, which will become more clear later on.  (I'm not just going to give it away yet. ;))  Yandol, being the chieftain's son, has a minor leadership role and, being the village's Shaman, is more likely to be able to figure out what's going on since it involves things of the occult.  Dafuin is supposed to be building up a base camp, but he knows that his brother can be rash and reckless at times, so his men and he arm themselves and go to tag along with Yandol's group, trying to keep them out of trouble.  The Lanto are a desert-dwelling nation who worship the sun goddess Elondra, so they are called the people of the Sun.  They were once a large and mighty empire but over the ages they've dwindled down and been broken apart and they want to restore their former glory.  This is somewhat akin to Italy under the rule of Benito Mussolini, who wanted to make his nation like the Roman Empire.
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If Moon consists from Wild Ones and High-born, then

Why didn't the High-born united the others long time ago, if they are so wise and intelligent? I can't really imagine, that the High-born couldn't show some resist against the Sun, since they would be annihilated by the Wild Ones long time ago.
At this point, the Rinarn can identify as a nation, but the area is mostly wilderness and the people are divided into many tribes and villages.  They've been united before, but it never lasts long.
Quote
And why would the people follow Yandol and Dafuin?
There are a few neighboring tribes that are willing to follow them early on.  Because of their father's reputation as a strong warrior and a good leader, they command a good amount of respect in that area.  They'll need to do something really great to get the rest of the people to follow them, though.
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What will be the great deed which makes the people follow them?

Quote
or perhaps the moon god Vaydrin himself, who led a united Rinarn nation to victory against a common enemy.

1. If you writing the story, you should be objective. You are the one who should know that it's a legend, or a real thing. But the people in your stories shouldn't know every fact about the world.

2. So what's with this relic, what was posessed by the moon god, and not in the hands of the Wild Ones (?) High-born?

3. Why is Rirarn in such a danger, if they can unite against a common enemy? (It's very popular method IRL too.)
1. I was just throwing out ideas when it comes to who the relic was actually used by, as I haven't really finalized it yet, but I think it will have been used by some great hero who united the Rinarn against the Lanto back when they were a big empire.

2. I'm not sure what the relic is yet.  It's probably either some sort of weapon or a banner.  Since a banner probably wouldn't hold up against the wear-and-tear of time, I'm leaning more towards a weapon.  When the hero united Rinarn and led them against the Lanto, he brought ruin to a lot of their empire and won a lot of battles, but eventually died invading the capital city, Horizon.  That's why the relic is held there.

3. They haven't united in a long time.  Divided, they could be an easy target.

Quote
Quote
Where the two paths really diverge is when the brothers get to Horizon. 

All alone? Don't forget, that the people don't support them at this time (that's why they are going there!)

Quote
They can either simply retrieve the weapon and flee the city, hoping that when they get back home the Lanto will not want to invade a strong and united nation, or they can invade and try to destroy the city, giving the Lanto a preemptive bloody nose but guaranteeing that they will invade no matter what.

Oh, so they weren't united, and that was the only reason for Sun to attack Rirarn? And if they destroy the Lanto's capital city, (still all alone!) Lanto people will surely attack Rirarn? Why? Since they already lost much of their power, in a war without any normal reason, they will simply march into their own desperate death?
They're not going there alone.  They have the warriors from Two Rivers as well as the few neighboring tribes that were loyal to them in the beginning.  The Lanto really aren't expecting an attack on their capital.  It would be something like when Hannibal crossed the Alps and attacked the city of Rome.  Nobody expected Hannibal to cross the Alps, and they aren't expecting Yandol and Dafuin to venture that deep into the desert either.  The Lanto have lost a lot of their former power, but they're still pretty big and they still have a pretty strong army, so destroying their capital wouldn't cripple them, but it would hurt them enough that they would really want revenge.  The destruction of the World Trade Center launched two wars just by itself.  Imagine what would happen if the city got burnt to the ground instead.  We'd be talking about World War 3!  Also, Horizon is a major religious center so the Lanto queen would have the support of the High Matron (you can think of her as the pope) to attack Rinarn.
Quote
That's all I found for now, but don't forget, more eyes see more!

Oh, and thanks for allowing me to look into your work.
You're welcome, and thanks for the critique.
Title: Re: Sun and Moon
Post by: @kukac@ on 21 February 2009, 10:50:18
Hi,

Sorry for the late reply, I didn't want to make a mothership sized post when I don't have time.

So let's see.

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The two groups do intermingle a little bit, and each has aspects of the other, but overall they are separate cultures.  Their coexistence is mostly peaceful and in most places they live separately.  The village of Two Rivers is one of the few places where they live side-by-side.

I'm still wondering how it is possible for them to live close to each other without any problems. People fought a lot of wars during the history, yet, IG the Wild Ones and the High-born (seems) are more different the human and human.

Quote
The reasons why the Lanto want to expand their territory will become more clear at a later date.

You are sure an interesting figure. A storywriting usually starts with building the bases, the backstory of the whole tale. Because simply writing a story will make a lot of "why?" questions. Take a look at LotR, it had already an own world, and the story was just written in it.

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"Originally from the village of Black Orchard, the brigand Yeoder and his band of ruffians seized control of Two Rivers almost three decades ago.  Although he was once a mighty warrior, at over fifty years of age, the chieftain's body and mind are starting to fail him.  The bastard son of a Wild One and an unnamed High-Born man, Yeoder was shunned during his youth for being a "mutt" and became a notorious robber as a result.  Despite once being both an outcast and a criminal, he has proven to be wise and just and Two Rivers has thus far prospered under his rule."

I wonder how did he become a chieftain from a ruffian. I mean, people won't choose a bandit (or a mighty warrior?) as their leader. (but if he is a mighty warrior, maybe). Plus, it is quite rare (nowadays it's easier) to be in a position suitable for you. People will more likely choose someone with a famous ancient for their leader. Dynasty my friend.

One more thing before I forget: what is the setting? fantasy, sci-fi, or something else?

Quote
Dafuin is supposed to be building up a base camp, but he knows that his brother can be rash and reckless at times, so his men and he arm themselves and go to tag along with Yandol's group, trying to keep them out of trouble.

Now that's it, they don't trust each other from the beginning, then how should they live together?

When something strange happens, does anyone build up a base camp? I thought they are used as outpost at war, not in solving a mystery.

Quote
At this point, the Rinarn can identify as a nation, but the area is mostly wilderness and the people are divided into many tribes and villages.  They've been united before, but it never lasts long.

And yet, they still didn't kill each other.

But if they united every time when there was some problem, why can't they do it again?

Quote
3. They haven't united in a long time.  Divided, they could be an easy target.

Still, it's a natural instinct to try to survive. They probably know that if they unite, the chances of survival will increase.

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They're not going there alone.  They have the warriors from Two Rivers as well as the few neighboring tribes that were loyal to them in the beginning.

So basically ~50 warriors will put a capital under siege (I bet they are cutting their supply lines, so the people inside the city will starve to hunger. I won't say how much time will pass until they send out the Grande Armée.).

Quote
The Lanto really aren't expecting an attack on their capital.

There aren't even guards there...

Quote
It would be something like when Hannibal crossed the Alps and attacked the city of Rome.  Nobody expected Hannibal to cross the Alps, and they aren't expecting Yandol and Dafuin to venture that deep into the desert either.

Hannibal crossed with a whole army. Meanwhile, Rome attacked Carthago, thus Hannibal ultimatly lost. I don't think it's good to conquer a city, with remaining nothing of your home. Plus, you are stuck in the middle of the enemy's territory without any reinforcements.

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they [Lanto] still have a pretty strong army, so destroying their capital wouldn't cripple them,

Yes, but the moral and the zeal will fall in deep.

Quote
The destruction of the World Trade Center launched two wars just by itself.

It's a bit different in this globalized world. Plus the americans basically afraid of everyone.

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Imagine what would happen if the city got burnt to the ground instead.

We have seen it a lot of times~!

Ohh, since you are trying to use a strong campaign line, wouldn't this topic better in the GAE forum?
Title: Re: Sun and Moon
Post by: John.d.h on 22 February 2009, 05:21:52
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The two groups do intermingle a little bit, and each has aspects of the other, but overall they are separate cultures.  Their coexistence is mostly peaceful and in most places they live separately.  The village of Two Rivers is one of the few places where they live side-by-side.
I'm still wondering how it is possible for them to live close to each other without any problems. People fought a lot of wars during the history, yet, IG the Wild Ones and the High-born (seems) are more different the human and human.
I guess there needs to be more emphasis on "MOSTLY peaceful".  That's not to say they don't fight and raid each other's villages from time to time, and they don't particularly like each other, but they stop short of wiping each other out.  Gaul would be a good example from real-life history.

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The reasons why the Lanto want to expand their territory will become more clear at a later date.
You are sure an interesting figure. A storywriting usually starts with building the bases, the backstory of the whole tale. Because simply writing a story will make a lot of "why?" questions. Take a look at LotR, it had already an own world, and the story was just written in it.
I guess I'll go ahead and say that on the surface it appears that the queen is trying to expand her empire, but there's really something more insidious going on.  The backstory, setting, etc, are mostly already worked out in my head, but there's really too much there for me to put it into text easily.  I'll clarify what I can.

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I wonder how did he become a chieftain from a ruffian. I mean, people won't choose a bandit (or a mighty warrior?) as their leader. (but if he is a mighty warrior, maybe). Plus, it is quite rare (nowadays it's easier) to be in a position suitable for you. People will more likely choose someone with a famous ancient for their leader. Dynasty my friend.
Ah yes, the key word here is "seized".  He wasn't chosen or born into the job, but took it by force.  Also, in times of savagery the line between soldier and bandit can be very blurry.

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One more thing before I forget: what is the setting? fantasy, sci-fi, or something else?
The setting is fantasy.  Although there are various fantasy monsters (phoenixes, cyclopes, etc), so far there aren't any human-like fantasy races like elves or orcs.

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Now that's it, they don't trust each other from the beginning, then how should they live together?
As much as Dafuin knows Yandol is a capable warrior, he also knows he's eager and over-confident, so he mostly wants to keep him from getting into a fight he can't win.  Their differences will be a major influence on the two paths, Yandol typically favoring the path of savagery, and Dafuin typically favoring the path of wisdom.

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When something strange happens, does anyone build up a base camp? I thought they are used as outpost at war, not in solving a mystery.
I'm actually thinking of scrapping most of the beginning of the story.  While the strange things happening and the Lanto invasion are semi-related, I can't really figure out how to make the story go from point A to point B.  The first part might become its own mini-campaign, perhaps as an introduction to the setting and short tutorial.

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At this point, the Rinarn can identify as a nation, but the area is mostly wilderness and the people are divided into many tribes and villages.  They've been united before, but it never lasts long.
But if they united every time when there was some problem, why can't they do it again?
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Still, it's a natural instinct to try to survive. They probably know that if they unite, the chances of survival will increase.
Groups like this usually need a strong leader to unite them, like Bodeccia (sp?) or Vercingtorix.  This is what Yandol and Dafuin are trying to do.  Just because it's rational for a group to unite, doesn't mean they will.  An example would be the colonization of North America.  If the natives would have banded together and presented a united front against the Europeans, they could have stood a fighting chance, but they didn't.

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So basically ~50 warriors will put a capital under siege (I bet they are cutting their supply lines, so the people inside the city will starve to hunger. I won't say how much time will pass until they send out the Grande Armée.).
That actually is a big hole in the plot.  I was initially planning to have them start fires all throughout the city (which would only take a couple people), but then I remembered that the Lanto don't have wooden buildings, so I'll probably have to scrap the whole idea and come up with something else for them to do, instead of destroying the city.  I think that addresses your next few points as well, so I'll go ahead without quoting them.

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It's a bit different in this globalized world. Plus the americans basically afraid of everyone.
Hahaha!  Too true.  I blame the news media for that.  For a while, they had most of thinking we couldn't get anywhere near an airplane without being ambushed by terrorists.

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Ohh, since you are trying to use a strong campaign line, wouldn't this topic better in the GAE forum?
I'm not very concerned with which board this is on.  If you feel the need to move it, feel free.  GAE seems to be more about developing the engine rather than developing content, though.

Once again, thanks for the feedback.  I'd like to hear what the rest of you think as well, so feel free to pitch in your own two cents.
Title: Re: Sun and Moon
Post by: @kukac@ on 22 February 2009, 11:35:24
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The setting is fantasy.  Although there are various fantasy monsters (phoenixes, cyclopes, etc), so far there aren't any human-like fantasy races like elves or orcs.

Does the things you have written on the first page are still alive? If yes, the ruins of the old world, books, legends, ruined buildings might be still there.

Code: [Select]
[url=http://www.onemanga.com/Psyren/59/19/]Like this[/url]
Quote from: Tales about the Old World
    - Greatfather, tell us something what never no one told us before!
    - Internet.

I don't think orcs and elves are suitable in a fantasy world like this. They are just fox hides anyway.

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I'm actually thinking of scrapping most of the beginning of the story.  While the strange things happening and the Lanto invasion are semi-related, I can't really figure out how to make the story go from point A to point B.  The first part might become its own mini-campaign, perhaps as an introduction to the setting and short tutorial.

When you are done with the base story, you should make the whole thing interesting, what keeps the players playing, makes them want to unreveal more and more secrets. Being interesting is a base of every story.

I agree with the first part being a tutorial like mini-campaign.

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Groups like this usually need a strong leader to unite them, like Bodeccia (sp?) or Vercingtorix.  This is what Yandol and Dafuin are trying to do.  Just because it's rational for a group to unite, doesn't mean they will.  An example would be the colonization of North America.  If the natives would have banded together and presented a united front against the Europeans, they could have stood a fighting chance, but they didn't.

The natives of america were quite separated from each other, plus the europeans didn't start an all out war from the beginning. Wouldn't be the Napoléonic wars better for reference?

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That actually is a big hole in the plot.  I was initially planning to have them start fires all throughout the city (which would only take a couple people), but then I remembered that the Lanto don't have wooden buildings, so I'll probably have to scrap the whole idea and come up with something else for them to do, instead of destroying the city.

Ahh, a stealth mission  8)

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I'm not very concerned with which board this is on.  If you feel the need to move it, feel free.  GAE seems to be more about developing the engine rather than developing content, though.

Shouldn't you ask Daniel about that?

Quote
I'd like to hear what the rest of you think as well, so feel free to pitch in your own two cents.

They may still trying to decode reply #65.  :D The page started with #50, and the last 5 posts take more than the half of the page.
Title: Re: Sun and Moon
Post by: John.d.h on 23 February 2009, 02:57:02
Does the things you have written on the first page are still alive? If yes, the ruins of the old world, books, legends, ruined buildings might be still there.
Code: [Select]
[url=http://www.onemanga.com/Psyren/59/19/]Like this[/url]
That was initially what I had in mind, but I'm not sure if I want to keep using the post-apocalyptic idea or not.  I might just save it for another story some other day.  I feel like if I kept using that, it would have to be a much bigger part of the story, like in the Fallout games or Mad Max, and that's not really what I'm trying to make.  If I do keep using it, there would just be a few places where anything is left from the old world, and almost all of it would be too old and decayed to be useful.
Quote
I don't think orcs and elves are suitable in a fantasy world like this. They are just fox hides anyway.
I agree, but what do you mean by fox hides? ???
Quote
When you are done with the base story, you should make the whole thing interesting, what keeps the players playing, makes them want to unreveal more and more secrets. Being interesting is a base of every story.
Very true.  I always prefer games with good stories, and stories are nothing without good characters (in my opinion, anyway).
Quote
I agree with the first part being a tutorial like mini-campaign.
Seeing as the different factions will work a little different (just like how Tech and Magic are different), I might make a short tutorial for each, so players can get used to how each of them works.
Quote
The natives of america were quite separated from each other, plus the europeans didn't start an all out war from the beginning. Wouldn't be the Napoléonic wars better for reference?
I wouldn't know.  That's not an era with which I'm very familiar. :-[
Quote
Shouldn't you ask Daniel about that?
If I were really worried about it, then I would, but which board this is on doesn't make a difference to me.
Quote
They may still trying to decode reply #65.  :D The page started with #50, and the last 5 posts take more than the half of the page.
Yeah, sometimes I think the reason why I don't get very many replies is because people don't bother reading my long posts.
Title: Re: Sun and Moon
Post by: @kukac@ on 23 February 2009, 10:01:57
Quote
That was initially what I had in mind, but I'm not sure if I want to keep using the post-apocalyptic idea or not.  I might just save it for another story some other day.  I feel like if I kept using that, it would have to be a much bigger part of the story, like in the Fallout games or Mad Max, and that's not really what I'm trying to make.  If I do keep using it, there would just be a few places where anything is left from the old world, and almost all of it would be too old and decayed to be useful.

Murphy's law: If everything seems to be going well, you have obviously overlooked something.

Quote
I agree, but what do you mean by fox hides? ???

Sorry, I translated it literally: I mean one idea is used over and over again.

Quote
I wouldn't know.  That's not an era with which I'm very familiar. :-[

http://en.wikipedia.org/wiki/Battle_of_Leipzig

Napoléon VS everyone else.  ;)

Quote
Yeah, sometimes I think the reason why I don't get very many replies is because people don't bother reading my long posts.

As things becoming more clear, our posts are shortening.
Title: Re: Sun and Moon
Post by: John.d.h on 6 March 2009, 02:53:52
Okay, everybody.  Sorry it's been so long since I've posted anything, but I've been busy with projects, house-hunting, and moving (again... ugh! >:(), and I don't really have much new content to show off right now, but here's an idea that I've had bouncing around inside my head for a while.  What if the second-generation campaigns I was referring to here...
... had different tech trees from the first-generation campaigns, representing the different paths of development that each of these civilizations would have gone through?  For Moon's path of wisdom, the Shaman would be replaced by a different spellcasting unit (Sage), the Lycanthrope would be replaced by something like the Archmage (Moon Lord), and the Shaman's summoned monsters would be replaced by something else (probably more human troops and maybe war dogs instead of wolves).  For savagery, the Kern would be replaced by an axe-thrower and the Gallowglass would be replaced by a powerful berserker.  Of course, this would require creating new models and XMLs (only a couple more) but I think it would be very fitting to what I have in mind here.  I would also do something similar with the Sun faction, but I haven't developed their story enough to tell what would happen with them.

What do y'all think of this idea?  Is it worth pursuing eventually?
Title: Re: Sun and Moon
Post by: Fluffy203 on 6 March 2009, 03:21:53
Not here to criticize or hate or make fun of your work , but do you need someone to create for you orginal models for you mod just asking i would help out with this give me a unit it i'll do it defiantly if you are going to have something transperent i can do that easily , but if you need help i'll assist you with a unit or two while i'm not working on my own mod  ;D
Title: Re: Sun and Moon
Post by: John.d.h on 6 March 2009, 16:26:41
Not here to criticize or hate or make fun of your work , but do you need someone to create for you orginal models for you mod just asking i would help out with this give me a unit it i'll do it defiantly if you are going to have something transperent i can do that easily , but if you need help i'll assist you with a unit or two while i'm not working on my own mod  ;D
Yes, absolutely!  Just give me some time to do some good concept art. :)

Here are a few buildings that I've modeled that still need to be textured.  Feel free to modify them if you'd like, lower the polygon count or just make them look a little better if they need it.  Mostly they just need textures, though.

Code: [Select]
http://www.mediafire.com/file/zw5mimm2txm/altar.blend
http://www.mediafire.com/file/eenj5mmiezn/broch.blend
http://www.mediafire.com/file/m1jwynn5zlw/sunglass.blend

The Altar and the Sunglass are for the Sun faction, so I'm going for a sort of Byzantine feeling with them and they shouldn't have any wood anywhere on them.  The Broch is for the Moon faction, so it should have a more Celtic feeling.  Here's the Stone Circle that Gameboy textured for me to give you some idea.

http://www.mediafire.com/?ngmzmgymnny
Title: Re: Sun and Moon
Post by: wciow on 6 March 2009, 18:02:03
Downloaded the files. I'll try to texture the sunglass and altar (leave the broch for Gameboy).

BTW you exported the Stone Circle with 250 frames for a static model!! the resulting file size is over 10mb!!
I re-exported it with a single frame and its now 67kb  :D
Title: Re: Sun and Moon
Post by: ZaggyDad on 6 March 2009, 22:10:37
Wow. But that is the default for Blender. :P
Title: Re: Sun and Moon
Post by: Fluffy203 on 7 March 2009, 00:37:49
Ok well you give me some concept art and the details of what you want it to look like and i'll create it, but i'm not so hot at the textures so you might need someone else  ;D
Title: Re: Sun and Moon
Post by: John.d.h on 7 March 2009, 00:57:39
Downloaded the files. I'll try to texture the sunglass and altar (leave the broch for Gameboy).
Thanks!
Quote
BTW you exported the Stone Circle with 250 frames for a static model!! the resulting file size is over 10mb!!
I re-exported it with a single frame and its now 67kb  :D
I'd been wondering why *.blend files are so much bigger than *.dwg.  I guess that's probably why.  Is this something I should worry about for the rest of my models that I haven't exported yet, or is it fine the way it is?  I don't really know how to do much in Blender.  I make everything in AutoCAD because it's the only modeling program I know how to use. :-[

Here are my models for the Solar Circle and Sun Well.  Sorry about the absurdly high polygon count.  I still have no idea how to reduce it.  It just sorta happens that way somewhere along the process of changing formats. Feel free to remodel it if you want, just so long as it looks good.  Keep in mind that the Sun Well is supposed to capture and store sunlight, so feel free to add any sort of accessories that might go along with that theme.  Maybe a giant focusing crystal on the top or something?  Just a thought.

Code: [Select]
http://www.mediafire.com/file/mn4wvtfmjmn/solar_circle.blend
http://www.mediafire.com/file/32tx2jdm2mw/sun_well.blend

Ok well you give me some concept art and the details of what you want it to look like and i'll create it, but i'm not so hot at the textures so you might need someone else  ;D
Okay.  I'll try to do it in a timely fashion, but I'm just about to go on spring break, so it might be a while.
Title: Re: Sun and Moon
Post by: Fluffy203 on 7 March 2009, 01:10:32
ok thats fine , but your links are broken i was going to put a crystal on teh sun well and add some sunlight animation just let me know when you get it fixed
Title: Re: Sun and Moon
Post by: John.d.h on 7 March 2009, 17:19:21
ok thats fine , but your links are broken i was going to put a crystal on teh sun well and add some sunlight animation just let me know when you get it fixed
Try these.  I saved them in a different format, so maybe that will work out better for you.  I look forward to seeing what you can do. :)

Code: [Select]
http://www.mediafire.com/file/tmctmmwybnn/sun_well.obj
http://www.mediafire.com/file/jyydoynm41n/solar_circle.obj
Title: Re: Sun and Moon
Post by: gameboy on 8 March 2009, 06:04:29
A suggestion, how about an emblem for the two factions? We could put it on all the buildings or maybe make flags on them.
For Sun a flaming ball fire
And for Moon a crescent moon inside a circle surrounded by a few stars, how many stars? 2 because of the two sects of Moon people, 4 or 5?
Title: Re: Sun and Moon
Post by: MadElf on 8 March 2009, 07:16:44
What about that:

Moon:
Code: [Select]
http://www.xennifer.com/userfiles/150x150_MoonSymbol.png
Sun:
Code: [Select]
http://www.godsmackfanclub.com/artfiles/gs-logo-blk-blk.gif
I don't know about the sun... But I like that moon.
Title: Re: Sun and Moon
Post by: gameboy on 8 March 2009, 07:29:04
I like them but i was thinking of making it myself, you could also use them as icon backgrounds
Title: Re: Sun and Moon
Post by: John.d.h on 8 March 2009, 09:21:52
A suggestion, how about an emblem for the two factions? We could put it on all the buildings or maybe make flags on them.
For Sun a flaming ball fire
And for Moon a crescent moon inside a circle surrounded by a few stars, how many stars? 2 because of the two sects of Moon people, 4 or 5?
I was just thinking of that today, actually.  I was thinking for Moon, a crescent would represent the High-born and either a tree or a wolf would represent the Wild Ones, since those are the two prominent figures in their creation myth.  The Ancestral Warrior can have a tree tattooed on his back and a wolf's head painted on his shield.  The Gallowglass could wear a cape with a crescent moon logo on it.

I think the phoenix would be a good symbol for Sun, since it is fiery like the sun and also because it's reborn from ruin, which represents what the Lanto are trying to do with rebuilding their empire.  A lion would also be good because it's aggressive and territorial.  Of course the sun itself would be good too.
Title: Re: Sun and Moon
Post by: madmanntis on 10 March 2009, 04:26:08
This looks like a very intense, in-depth and inventive mod johndh (in, in, in..)!!!

The only thing I wondered about was the names of the two newer factions (Sky and Earth). The moon and the sun are very much in the sky, while the earth is kind of by itself... but then again, perhaps this was intentional. Also, I honestly wouldn't have the slightest idea what you could change Sky to (Gale? Storm? ah.. I dunno).

Besides that, if you need a hand, lemme know. It looks like you've got a lot of good help here already, but if there's a random animating or modelling task you could use a hand for, let me know.

So all in all... great ideas and great job!

Title: Re: Sun and Moon
Post by: John.d.h on 10 March 2009, 07:05:50
Cool, thanks a lot Madmanntis, and welcome to the Glest forum. :)  Regarding Earth and Sky, they're on hold right now since I'm really taking an interest in Sun and Moon and they'll require plenty enough work on their own.  Looking at the horizon, Earth and Sky touch but stay totally separate, as related but opposing things, similar to how Sun and Moon follow roughly the same path but are totally different or how Technology and Magic are both ways of understanding and controlling the universe but are still very much in conflict with each other.  I see Glest as being all about that sort of relationship, so that's where I got the idea for Sun and Moon and then Earth and Sky.  They also loosely correspond to the four elements, but that wasn't really intentional.

It does look like I'll have a lot of good help already, but since about twenty units and a few buildings still need to be modeled, textured, and animated, there should be plenty of work to go around, and that's just to get a regular Magitech-sized tech tree, which is a lot smaller than what I have planned for "some day".

I'm on spring break right now and I'm planning on putting up some concept art and more detailed descriptions of the units when I get back, as well as a to-do list of what all needs to be done.  That's going to be a long list, I think.  I might also go ahead and record some of the unit speech while I'm away, since that should be pretty easy and it might give a little insight into the units' personalities.
Title: Re: Sun and Moon
Post by: gameboy on 12 March 2009, 10:06:32
Here I made the icons for sun and a nice little banner.
(http://www2.mediafire.com/imgbnc.php/8fa6b069d40cd7feec573aba79ba15b12g.jpg) (http://www.mediafire.com/imageview.php?quickkey=3yganjjaqoz&thumb=4)
(http://www4.mediafire.com/imgbnc.php/edc36ec506dc3d0189c0842deb3c2a132g.jpg) (http://www.mediafire.com/imageview.php?quickkey=dtwwwzln2aw&thumb=4)
I did another one with supernova but I'll leave you to choose which one to use.
(http://www.mediafire.com/imgbnc.php/af19a36394f8667751a8053df1d9ee1d2g.jpg) (http://www.mediafire.com/imageview.php?quickkey=oomzx4dzo4g&thumb=5)
Here's the source image of the Sun emblem, for the other texturers to use on the buildings.
(http://www.mediafire.com/imgbnc.php/3cdcb87dccf77ff20302976263d4b14c2g.jpg) (http://www.mediafire.com/imageview.php?quickkey=3ljwtjnmtzz&thumb=5)
I also made the Sun Palace.
http://www.mediafire.com/?omzguidmlmz
Hope you like it.

Title: Re: Sun and Moon
Post by: John.d.h on 12 March 2009, 19:58:43
Looks good!  I don't really know if it will make much difference, but I think I prefer the one without the nova.  I can't open the model since I'm not on my own computer right now, but when I get back home in a couple days I'll take a look.
Title: Re: Sun and Moon
Post by: Valetdepik on 14 March 2009, 17:56:09
Good luck, it's like really good, i wait for the graphic and i wanna test this mod!
                      +END_CONNEXION+
Title: Re: Sun and Moon
Post by: John.d.h on 16 March 2009, 00:56:37
Okay, I just got back to Orlando and I got my sounds uploaded.  They're just my first attempt and I fully intend on doing much better in the future, but here they are in *.ogg format (that's the right one, right?) for you to check out.  Let me know what y'all think.

Code: [Select]
http://www.mediafire.com/file/hnjfmlzzyoa/sounds_first_try.zip
http://www.easy-share.com/1904046713/sounds_first_try.zip

Both links are the same file, but I know some people have trouble with Mediafire, so I provided an alternate link for them.
Title: Re: Sun and Moon
Post by: John.d.h on 17 March 2009, 16:47:24
Okay, so I tried out the Stone Circle in-game and it looks good but it's way too small.  Do I have to alter the model and then re-export it or is there something I have to modify in the XML?
Title: Re: Sun and Moon
Post by: gameboy on 20 March 2009, 04:25:25
you have to re-export it.
Title: Re: Sun and Moon (giant leap forward)
Post by: John.d.h on 21 March 2009, 00:18:15
Okay, so I've spent the past week or so doing XMLs and exporting models and whatnot.  The result is that Sun and Moon are now playable!  However, many of the units still need to have their stats altered to make them more like they're supposed to be.  Also, none of the people or creatures have models yet (!), most don't have any sounds (and the few that do, need to be redone) and although most of the buildings have been modeled, there are a few that still need to be made and all but two still need to be textured (and probably have their poly count reduced).  So basically what I'm saying here is that although you could play a game in Glest using Sun and Moon, it just wouldn't be any good.  If any of you would like to have a try at texturing any of these buildings, feel free!  I would greatly appreciate it (and credit you, of course).  I'll put together some descriptions of the unfinished units so that people can start modeling/texturing/animating them as well, and I hope to have a few of those posted for you this weekend.

Here is a screenshot of the Sun faction's base in Glest.

Edit: I moved the screenshot to the first post of this thread. /Edit

Also, check the first post in this thread for a list of what has and hasn't been finished.  I plan on updating this every time something gets done.
Title: Re: Sun and Moon
Post by: modman on 21 March 2009, 02:23:42
This looks very good!  I like your building designs very much!

One thing I realized is that it is (exponentially) harder for a player to play a faction that has confusing names.  This is your call, but maybe you might want to make your unit names a little more obvious.  No more Nihirillian naming!

I think that all of the buildings in your tech tree should have either a sun or a moon emblem visible from the top.  This will give each building a character of its own!
Title: Re: Sun and Moon
Post by: wciow on 21 March 2009, 13:30:25
Nice to see this mod is making some progress.

I'll still texture the altar and sunglass for you  :)
Title: Re: Sun and Moon
Post by: John.d.h on 21 March 2009, 20:23:23
Nice to see this mod is making some progress.

I'll still texture the altar and sunglass for you  :)
Great!  Here are the most current versions of each:

Code: [Select]
http://www.mediafire.com/file/ktvv2ahjzym/altar.blend
http://www.mediafire.com/file/nzlnukitjqz/altar.obj

http://www.mediafire.com/file/m3czdwzdihm/sunglass.blend
http://www.mediafire.com/file/wy5yejny4m5/sunglass.obj

You can decimate the hell out of both of these models and still have them look good, but I'll leave that up to you to decide how much.  The Altar looks almost exactly the same at .5x or even .4x the number of faces, but anything below that and it starts to lose shape.
Title: Re: Sun and Moon
Post by: John.d.h on 29 March 2009, 16:48:13
I just updated the OP again, adding screenshots of everything that's been finished so far.  It would take up way too much space to actually embed them, so I just put links to the images.  The chart should be somewhat self-explanatory, but just in case, anything marked as "done" has been successfully completed, anything marked as "assigned" hasn't been completed yet but has somebody working on it, and anything marked as "needed" hasn't been completed and doesn't have anyone working on it.
Title: Re: Sun and Moon
Post by: Omega on 31 March 2009, 18:44:48
One question, how did you reduce the poly of yours? Theres a lot of different methods, and i'm just curious how you did it...
Title: Re: Sun and Moon
Post by: John.d.h on 31 March 2009, 20:49:11
I just used the "decimate" modifier.  I tried the "poly reduce" Python script, but the models looked horrible afterwards, so I prefer decimate.  Those are the only two ways I know.  If you know any other good methods, I wouldn't mind hearing them.
Title: Re: Sun and Moon
Post by: John.d.h on 3 April 2009, 00:48:47
New concept art for the Cairn is here.  It's a big pile of rocks with two smalls trees and a brazier in front of it.  I think it would look pretty cool if the brazier was lit and the trees would sway when the building was producing a unit or researching a technology.

Code: [Select]
[img]http://c3.ac-images.myspacecdn.com/images02/103/l_f50448b4f75545be85032e46657d6b06.jpg[/img]
Title: Re: Sun and Moon
Post by: -Archmage- on 3 April 2009, 02:32:48
have you modeled it yet?
Title: Re: Sun and Moon
Post by: John.d.h on 3 April 2009, 02:54:00
If I had, I'd be posting a model instead of a pencil sketch. :P

So far, I have a rough draft of the rock pile, but I'm not really satisfied with it.  I'm not going to be able to do the trees myself.  The brazier shouldn't be too hard, but the fire itself is something I don't know how to do yet.
Code: [Select]
[img]http://www.mediafire.com/imgbnc.php/653390ac06230c934bf33ebe3bafb3936g.jpg[/img]
Title: Re: Sun and Moon
Post by: -Archmage- on 3 April 2009, 03:02:47
hmm
well i say just take a run at it
i suggest putting a few stray rocks around it though
Title: Re: Sun and Moon
Post by: John.d.h on 3 April 2009, 15:29:18
If anybody has one or two spare tree models (maybe something you made for a tileset but never actually used) that I could use for my Cairn, I'd appreciate it.
Title: Re: Sun and Moon
Post by: John.d.h on 12 April 2009, 19:41:31
Since I've got the XMLs and a few models done, I could release an early version if anybody wants to give it a try.  If nobody's interested, then I'll wait until I've got a lot more done, so just let me know if any of you want to go ahead and try it out as-is.
Title: Re: Sun and Moon
Post by: -Archmage- on 12 April 2009, 20:10:31
i'd like to try it
then i maybe able to give more feedback and possibly help you on modeling
Title: Re: Sun and Moon
Post by: John.d.h on 12 April 2009, 20:38:28
Okay.  My internet sucks here, so I'll try to upload it tomorrow when I'm on campus.
Title: Re: Sun and Moon
Post by: -Archmage- on 12 April 2009, 21:31:06
ok thx
Title: Re: Sun and Moon
Post by: John.d.h on 14 April 2009, 05:33:14
Okay, here's a playable informal pre-release of Sun and Moon, including eight new models, two of which are textured (thanks to gAMeboy) and a few new voice sounds.  If you play it, let me know what your thoughts are.

Code: [Select]
http://www.mediafire.com/file/rn5mdvgtzij/solunar_4_13_09.7z
Known issues:


That's all I can think of.  If you see anything else that stands out, let me know so I can try to fix it.
Title: Re: Sun and Moon
Post by: MadElf on 14 April 2009, 07:49:31
Noooooooo!
Not MediaFire  :-\, it doesn't work in my computer for some reason, could you post it somewhere else? Like moddb or savefile.
Please. :D
Title: Re: Sun and Moon
Post by: @kukac@ on 14 April 2009, 07:56:44
If you are moving it, you can also convert it to .zip or .rar, or something.  ::)
Title: Re: Sun and Moon
Post by: titi on 14 April 2009, 08:29:29
why is .7z not ok?  ::)

does this direct link work for you MadElf?
Code: [Select]
http://download246.mediafire.com/mivddlbw0oxg/rn5mdvgtzij/solunar_4_13_09.7z
Title: Re: Sun and Moon
Post by: John.d.h on 14 April 2009, 08:33:29
I'm uploading to savefile right now but it's taking a while since it's a *.zip (so it's much bigger than the *.7z) and it's only going at about 15kb/sec, but it should be up in a little while.

Edit: Scratch that.  My internet's being cantankerous and keeps interrupting my uploads.  I'll try again but if it doesn't work, you'll have to wait until I can do it from my school's internet.

Edit 2: Still not working.  See you in the afternoon I guess.
Title: Re: Sun and Moon
Post by: MadElf on 14 April 2009, 11:50:47
@Jonh
Thanks anyways. ;)

@Titi
No, it doesn't  :( Nothing related with mediafire works here, files or images... But thanks.
Title: Re: Sun and Moon
Post by: madmanntis on 14 April 2009, 16:08:11
Quick question about your units for the mod...

Would you rather have modified magitech models for units (say, using the worker as a base model and editing and adding onto it) or would you strongly prefer original non-magitech stuff?

I have done nothing so far, but I just wanted to clarify.
Title: Re: Sun and Moon
Post by: -Archmage- on 14 April 2009, 22:17:57
i have an error when i run your mod, i could fix it but this is your mod
you should double check and make sure that it works

and Madelf,
Code: [Select]
[url=http://files.filefront.com/solunarzip/;13600652;/fileinfo.html]download from filefront[/url]
Title: Re: Sun and Moon
Post by: John.d.h on 14 April 2009, 22:44:20
Would you rather have modified magitech models for units (say, using the worker as a base model and editing and adding onto it) or would you strongly prefer original non-magitech stuff?
I'm not very picky.  I don't mind if you use Magitech models as a base, so long as it's unique and it looks cool. :)

i have an error when i run your mod, i could fix it but this is your mod
you should double check and make sure that it works
It works fine for me.  What was the error?  The only thing I can think of is if I fixed it in the directory I'm playing from and not in the archive I uploaded (dumb mistake).  If that's the case, you just need to add the quotation mark that's missing from the resource requirements in palace.xml.
Title: Re: Sun and Moon
Post by: -Archmage- on 14 April 2009, 23:08:37
no it's where the icons are in the units folder
Title: Re: Sun and Moon
Post by: John.d.h on 14 April 2009, 23:14:19
What is the error message you're getting?  If I know what it actually says, I'll be more apt to fix it.  Since it's running perfectly fine for me on Windows but not for you, I'm guessing it has something to do with operating systems.  I'll boot up my Ubuntu and see if I have the same problem you're having.

Edit: Yeah, it crashes on my Ubuntu, but it won't give me an error message, maybe because I'm using an older version of Glest (3.1.2) and can't be bothered to update, since I really don't know how to install anything on Linux without using a package manager.  I have an idea of what I might have to do to fix it (i.e. move the icons out of the "units" folder and into one of its sub-folders and redo the XML files to reflect the change), but it would really help if you told me the error message so I would know if that's actually what the problem is or not.
Title: Re: Sun and Moon
Post by: MadElf on 14 April 2009, 23:44:43
thanks archmage101! It works, and I like it very much, specially on my Scrub Tileset.
Title: Re: Sun and Moon
Post by: -Archmage- on 14 April 2009, 23:47:59
no problem
my dad has a really fast computer so if you need a file uploaded on a certain site just tell me
Title: Re: Sun and Moon
Post by: MadElf on 14 April 2009, 23:56:03
Ok thanks, you got a PM. :)
Title: Re: Sun and Moon
Post by: -Archmage- on 15 April 2009, 00:04:51
 :)
a PM? ???
Title: Re: Sun and Moon
Post by: John.d.h on 15 April 2009, 00:10:32
Archmage101, I still need to know what the error message is that you're getting.

And PMs are Private Messages, accessible via the "MY MESSAGES" button at the top of the page.
Title: Re: Sun and Moon
Post by: -Archmage- on 15 April 2009, 00:22:32
it says can't find /units/tech_stop/tech_stop.xml
Title: Re: Sun and Moon
Post by: John.d.h on 15 April 2009, 00:29:12
Weird... I guess it accesses the files differently on Linux than on Windows.  I'll fix it and upload a new version tomorrow.  Thanks for letting me know.
Title: Re: Sun and Moon
Post by: John.d.h on 15 April 2009, 02:37:33
Sun and Moon is up on Mod DB.  http://www.moddb.com/mods/sun-and-moon
Title: Re: Sun and Moon
Post by: -Archmage- on 15 April 2009, 02:52:24
so is this your v1.0 alpha test #1
Title: Re: Sun and Moon
Post by: John.d.h on 15 April 2009, 14:30:56
I don't particularly care to get into the version number thing, but I guess if I had to give it a number, I'd call it 0.2 since several models are made, but only a couple textures, a few sounds, and no animations, so I'm estimating that it's about 20% done.

As soon as I fix the Linux issue with the icons, I'll upload it as 0.2.1, which should be done some time this afternoon.
Title: Re: Sun and Moon
Post by: Mark on 15 April 2009, 14:58:33
It is obvious that you have been working hard.  I would like to applaud your tremendous effort on the storyline.  The factioin for sun looks really good, and I think it will be a great faction.  Now, on the Earth and Sky, they seem real cool, but wouldn't it be best to just work on sun and moon?
Title: Re: Sun and Moon
Post by: John.d.h on 15 April 2009, 16:43:35
It is obvious that you have been working hard.  I would like to applaud your tremendous effort on the storyline.  The factioin for sun looks really good, and I think it will be a great faction.  Now, on the Earth and Sky, they seem real cool, but wouldn't it be best to just work on sun and moon?
Thanks, I'm glad you like it.  I'm not doing any work on Earth and Sky yet, since I really want to get Sun and Moon done first.
Title: Re: Sun and Moon
Post by: modman on 15 April 2009, 20:14:43
So do you want me to add this to the Faction Download Center or is it not finished enough?
Title: Re: Sun and Moon
Post by: John.d.h on 15 April 2009, 20:20:19
You can if you want, but wait until I get it working for Linux (should be fixed today).
Title: Solunar 0.2.1 available
Post by: John.d.h on 15 April 2009, 21:44:12
The new version (0.2.1) is available.  What's been changed:


If you tried running the version I posted two days ago and it didn't work, you should be able to run this one, but if the other one worked for you, then there's not really any need to download this one since barely anything has changed.  You can if you want to, though.

Here's the link on mediafire:
Code: [Select]
http://www.mediafire.com/file/jgzvneztjkq/solunar_0.2.1.7zIt should be up on Mod DB soon.

Thanks to archmage101 for pointing out the Linux issue.

So do you want me to add this to the Faction Download Center or is it not finished enough?
You can if you want.
Title: Re: Sun and Moon
Post by: -Archmage- on 15 April 2009, 22:01:18
i'm glad i could help
Title: Re: Sun and Moon
Post by: -Archmage- on 15 April 2009, 22:03:06
can you post it as .zip to because on my windows i can't unpack anything beside a .zip

or is there a program that i could use
Title: Re: Sun and Moon
Post by: John.d.h on 15 April 2009, 22:07:40
http://www.7zip.org/

It's free and it supports zip, rar, tar, and 7z formats.
Title: Re: Sun and Moon
Post by: -Archmage- on 15 April 2009, 22:18:37
thyx :D
Title: Re: Sun and Moon
Post by: John.d.h on 15 April 2009, 23:40:09
Anybody else have any problems, bugs, comments, concerns?  Has anybody tried running it on a Mac or any other operating system?
thyx :D
No problem.  Did you get it to work?
Title: Re: Sun and Moon
Post by: -Archmage- on 15 April 2009, 23:58:33
so far it works on my windows
when i go to my dad's i'll test the newest version

i played it: it's great for the amount of work that's been done
here i made background images for sun and moon, but you'll have to scale them to fit in glest because i was using paint and i don't know how to get an accurate scaling on that program:
Code: [Select]
[url=http://files.filefront.com/13605934]solunar_images[/url]
Enjoy! ;D
Title: Re: Sun and Moon
Post by: John.d.h on 16 April 2009, 00:49:53
Solunar 0.2.1 is available on Mod DB now.
Code: [Select]
http://www.moddb.com/downloads/solunar-021
so far it works on my windows
when i go to my dad's i'll test the newest version
Okay, but I'm more concerned with getting it to work on Linux.  Let me know how it goes.
Quote
i played it: it's great for the amount of work that's been done
Thanks.
Quote
here i made background images for sun and moon, but you'll have to scale them to fit in glest because i was using paint and i don't know how to get an accurate scaling on that program:
Code: [Select]
[url=http://files.filefront.com/13605934]solunar_images[/url]
Enjoy! ;D
Actually, I had some really good ones in mind that I saw posted on here somewhere a while ago.  I'm not planning on doing icons any time soon, though.  I'd rather finish modeling, texturing, and whatnot first.
Title: Re: Sun and Moon
Post by: Omega on 16 April 2009, 03:00:46
Nothing related with mediafire works here, files or images... But thanks.
I don't think its your computer. Unless you have some weird linux system, the browser should be all that matters. Firefox 3.1 (theres a new beta out), IE 8 (no longer a Beta I think), or google chrome (v1) all seem to work. I think you might have either a bad connection or a bad browser. If the browser doesn't work, I'm 90% sure that the internet connection (maybe the ISP is blocking???) is bad.
Title: Re: Sun and Moon
Post by: gameboy on 16 April 2009, 14:51:55
wow this is growing.
BTW I made a few images for sun now i'm working on moon, so don't worry.
Title: New models for Sun and Moon
Post by: John.d.h on 16 April 2009, 22:27:24
Now available: construction models!  Note that, with the exception of stone_circle_construction, these are not final.  I'll probably make the final ones after the regular models have been textured and everything (no sense in texturing twice, right?).

Code: [Select]
http://www.mediafire.com/file/yyzmmtlfjoh/altar_construction.blend
http://www.mediafire.com/file/wmd2yzzmjwm/broch_construction.blend
http://www.mediafire.com/file/mdtm3mvw2g2/solar_circle_construction.blend
http://www.mediafire.com/file/fcafnjzjzze/stone_circle_construction.7z (includes model and texture)
http://www.mediafire.com/file/rmnzkvrnmkn/sun_well_construction.blend
http://www.mediafire.com/file/m2im3kcrmmn/sunglass_construction.blend

wow this is growing.
BTW I made a few images for sun now i'm working on moon, so don't worry.
Great, I look forward to seeing your work.
Title: Re: Sun and Moon
Post by: modman on 17 April 2009, 01:46:51
I'll probably add your mod to the list of incomplete ones once you have at least completed all of the building models OK?  By this point the factions will have some identity; right now they are more of a showcase of the models you have finished.
Title: Re: Sun and Moon
Post by: John.d.h on 17 April 2009, 03:10:29
I've spent pretty much all day working on this mod, and in addition to the construction models, I've made a lot of progress on my XMLs, getting the stats the way I want them and whatnot.  When I make my next release (which should be quite a while from now because I've really gotta get started on this literature review assignment  ::)) expect it to be a significant improvement.
I'll probably add your mod to the list of incomplete ones once you have at least completed all of the building models OK?  By this point the factions will have some identity; right now they are more of a showcase of the models you have finished.
Sounds good to me.
Title: Re: Sun and Moon
Post by: -Archmage- on 19 April 2009, 00:11:34
ok i just tested solunar
my results:
it works fine

problems:
balance; sun won by far
Title: Re: Sun and Moon
Post by: John.d.h on 19 April 2009, 01:39:25
Yeah, I haven't even really started trying to balance the two factions yet.  I guess I'll get on that after I do my paper.
Title: Re: Sun and Moon
Post by: -Archmage- on 19 April 2009, 03:29:29
you also need to work on graphics, particle projs in particular
everything is to much like magitech
a battlemage throwing an arrow
Title: Re: Sun and Moon
Post by: John.d.h on 19 April 2009, 03:54:21
you also need to work on graphics, particle projs in particular
Moon's units all (unless I'm overlooking something) have their own non-Magitech particle effects.  I do still need to work on Sun's, though.
Quote
everything is to much like magitech
Pot?  Kettle?  Blackness?
Quote
a battlemage throwing an arrow
He's not going to look like a Battlemage when it's done, obviously.  ::)  The arrow is just a placeholder, to be replaced by a javelin later.
Title: Re: Sun and Moon
Post by: -Archmage- on 19 April 2009, 04:02:42
oh if you want you can use the javelin proj from my eleminion mod
i personally think i did a good job on it
it's in: ... techs/eleminion/factions/rebellion/units/javelin_fighter
Title: Re: Sun and Moon
Post by: -Archmage- on 19 April 2009, 04:33:54
NOTE: this will be updated, so look at this post for new models that i may make

new models for you:
needs to be textured, and exported to g3d
Code: [Select]
[url=http://startdownload.filefront.com/13621445//eccb12feb83ca729b0bfe5c2155ebcfcb6f97469b569bd834439af1897b390de5896e84cb714b5af//]cairn.blend[/url]

[url=http://startdownload.filefront.com/13621604//eccb12feb83ca729b0bfe5c2155ebcfcb6f97469b569bd834439af1897b390de5896e84cb714b5af//]dire_wolf/lioness.blend[/url]
Title: Re: Sun and Moon
Post by: John.d.h on 19 April 2009, 04:42:35
Thanks, but I don't really need any buildings modeled for me right now.  I've got that pretty well under control.  It's the texturing and animating that needs work and the models of soldiers and creatures, but I might be able to do a good deal of that when I have more free time.
Title: Re: Sun and Moon
Post by: -Archmage- on 19 April 2009, 05:33:27
well i'm saving you some time :)
Title: Re: Sun and Moon
Post by: John.d.h on 22 April 2009, 10:49:03
I did it!  It took most of the day and literally all night (from about 11am yesterday until sunrise this morning) and I feel like it almost killed me, but I've finally finished that *pick-your-own-harsh-expletive* literature review.  Consequently, as soon as I recover from this ordeal, I'll be back to modding in no time. :)

Since the last release, I've redone the XML stats for [almost] all the units for both factions, created construction models for some of the buildings, and probably a few other things, but my brain is too overworked right now to remember what they are.  Since my landlord is going out of state for a while (I'm giving him a ride to the airport in about an hour and a half) I should have the house to myself, which gives me free reign to record more voice sounds without raising any eyebrows, so expect a few of those in the next release as well.  Although I've still got a couple school-related things to do before the end of the semester, I should be able to *maybe* get a release out by the end of the month.

Edit: I updated the change log and moved it to the following post so as to appropriately bump the thread.
Title: Re: Sun and Moon
Post by: John.d.h on 25 April 2009, 03:28:10
Edit: Change log updated and moved to this post: https://forum.megaglest.org/index.php?topic=3811.msg24909#msg24909
Title: Re: Sun and Moon
Post by: -Archmage- on 25 April 2009, 03:42:59
Quote
I substantially altered Sun's Air Ballista (I really need to come up with another name for that thing).

ok, my ideas:
  ==sollista==
  ==solar ballista==
  ==ballista of the sun==
  ==celestial defender==

Quote
I'll see what I can do.
 

well it's you mod so it's more like "do what i can do"  :P

YAY!!! One of my birthday parties is tomorrow!

i'm turning 12!!!
Title: Re: Sun and Moon
Post by: MadElf on 25 April 2009, 05:43:27
Cool, Happy birthday.
I like Sollista sounds funny. :D
Title: Re: Sun and Moon
Post by: -Archmage- on 25 April 2009, 12:50:14
well i already am 12
i was 12 on 4/23 :P

3 hours until everyone comes

not to go totally off topic:
i like sollista to
John, which one do you like the best?
Title: Re: Sun and Moon
Post by: John.d.h on 25 April 2009, 21:43:39
Well, the main reason I couldn't think of a name was because I didn't really know what kind of unit I wanted it to be.  I was just using the ballista as a place-holder and I was considering replacing it with a magical rock-throwing pedestal or something, but I think I came up with a better idea now.  Since it didn't make sense to have all of Sun's units require food (like the Celestial Maiden for example), I gave them an Energy-producing unit called the Mana Stone so that those units could require energy instead of food, so now I think I'm going to allow the Mana Stone to morph into a defensive unit called the Scorcher, which will produce a small amount of Energy and have an anti-air energy attack.  I figure since hardly anybody uses anti-air units like the Tower of Souls or the Air Ballista because you can usually get more firepower for the price by using Battle Mages or Archers, having it also produce an important resource will make it worthwhile to build, so it will actually be useful for people (I hope).  Now I might need to give Moon another resource to balance it out, but I'll wait and see how this works out first.

Thanks for the suggestions, though.  Sollista is a pretty cool name.

well i already am 12
I'm only 21 and this forum makes me feel ancient. lol
Title: Re: Sun and Moon
Post by: MadElf on 25 April 2009, 23:08:32
I'm 14, but back on topic, I don't get what that "SunGlass" is, is it a defense unit?
Title: Re: Sun and Moon
Post by: John.d.h on 25 April 2009, 23:14:32
Yes, the Sunglass is a defensive unit like the Defense Tower.
Title: Re: Sun and Moon
Post by: John.d.h on 26 April 2009, 00:14:14
Okay, I'm having a problem here.  I added a texture to the Herder's Pillar and tried running it in the game, but got this error message:
Code: [Select]
Exception caught loading 3d file:
techs/solunar/factions/sun/units/herders_pillar/models/herders_pillar.g3d
Unknown pixmap extension:
1\techs\solunar\factions\sun\units\he]7xk<a^
I followed the steps on the glest.wikia texturing guide as far as I know, and the texture is an uncompressed *.tga, but I still get this error. :(

Anybody know what's wrong and how to fix this?

Here are the files in case you want to try them and see what's wrong (Mediafire isn't working for me right now for some reason):
Code: [Select]
http://www.easy-share.com/1904754525/herders_pillar.blend
http://www.easy-share.com/1904754529/herders_pillar.tga
Title: Re: Sun and Moon
Post by: MadElf on 26 April 2009, 01:40:22
If you discover tell me, I always have this problem when adding a texture to a model...
Title: Texturing error message
Post by: John.d.h on 26 April 2009, 02:38:03
I just tested it by applying Magitech's texture_stone_wood.tga to my model and got the same error message, so it's nothing wrong with the texture.
Title: Re: Sun and Moon
Post by: -Archmage- on 26 April 2009, 03:27:55
just a note
i recommend filefront, instead of mediafire
you can upload up to 1 GB at one time

i'll take a look at the texture problem
Title: Re: Sun and Moon
Post by: John.d.h on 26 April 2009, 03:33:18
There doesn't appear to be a problem with the texture itself or with the model, but unfortunately Titi's texturing tutorial is not at all noob-friendly.  (No offense, but it's really hard to follow along with what you're doing!)
Title: Re: Sun and Moon
Post by: -Archmage- on 26 April 2009, 03:38:13
ok well then i think you should talk to titi about this
Title: Re: Sun and Moon
Post by: madmanntis on 27 April 2009, 08:54:10
Could be something that happened with exporting/converting your .blend?

Did you open the xml files you exported from blender in wordpad and change all of the texture paths?

(If the answer to the above question is yes, just ignore the rest of my post :))

When first exported from blender, the xml's will usually say something like:
Texture name="c:/Program Files/john_d_glest_stuff/textures/texture_unit.tga"

You'd have to change every occurance of that to, Texture name="//texture_unit.tga". It's pretty easy if you use the Replace command in Wordpad.
Title: Re: Sun and Moon
Post by: titi on 27 April 2009, 12:02:17
Sorry that I missed this.

well, it might be a (windows)bug in the export script...
anyone else has problems with it?

I think this part is a bit odd:

Code: [Select]
            if image:
                textureName = image.getFilename()
                textureName = textureName.split('/')[-1]  #get only the filename
                diffuseTexture = 'true'

'/' is not really platform independend. What I see from my windows tests, the whole path is stored in the xmls and g3ds. This will result in non working files :( .
Title: Re: Sun and Moon
Post by: titi on 27 April 2009, 12:11:45
for a quick fix ( windows only )

replace

textureName = textureName.split('/')[-1]  #get only the filename

with

textureName = textureName.split('\\')[-1]  #get only the filename

in the file g3d_xml_exporter_v1.0.py .
Title: Re: Sun and Moon
Post by: MadElf on 27 April 2009, 12:22:03
I'm having this problem too, i will try that.
Title: Re: Sun and Moon
Post by: John.d.h on 27 April 2009, 15:08:57
Yes!  It worked!  Thanks a lot. :)

Somebody should add this to the wiki.
Title: Re: Sun and Moon
Post by: titi on 27 April 2009, 16:07:08
Well a bugfixed version of the export script would be much better ( in my opinion ) .
I will see what I can do if I find some more time.
Title: Re: Sun and Moon
Post by: titi on 27 April 2009, 16:57:05
I hope that 
os.path.normcase('/')

does the trick
can anyone test it please:

replace

textureName = textureName.split('/')[-1]  #get only the filename

with

textureName = textureName.split(os.path.normcase('/'))[-1]  #get only the filename

 ( update: works in linux , what about windows? )
Title: Re: Sun and Moon
Post by: John.d.h on 27 April 2009, 20:25:09
(http://media.moddb.com/cache/images/mods/1/13/12725/thumb_620x2000/herders_pillar_in_game_1.jpg)

It works fine for me.
Title: Re: Sun and Moon
Post by: titi on 29 April 2009, 09:00:34
Teamcolor for The Herder's Pillar:

What about the idea of "particles" in teamcolor which rotate around the pillar or above?
These particles are simply made of very small objects in teamcolor.
Title: Re: Sun and Moon
Post by: John.d.h on 29 April 2009, 16:32:27
I made the model for the Fort yesterday, but my internet was being screwy, so here it is today.
(http://media.moddb.com/cache/images/mods/1/13/12725/thumb_620x2000/fort.jpg)

What about the idea of "particles" in teamcolor which rotate around the pillar or above?
These particles are simply made of very small objects in teamcolor.
I might do something like that for a more magical building, like Sun's Mana Stone.  The idea behind the Herder's Pillar is that it's some kind of landmark that the shepherds use as a meeting place, so I was thinking of just painting some big symbol on it in team color... just as soon as I figure out how to do that.  If you could point me in the direction of a good alpha tutorial, that would be great. :)

Edit: Okay, I figured out how to apply alpha to an object.  Now I just have to mess around with it until I can actually make it look halfway decent.
Title: Re: Sun and Moon
Post by: John.d.h on 2 May 2009, 01:09:12
Updates to the current change log follow.  Let me know if you think of anything I should do before the next release.



Today I completely remodeled the Broch from scratch.  I also did a model for the Gallowglass' axe, including textures from texture_stone_wood.tga and texture_armored_swordman.tga.
(http://media.moddb.com/cache/images/mods/1/13/12725/thumb_620x2000/broch_5_1_09.jpg)(http://media.moddb.com/cache/images/mods/1/13/12725/thumb_620x2000/gallowglass_axe.jpg)

Also, the first post has new screenshots and descriptions for the two factions.
Title: Re: Sun and Moon
Post by: MadElf on 2 May 2009, 01:51:11
Nice!
The Axe looks really good!
If you need help texturing the buildings just ask me, I love texturing things! :)
Title: Re: Sun and Moon
Post by: John.d.h on 2 May 2009, 19:02:34
Here's a model for the Kern's throwing spears, using the same textures as the Gallowglass' axe.  I think it's worth noting that I made both of these weapons entirely in Blender, instead of making a model in AutoCAD and then refining it in Blender, so I guess that's a big step forward.
(http://media.moddb.com/cache/images/mods/1/13/12725/thumb_620x2000/kern_spear.jpg)
Nice!
The Axe looks really good!
If you need help texturing the buildings just ask me, I love texturing things! :)
Thanks!  Since I'm getting a lot better at using Blender, my buildings keep getting improved, so I'm kinda waiting until I get them finalized (as good as I can get them) before texturing, but I'll let you know when that happens.  I think the Fort will be done pretty soon.
Title: Re: Sun and Moon
Post by: John.d.h on 3 May 2009, 19:08:56
I finished my model (once again, entirely in Blender) of the Ghazi's khopesh, using the Glest wood texture and a photo of a bronze sculpture from burningwell.org (http://www.burningwell.org), and based on this picture: http://upload.wikimedia.org/wikipedia/commons/thumb/3/38/Khopesh.jpg/800px-Khopesh.jpg (http://upload.wikimedia.org/wikipedia/commons/thumb/3/38/Khopesh.jpg/800px-Khopesh.jpg).  Anyway, here's what the model looks like.
(http://media.moddb.com/cache/images/mods/1/13/12725/thumb_620x2000/khopesh.jpg)
Title: Re: Sun and Moon
Post by: John.d.h on 4 May 2009, 18:12:02
Today I did a model for the Ancestral Warrior's sword, using the same textures as the spear and the axe.
(http://media.moddb.com/cache/images/mods/1/13/12725/thumb_620x2000/sword.jpg)
Edit: Here's the new version of the Kern's weapon, making it more of a javelin instead of a spear.
(http://media.moddb.com/cache/images/mods/1/13/12725/thumb_620x2000/javelin.jpg)
Edit 2: Here's the new version of the Gallowglass' weapon, making it more like a voulge or Lochaber axe.
(http://media.moddb.com/cache/images/mods/1/13/12725/thumb_620x2000/gallowglass_cleaver.jpg)
Edit 3: Here's the new version of the Ghazi's khopesh.  The blade is bronze and the handle is leather and alpha.
(http://media.moddb.com/cache/images/mods/1/13/12725/thumb_620x2000/khopesh.1.jpg)
Title: Re: Sun and Moon
Post by: MadElf on 5 May 2009, 00:02:33
Looks really good! Is the sword a 2 handed sword? If it is, I got an idea for you. And I think the axe looks more like a Halbardier than a axe to me...
Title: Re: Sun and Moon
Post by: John.d.h on 5 May 2009, 00:30:39
Tonight I did the Ghazi's shield, which was mostly just an exercise in learning GIMP, but here it is:
(http://media.moddb.com/cache/images/mods/1/13/12725/thumb_620x2000/shield.jpg)
The front of the shield is a combination of a leather texture from burningwell, the Glest swordman.tga texture, and gAMeboy's sunburst logo (drawn here in alpha).  The back of the shield is the same as the Swordman's.
Looks really good! Is the sword a 2 handed sword? If it is, I got an idea for you. And I think the axe looks more like a Halbardier than a axe to me...
I'm intending for the sword to be one-handed so the warrior can use a shield, but I might change my mind.  What was your idea?  And the axe is based on http://en.wikipedia.org/wiki/Lochaber_axe (http://en.wikipedia.org/wiki/Lochaber_axe) and http://en.wikipedia.org/wiki/Voulge (http://en.wikipedia.org/wiki/Voulge).
Title: Re: Sun and Moon
Post by: Omega on 5 May 2009, 20:45:29
Looks very nice, but aren't you going to do units too? Animation? Do you know how?
Title: Re: Sun and Moon
Post by: John.d.h on 5 May 2009, 20:51:46
Looks very nice, but aren't you going to do units too? Animation? Do you know how?
Whoa whoa whoa, hold your horses!  One step at a time. lol
I actually just started tracing the outline of my Dire Wolf today.  I think it's coming along nicely.  I have no idea how to animate yet, though.  I just got done with school for the semester (as of yesterday morning) so I'll have time to learn.
Title: Re: Sun and Moon
Post by: @kukac@ on 6 May 2009, 09:59:04
The shields could have teamcolour.
Title: Re: Sun and Moon
Post by: John.d.h on 6 May 2009, 19:01:35
The shields could have teamcolour.
The sunburst logo on the shield is in alpha, so it should be team color.  I'm just not sure how visible it will be in Glest until I test it out.
Title: Re: Sun and Moon
Post by: -Archmage- on 11 May 2009, 00:27:35
once i get my blender going i could help you a little in modeling  8)
Title: Re: Sun and Moon
Post by: John.d.h on 16 May 2009, 21:29:24
I haven't really been devoting much time to modding lately, but here's what I come up with so far for the Ancestral Warrior (or whatever I change his name to):

(http://media.moddb.com/cache/images/mods/1/13/12725/thumb_620x2000/aw_preview.jpg)

I think I need to make the design on his shield more solid so you can actually tell what it looks like.  More updates soon, I hope.

(Note: this is currently using the Swordman model, with just a very modified texture and different sword.)
Title: Re: Sun and Moon
Post by: MadElf on 17 May 2009, 03:24:57
Looks really nice!
I love the way you did the sield, and as you are using the kit thing, why don't you put that body paint on him? It could be a team color thing, and I think you should take the team color off the sword.
Title: Re: Sun and Moon
Post by: @kukac@ on 17 May 2009, 08:00:40
Eyy, these barbarians hold the shields in their right hand  :P ::)
Title: Re: Sun and Moon
Post by: John.d.h on 17 May 2009, 22:37:10
Looks really nice!
I love the way you did the sield, and as you are using the kit thing, why don't you put that body paint on him? It could be a team color thing, and I think you should take the team color off the sword.
I'm planning on adding some body paint to him when I get some good ideas for it, but for now it's just his face.  I'm still working on some ideas.  I plan on modifying the symbol on the shield so you can see what it is a little better when it's zoomed out because currently it just looks like a jumble of lines (It's really a wolf paw and a crescent moon, courtesy of Katterina on deviantART (http://katterina.deviantart.com/art/My-tattoo-First-Picture-99350370).).

Eyy, these barbarians hold the shields in their right hand  :P ::)
Yeah, for now he's still left-handed like the Swordman because I'm still using that model for now.  Did you ever notice the Swordman is left-handed but the Guard is right-handed?  I just thought that was interesting.
Title: Re: Sun and Moon
Post by: tiger on 21 May 2009, 06:25:43
texture your mods
Title: Re: Sun and Moon
Post by: John.d.h on 21 May 2009, 23:34:56
(http://i40.tinypic.com/14xhx8h.jpg)
Here are some WIP versions of the (left to right) Ancestral Warrior, Kern, Laborer, and Ghazi.  The AW still needs more tattoos and body paint, but I should have that done soon.  The Kern's team color is on his sleeves, but the g3d viewer displays him kinda strangely so this is just what he looks like in Blender.  He looks fine in Glest, though.  I'm planning on redoing a few parts of the Laborer and the Ghazi.

texture your mods
Dude, chill.  I've been working on it.
Title: Re: Sun and Moon
Post by: ElimiNator on 21 May 2009, 23:53:09
Looks good, how far are you in this tech?

If there is any modleing I can help with just gime a shout.

(I am a bad texturer  :P )
Title: Re: Sun and Moon
Post by: John.d.h on 22 May 2009, 00:27:35
I'd estimate that I'm a little under halfway done, I guess.  I think the biggest hurdle I have to overcome is learning to animate.  Other than that, I think I've got things pretty well under control.  Texturing just takes practice.  I'm not that good at it yet either (I mostly just put together different parts from other textures) but I'm learning pretty quickly.
Title: Re: Sun and Moon
Post by: MadElf on 22 May 2009, 00:30:25
Animation is easier than you think, but I could be a Nithgmare sometimes...
The tutorial I learnd how to animate:

http://wiki.blender.org/index.php/Doc:Tutorials/Animation/BSoD/Character_Animation
Title: Re: Sun and Moon
Post by: gameboy on 22 May 2009, 06:55:47
I'd estimate that I'm a little under halfway done, I guess.  I think the biggest hurdle I have to overcome is learning to animate.  Other than that, I think I've got things pretty well under control.  Texturing just takes practice.  I'm not that good at it yet either (I mostly just put together different parts from other textures) but I'm learning pretty quickly.

Thats how I started, I think a good way to an idea of how textures are created is to look at other games like AOE 3, AOM. All you need is the editor kit.
Title: Re: Sun and Moon
Post by: Hectate on 22 May 2009, 21:11:11
If you'd like some help skinning (also known as texturing) I'd be glad to do one of the buildings for you. I'm laying out the UV right now on another unit for Eaglestone (a mod in progress), but doing one of your structures shouldn't be too difficult, the models look fairly straightforward.

If you'd like assurance that I know what I'm doing, here's a g3d viewer screenshot of my last structure completed.
Code: [Select]
[img]http://www.netlate.com/img/shipyard2.jpg[/img]Please disregard the apparent scale discrepancies in the various doors as well as the unusual design. I have my reasons. Additionally, this one in particular uses actual alpha instead of teamcolor, but I know how teamcolor works just as easily. (all the other units have it instead)

All I would need is the .blend file and some direction of what you would like. I'd be glad to help, I'm interested in seeing your mod as it progresses.
Title: Re: Sun and Moon
Post by: John.d.h on 23 May 2009, 19:16:02
(http://fc09.deviantart.com/fs45/f/2009/143/7/8/Fallen_warrior_by_Johndh.jpg)
Here's my first attempt at posing a character using Blender's armature system.  So far this is just a pose, but I plan on making it into an animation some time today or next week (if I go out of town this weekend).  As you can see, I also redid the texture on the character's clothes and added some oak leaf tattoos on his back.

Is there any way to take the armature from this model and use it on a different one so I don't have to remake it?  It was kind of a hassle to make.

Animation is easier than you think, but I could be a Nithgmare sometimes...
The tutorial I learnd how to animate:
http://wiki.blender.org/index.php/Doc:Tutorials/Animation/BSoD/Character_Animation
Thanks for the tutorial.  I was up until about 5 in the morning working on it.  :o

If you'd like some help skinning (also known as texturing) I'd be glad to do one of the buildings for you. I'm laying out the UV right now on another unit for Eaglestone (a mod in progress), but doing one of your structures shouldn't be too difficult, the models look fairly straightforward.
<abridged>
All I would need is the .blend file and some direction of what you would like. I'd be glad to help, I'm interested in seeing your mod as it progresses.
Thanks for the offer, but since my modeling and texturing skills are rapidly improving, I'd like to continue improving my models a little before they're textured, which I'd kinda like to try myself first.  I'll let you know if I need any help, though. :)
Title: Re: Sun and Moon
Post by: madmanntis on 24 May 2009, 00:32:03
Is there any way to take the armature from this model and use it on a different one so I don't have to remake it? It was kind of a hassle to make. 

I believe so. You should be able to "Append or Link" the armature object and the actions. You'll have to parent your new model to the newly appended armature though, but after that I believe it should be good.
Title: Re: Sun and Moon
Post by: John.d.h on 24 May 2009, 01:18:19
Thanks, that helped.  I went ahead and saved my armature as its own *.blend to make things easier, and then appended the other model to it and it's working fine so far.
Title: Re: Sun and Moon
Post by: John.d.h on 25 May 2009, 23:28:07
Okay, so I took a crack at animation and it's actually quite a bit less tedious than I expected.

Code: [Select]
[img]http://www.mediafire.com/imgbnc.php/1fdcd9fc26e52c26523f6198b81874cf4g.jpg[/img]
As a result, the Ghazi and Ancestral Warrior are now completely finished except for icons, but those are the very lowest of my priorities.

Edit: Actually, I lied.  I just did an icon for the Ghazi and one for the Laborer.  More to come later. /Edit

Here's the updated change log (stuff that wasn't on the last change log is highlighted).

Title: Re: Sun and Moon
Post by: assassin on 26 May 2009, 06:39:38
This is looking really good   :) . Keep up the good work.
Title: Re: Sun and Moon
Post by: Omega on 26 May 2009, 22:55:47
Good work being done.

Can you cut out the red backgrounds to the text though? Its VERY annoying. Black on white will do perfectly fine.
Title: Re: Sun and Moon
Post by: John.d.h on 26 May 2009, 23:29:39
Can you cut out the red backgrounds to the text though? Its VERY annoying. Black on white will do perfectly fine.
No problem, just trying to highlight what was new, but I suppose bold is a lot less obnoxious.
Title: Re: Sun and Moon
Post by: -Archmage- on 26 May 2009, 23:32:28
wow i missed quite a bit

Nice to see that you have learned to animate! ;D

I hope to learn some of these skills in the future :)
Title: Re: Sun and Moon
Post by: John.d.h on 26 May 2009, 23:46:53
Okay, I'm running into a bit of a problem modifying my Kern's shield.  I select the shield (it's its own object) go into edit mode, select two vertices, and scale them symmetrically to make the shield look more like the second picture, but then when I switch back to object mode, the changes are undone!  I've tried a bunch of different times and it keeps doing this!  It's extremely frustrating.  Anyone know the problem here?  I'm running Blender 2.48 in case that helps.

(http://i42.tinypic.com/1672wjm.jpg)(http://i43.tinypic.com/2vwdwfb.jpg)

Title: Re: Sun and Moon
Post by: -Archmage- on 27 May 2009, 00:01:14
i had that problem too when i was modifying a model

the only solution i found was to delete vertices and then create new ones

hope this helps :)   
Title: Re: Sun and Moon
Post by: John.d.h on 27 May 2009, 00:06:00
Yep, that worked.  Thanks.
Title: Re: Sun and Moon
Post by: -Archmage- on 27 May 2009, 00:12:12
Glad to help :D

This looks like it is progressing nicely
need any ideas, and i will put some thought to it ;)
Title: Re: Sun and Moon
Post by: John.d.h on 27 May 2009, 02:21:00
Okay, I think I figured it out.  You just have to go to the Editing button in the button window, click on the tab that says Shapes, and delete all the shape keys.  Then you can do whatever you want.  No idea what these shape keys do, but it doesn't seem to be anything other than make it so you CAN'T DO ANYTHING, so it seems okay to delete them.
Title: Re: Sun and Moon
Post by: gameboy on 27 May 2009, 03:17:00
the shape keys are for animating, its there because glest uses shape key and not bone animation.
Try downloading the original glest models, you won't have that problem.
Title: Re: Sun and Moon
Post by: John.d.h on 27 May 2009, 04:25:31
Well, it's animating perfectly fine without them, so I guess it's okay.
Title: Re: Sun and Moon
Post by: gameboy on 27 May 2009, 08:35:12
Hey, check out this banner I made for the moddb project, how do you like it?
(http://www.mediafire.com/imgbnc.php/104c9fd07bb877b971e23e186c34864a2g.jpg) (http://www.mediafire.com/imageview.php?quickkey=tqwqumzxlzz&thumb=5)
Of course it could look better with some more work, but I just wanted some confirming.
If you want the GIMP file I could give it you.
Title: Re: Sun and Moon
Post by: John.d.h on 28 May 2009, 22:39:34
I think it would look better if it was more metallic, kinda like the Glest logo.  Then there could be a half-sun half-moon sorta thing in the middle, with daytime on the solar side and night on the lunar side.  Kinda like this (http://i195.photobucket.com/albums/z103/charleslucier/SUN_MOON_L.jpg) but without the face, and more blended together in the middle.  Then the day side of the text could be more bronze/gold colored while the night side could be more silvery.

Edit: I finished animating the Kern and did an animation for the Serf as well.  The Serf is Moon's worker unit, and he's using the same model and animations as Tech's Worker, but I had to make a new animation for "morphing".  I'd like to think I took a pretty creative approach to what I did with it.  The Kern was kind of a hassle to animate because he holds extra spears in his left hand (along with his shield) and he kept stabbing himself when he moved his shield. :D
Title: Re: Sun and Moon
Post by: John.d.h on 2 June 2009, 07:17:34
New screenshot for Moon.  I put it in image form in the first post, but here it is if you're feeling lazy.  :)
Code: [Select]
[url=http://www.moddb.com/mods/sun-and-moon/images/broch-et-al]http://www.moddb.com/mods/sun-and-moon/images/broch-et-al[/url]
Here you can see the newly-textured Broch (Moon's ultimate building) as well as the Ancestral Warrior, Kern, and Serf (morphing into a Kern).  Unit textures are currently WIP, but I'd say the Broch is just about done.  I just need to add a banner or something for team color.

What do you think?
Title: Re: Sun and Moon
Post by: gameboy on 2 June 2009, 09:08:46
I'll make the banner for moon, just give me a few days.
My idea for the design will be two trees intertwined together, how about it?
Title: Re: Sun and Moon
Post by: -Archmage- on 2 June 2009, 22:03:38
with i very large picture of the moon for a background  ;)
Title: Re: Sun and Moon
Post by: John.d.h on 3 June 2009, 23:27:09
I actually already made a flag for the Broch, but if you make a banner I'm sure I'll find a use for it.  Trees, a crescent moon, and maybe something to do with a wolf would be good, since those are three main symbols for Moon (like the wolf paw, crescent moon, and oak leaf tattoos on the Ancestral Warrior).  Also, if you could make it look kinda Celtic/Norse-looking, that would be even better.

Click here (http://media.moddb.com/cache/images/mods/1/13/12725/thumb_620x2000/broch_wave.gif) for the Broch (animated *.gif of the flag waving in the wind) and here (http://media.moddb.com/cache/images/mods/1/13/12725/thumb_620x2000/dun_wip.png) for the Dun (which I accidentally made last night).  Note: The Dun is still a work in progress, but it's the first building I've made entirely in Blender (i.e. without starting out in AutoCAD) so that's a big step forward and I just thought I'd show it off!

Some unit icons I made a while ago:
(http://media.moddb.com/cache/images/mods/1/13/12725/thumb_620x2000/laborer.png)(http://media.moddb.com/images/mods/1/13/12725/ghazi.png)
I plan on redoing them when I make better textures for these units, but they'll work for now.  I could use a good icon background for Moon, though.
Title: Re: Sun and Moon
Post by: gameboy on 4 June 2009, 04:51:09
try putting a shadow or a glow for the icon's content, and either make the unit smaller to fit below the top bevel or move it lower, it looks better then, here's an example:
(http://www1.mediafire.com/imgbnc.php/2f4fab539246f73ab9ad82998f791ab86g.jpg) (http://www.mediafire.com/imageview.php?quickkey=xltnkzyw3yt&thumb=4)
you see, first i put a red glow, which is basically shadow with the color set to red, and then i put a lower radius black shadow.
Title: Re: Sun and Moon
Post by: John.d.h on 4 June 2009, 06:03:29
I'll try to spruce them up a bit when I redo them.  The units are hopefully going to look a lot different soon, and so will the icons.
Title: Re: Sun and Moon
Post by: gameboy on 5 June 2009, 05:41:25
Here's an early version of the moon banner.
Code: [Select]
[URL=http://www.mediafire.com/imageview.php?quickkey=3kgmynzuqqu&thumb=4][IMG]http://www4.mediafire.com/imgbnc.php/f329c6de9ce5e2bdae8a1033b5c150016g.jpg[/img][/URL]The two sides have different types of branches because they represent the two sects of moon. tell me if theres something i need to do.
Title: Re: Sun and Moon
Post by: John.d.h on 5 June 2009, 20:55:24
https://forum.megaglest.org/index.php?topic=3811.msg25541#msg25541

The trees look a little sloppy (probably just because it's not finished), and I don't think there should be a glow.  While that might look cool for icons and such, you don't really see that on flags.  I have a good moon-and-paw logo that I used for the shield in this picture (http://fc09.deviantart.com/fs45/f/2009/143/7/8/Fallen_warrior_by_Johndh.jpg).  It's on my laptop right now, but I'll upload it in a couple hours for you to use.  Then the tree could be more symmetrical, since the two sects are represented by the crescent moon and the paw print.

Edit: I got it a little early.  Here's the logo I used:
Code: [Select]
[url=http://www.mediafire.com/file/liyx1nyegjn/aw_shield_logo.jpg]MediaFire link[/url], and here is the original design I used to make it: deviantART link (http://katterina.deviantart.com/art/My-tattoo-First-Picture-99350370).
Title: Re: Sun and Moon
Post by: -Archmage- on 6 June 2009, 05:00:31
WOW
it looks like you're going to have some pretty fancy icons for your mod
Title: Re: Sun and Moon
Post by: John.d.h on 6 June 2009, 23:16:18
Here's the Lioness model. (http://tinypic.com/r/5vqiaq/5)  I didn't make it, though.  I got it from 3dmodelfree.com and decimated the living daylights out of it (from 4045 faces to only 546).  I have to eventually make my own model (that site's licensing is a little more restricted than I want), but this will do for now.

Edit: In case anyone wants to get particular about the size, it's a cave lion (panthera leo atrox) (http://en.wikipedia.org/wiki/American_lion), so that's why it's a lot bigger than a modern African lion.

Edit again: Here's a shot of the textured, partially-animated (so far just standing) Lioness lurking in the tall grass of her natural habitat, MadElf's Scrub Land tileset.

(http://media.moddb.com/images/mods/1/13/12725/lioness_in_the_grass.png)
Title: Re: Sun and Moon
Post by: gameboy on 7 June 2009, 16:48:10
the website above is does not supported GPL, http://3dmodelfree.com/
here's what it says:
All the resources on this website are the website users upload!
All the resources are not allowed for commercial use, otherwise you will be responsible for liability!
If resources have violated your copyright, please through feedback to us so that we can delete a timely manner to protect you or your company's rights!

there's a better way to avoid this than completely start a new model, u can just model over the high poly model, and make it low-poly.
Title: Re: Sun and Moon
Post by: John.d.h on 7 June 2009, 20:42:18
the website above is does not supported GPL
Yeah, that's what I meant by "that site's licensing is a little more restricted than I want".  I saw the copyright notice last night after I'd already started animating, so this is basically just a placeholder for now.  It's a real shame, because it's a great model.
Title: Re: Sun and Moon
Post by: John.d.h on 19 June 2009, 20:51:25
According to what I said before, I should have had a new version ready by now, but with various things going on and GLADE getting a lot of my attention, things have been going pretty slowly lately.  I know some of you want to see this mod in action and many of you are willing to help, but I'd rather complete everything on my own (mostly) so it will force me to learn all of the different skills I need, instead of just one or two.  I may go ahead and try to get another unfinished release put out soon, whenever I get the Lioness and Dire Wolf finished, but it probably won't be until some time next month.
Title: Re: Sun and Moon
Post by: Omega on 20 June 2009, 18:32:09
I think you should focus on making this. The GLADE team is important, but you can't let your own projects fall behind too...

Rather than using modelling sites, I would recommend taking a week or so to get really accustomed to using BLENDER. You'll be glad you did.
Title: Re: Sun and Moon
Post by: Mark on 22 June 2009, 01:23:24
I agree John.d.h..  we sure would not want this to fall behind like gods dawn... keep working on sun and moon, because what you have is very cool.
Title: Re: Sun and Moon
Post by: John.d.h on 22 June 2009, 02:27:06
Well I'm planning on taking some time to really delve into Blender when I have more time, like when I get back from my trip next month.  I'll be less busy by then, and I'll be spending less time on GLADE once we get the ball rolling, so to speak.  I have no intentions on abandoning this project.  It just deserves more time than I can really afford to give it right now.
Title: Re: Sun and Moon
Post by: Omega on 22 June 2009, 21:02:59
Fantastic. That'll satisfy me nicely. I also might give a bit of a hand after military, though I was persionally leaning more to FPM.
Title: Re: Sun and Moon
Post by: modman on 22 June 2009, 21:16:46
I might of asked this before, but would you like the GLADE team to work on Sun & Moon after Dark Magic?  I could perfectly understand why if no...

The thing I like about this mod is it is definitely original; it is not a remake of some other game for Glest, like some (modding newbs) want to make.  Also, you have a good storyline.  What I mean by original is that no other game, I think, has ever made anything like sun and moon factions before, but other factions are more common to RTS fantasy games (you know which ones, but no offense, of course).
Title: Re: Sun and Moon
Post by: John.d.h on 22 June 2009, 21:25:36
I might of asked this before, but would you like the GLADE team to work on Sun & Moon after Dark Magic?  I could perfectly understand why if no...
I definitely want to finish the main two factions without GLADE help, just so I'll be forced to learn all the skills for myself.  When the two basic factions are done, I'm planning on making a campaign of sorts, which will require some new models for specific characters and the branching tech trees (think FPM-style but on a smaller scale).  I might get the team involved in that, since I think that would be something a lot of people would like to be a part of.
Title: Re: Sun and Moon
Post by: John.d.h on 2 August 2009, 06:56:19
Hmm... what's this I see?
(http://media.moddb.com/cache/images/mods/1/13/12725/thumb_620x2000/shaman_wip1.png)
That's only a temporary texture, and I plan on modifying the model a little bit, but he's fully animated. :)
Title: Re: Sun and Moon
Post by: silnarm on 2 August 2009, 07:03:02
That's only a temporary texture, and I plan on modifying the model a little bit, but he's fully animated. :)

For a temporary texture, that's pretty damn sweet!
Nice work :)
Title: Re: Sun and Moon
Post by: John.d.h on 2 August 2009, 07:12:02
The only texture that's actually my work is the tunic (not including the belt) and the weapons.  The rest is from the Worker and the survival kit.  The reason it's only temporary isn't the quality, but rather because it's for a different unit.
Title: Re: Sun and Moon
Post by: Omega on 2 August 2009, 08:16:24
Really? The hair looks different. In fact, it looks plain awesome!

I think you could even keep that as a final texture. BTW: Is that a sickle?
Title: Re: Sun and Moon
Post by: John.d.h on 3 August 2009, 02:15:00
I worked on the texture a little bit, using elements of the Battle Mage and some pictures of a human torso.  I also plan on redoing the leaves (the ones swirling around him as well as the ones on the staff) and modifying a few others things.  I tried putting a different face on him, but I couldn't really get it to look very good, so I'm using the BM's face for now, with hair from the survival kit.  I also started work on my Gallowglass (Moon's elite infantry) but I don't really have anything to show for it just yet.
(http://media.moddb.com/cache/images/mods/1/13/12725/thumb_620x2000/shaman_wip2.png)
Really? The hair looks different. In fact, it looks plain awesome!
I made that texture so long ago that I don't even remember for sure, but I think the hair is from the survival kit and I cloned it to make the beard.
Quote
I think you could even keep that as a final texture. BTW: Is that a sickle?
I would, but it's the texture of another unit already, and yes it's a sickle.  You can see it a lot better in this post.
Title: Re: Sun and Moon
Post by: Mark on 3 August 2009, 02:25:56
I am glad to see that your faction is coming along well.  Due to the volume of time and correspondingly effort )to the best of my knowledge) this should be a superb faction.  I am also pleasantly surprised to see a well done weapon.  The sickle used by the daemon in magic is not even recognizable.  It looks like the kopesh.  (If you don't know what that is its a egyptian sickle sword).  I am guessing that the unit shown in that picture is a druid?
Title: Re: Sun and Moon
Post by: John.d.h on 3 August 2009, 02:33:34
I am also pleasantly surprised to see a well done weapon.  The sickle used by the daemon in magic is not even recognizable.  It looks like the kopesh.  (If you don't know what that is its a egyptian sickle sword).
One of my units uses a khopesh, as a matter of fact. 8)
(http://media.moddb.com/cache/images/mods/1/13/12725/thumb_620x2000/khopesh.1.jpg)
Quote
I am guessing that the unit shown in that picture is a druid?
A Shaman, but close enough to a druid.
Title: Re: Sun and Moon
Post by: -Archmage- on 24 August 2009, 22:18:29
Well, how are things going so far, is the gallowglass done?
Title: Re: Sun and Moon
Post by: John.d.h on 24 August 2009, 22:49:57
Not even close, unfortunately.  I've had my mind on a lot of other things lately, like the online retail business that I'm starting through Amway Global, moving (just got a new place last week), and university (just started today), so I'll have some new stuff to show off when I get the time, but that might not be for a while.  Besides, I still haven't gotten around to finishing Dark Magic's Blood Fountain. :-[  The Gallowglass is currently just a Worker model with a cape and a weapon.  I plan on giving him a helmet and changing his armor a bit (plus maybe some other stuff), and then I have to texture and animate, so it's going to be a while!
Title: Re: Sun and Moon
Post by: madmanntis on 29 September 2009, 04:49:59
I really hope to see this mod continue. Some really great stuff has come about here (and will continue to come about I'm sure). I gotta say that this is one of my more favorite mods under-development.  :)
Title: Re: Sun and Moon
Post by: -Archmage- on 29 September 2009, 12:28:56
John, I know you wanted to do this by yourself, but I'll animate some stuff if you want, just to keep this mod going, because I always wanted to play it
Title: Re: Sun and Moon
Post by: John.d.h on 29 September 2009, 21:10:46
I really hope to see this mod continue. Some really great stuff has come about here (and will continue to come about I'm sure). I gotta say that this is one of my more favorite mods under-development.  :)
Thanks!
John, I know you wanted to do this by yourself, but I'll animate some stuff if you want, just to keep this mod going, because I always wanted to play it
I appreciate the offer, but I'm still going to decline.  Once Dark Magic gets done, I'm going to be able to come back to Sun and Moon, and I'm also planning on reworking the tech tree to make it play a lot less like Magitech and adding some all-new models when I get the time to learn.  Even if I keep most of the units using Magitech's basic human model as a base, I'm still going to have to make the animals and monsters from scratch.  Besides, animations are my favorite part of the modding process. :)

Basically, I insist on doing the work myself and I have very little time to do it right now, so unless you want to do my job or my school work for me, you'll just have to wait for this mod. ;D

I'm considering locking the topic for a little while, because October is going to be one of the busiest months I've had in years. :-\
Title: Re: Sun and Moon
Post by: -Archmage- on 29 September 2009, 21:28:41
Ok, but please let me do a little modeling to speed it up just a little.
Title: Re: Sun and Moon
Post by: John.d.h on 23 October 2009, 09:09:31
I got sidetracked while doing something else, and ended up modeling and texturing a structure.

http://www.moddb.com/mods/sun-and-moon/images/cairn#imagebox (http://www.moddb.com/mods/sun-and-moon/images/cairn#imagebox)

Now if only I can remember what I was supposed to be doing before I got distracted.  ;D
Title: Re: Sun and Moon
Post by: -Archmage- on 23 October 2009, 12:53:48
Nice model, what is it?
Title: Re: Sun and Moon
Post by: John.d.h on 23 October 2009, 14:32:11
It's a Cairn, a sort of spiritual nexus for the Moon faction, where they call upon their ancestors and the spirits of the wild.  It's basically a big rock with two trees and a basin of some sort.  I got the idea of hanging a flag around the rock from my World Religions class.  Apparently practitioners of Shinto will hang paper decorations on special rocks, trees, and other places of spiritual significance, so I figured dangling a flag around the rock would be a great way to show team color and add a bit of animation.

Also, here's what I've been working on in the past few hours:

http://www.moddb.com/mods/sun-and-moon/images/thorn-tree-wip#imagebox (http://www.moddb.com/mods/sun-and-moon/images/thorn-tree-wip#imagebox)

This is a WIP version of the Thorn Tree, a stationary defense unit for the Moon faction.  I'm animating it (idle, attacking, death, and construction), but the texture could use some work and I'm thinking of getting rid of that humanoid arm so it's less like an ent and more like a nasty man-eating tree. :)

Once again you see the dangling flag for team color.
Title: Re: Sun and Moon
Post by: -Archmage- on 23 October 2009, 14:48:35
Yeah I think it should just have a lot of branches.
Title: Re: Sun and Moon
Post by: Mark on 24 October 2009, 01:26:36
Could you give a swordman model to scale it?  I think it should be like 8 feet tall, but I can't tell.  From the pixelated texture it looks to be pretty large.
Title: Re: Sun and Moon
Post by: John.d.h on 24 October 2009, 02:17:38
Could you give a swordman model to scale it?  I think it should be like 8 feet tall, but I can't tell.
I wasn't sure which one you meant by "it", so here's a comparison of both.  If each square is 21/2 feet, then the Guard is 5'4" (which was a fairly typical Medieval height) and the Cairn is 9'4".  The height of the Thorn Tree really depends on what you're measuring.  While the main part of the trunk is only about 7'6", the highest branch extends another 10', and the roots extend 2'6" below the ground, making it a total of 20'0" from the tip of the root to tip of the branch.

Click here for height comparison. (http://i35.tinypic.com/20gl351.png)

Quote
From the pixelated texture it looks to be pretty large.
It is, but part of the reason the texture is so pixelated is that I haven't tried doing a halfway-decent unwrapping yet.

Edit: In case anyone is wondering, the Cairn has 349 polygons and the Thorn Tree has 525.

Edit 2: Added a new screen shot to the OP.  I'm also posting it here for your convenience (click to enlarge!):
Code: [Select]
[URL=http://img132.imageshack.us/i/screen0g.jpg/][IMG]http://img132.imageshack.us/img132/8633/screen0g.th.jpg[/img][/URL]
Title: Re: Sun and Moon
Post by: Mark on 24 October 2009, 03:55:45
Could you give a swordman model to scale it?  I think it should be like 8 feet tall, but I can't tell.
I wasn't sure which one you meant by "it", so here's a comparison of both.  If each square is 21/2 feet, then the Guard is 5'4" (which was a fairly typical Medieval height) and the Cairn is 9'4".  The height of the Thorn Tree really depends on what you're measuring.  While the main part of the trunk is only about 7'6", the highest branch extends another 10', and the roots extend 2'6" below the ground, making it a total of 20'0" from the tip of the root to tip of the branch.
Wow! That looks really good on that 'graph paper' you added with the lines.  I like what you did, but I think the cairn should be the height of a guard. 

Edit 2: Added a new screen shot to the OP.  I'm also posting it here for your convenience (click to enlarge!):
Not sure what OP means, but that screenshot looks great.  Do you think this mod is near completion?
Title: Re: Sun and Moon
Post by: John.d.h on 24 October 2009, 05:10:31
Wow! That looks really good on that 'graph paper' you added with the lines.  I like what you did, but I think the cairn should be the height of a guard.
That was actually just a screenshot from Blender with the gray background alpha'd out.  ;)
I think I prefer the current height because it makes it seem less like an ordinary boulder and more like an object of reverence, further emphasized by decorating it with a flag and putting the basin there.  Originally it was going to have a brazier, but I couldn't think of a good way to simulate flames or smoke, so I made it a wash basin, which adds even more Shinto influence.

Quote from: Mark
Not sure what OP means, but that screenshot looks great.
OP = original post, which is currently a mess and really needs to cleaned up.
Quote
Do you think this mod is near completion?
No, I wouldn't say so.
Title: Re: Sun and Moon
Post by: Mark on 24 October 2009, 22:02:07
Quote
Do you think this mod is near completion?
No, I wouldn't say so.
Darn, because it looks really good.
Title: Re: Sun and Moon
Post by: John.d.h on 24 October 2009, 23:23:51
Well, I had a lot of things finished a while back, but my skills weren't that great back then, so the buildings are blocky and lacking in detail, the textures badly need to be remade, and the animations look robotic.  Hence, most of it is being redone or at least heavily modified.  Today and last night, for example, I almost completely restructured Moon's tech tree.

Below is the current version.  Buildings are shown in blue, troops in green, heroes in teal, and upgrades in red).  Items shown in italics will only be included in the GAE version.


Dun (requires Standing Stones) - starting building, stores resources
   Serf - builder and gatherer
      Kern (morphs from Serf, requires Dun) - javelin unit, medium range, piercing attack

      Orchard - living structure, produces food and energy
         Thorn Tree (morphs from Orchard, requires Standing Stones) - living structure, produces food and energy, stationary defense

      Garrison - military barracks, trains units
         Broch (morphs from Garrison, requires Fortification) - military stronghold, trains units
         Savage - raider unit, fast movement, impact attack, leather armor, weak defense
            Therianthrope - monster unit, fast movement, slashing attack, rapid regeneration, debuffs
         Squire - infantry unit, strong defense, slashing attack, metal armor, slow movement
            Gallowglass (morphs from Squire, requires Rune Armor) - elite infantry unit, strong defense, strong attack, slow movement

      Standing Stones - stone circle, researches upgrades
         Henge (morphs from Standing Stones) - raised stone circle, researches upgrades, summons heroes
            Banshee (requires Lifespring) - magical hero, strong debuffs, healing ability
            Ceannfort (requires Broch) - military hero, strong defense, helpful emanation
            Fomori (requires Cairn) - sacred hero, strong attack, rapid regeneration

         Ancestral Communion (allows Cairn) - sacred upgrade, improves the sight radius of Gallowglass, Kern, Savage, and Squire
         Fortification (allows Broch) - military upgrade, improves the armor of Dun, Garrison, Broch, and Henge
         Otherworld Heritage (allows Lifespring) - magical upgrade, improves the EP of Fay, Hag, Shaman, and Thorn Tree
         Manxome Rune (allows Basilisk) - sacred upgrade, improves the attack strength of Dire Wolf, Fomori, Jabberwock, and Therianthrope
         Rune Armor (allows Gallowglass) - military upgrade, improves the armor of Ceannfort, Kern, Savage, and Squire
         Sign of the Eclipse (allows Therianthrope) - magical upgrade, improves the EP regen of Banshee, Fay, Hag, and Shaman

      Cairn (requires Ancestral Communion) - sacred structure, trains units
         Fay - support unit, healing ability
         Hag - spellcasting unit, debuffs

         Shaman - summoner unit, requires EP to bind units
            Dire Wolf - beast unit, fast movement, strong attack, weak armor
            Jabberwock - creature unit, tough armor, debuff emanation
            Basilisk - flying unit, ranged attack, rapid regeneration

      Lifespring (requires Otherworld Heritage) - magical structure, healing emanation
Title: Re: Sun and Moon
Post by: Mark on 25 October 2009, 02:42:41
I don't know if this has been mentioned, but this seems to be very similar to the religious beliefs of the la tene or celtish peoples.  In addition to that, it is a conglomeration of world mythology, am I right?
Title: Re: Sun and Moon
Post by: John.d.h on 25 October 2009, 10:04:05
Yes, this faction is influenced heavily by Celtic and Gallic tribal cultures and mythologies.  Of course there's a fair amount of influence from other sources and my own imagination, though.  The unfortunate side effect of having such a "grab bag" of ideas is that it's going to need a ton of work to make all those units.
Title: Re: Sun and Moon
Post by: Loronal on 25 October 2009, 21:08:38
Cool this faction is amazingly cool I really like the ideas and all but I wonder how you want to make heros without gae
Title: Re: Sun and Moon
Post by: Mark on 26 October 2009, 01:53:22
Yes, this faction is influenced heavily by Celtic and Gallic tribal cultures and mythologies.  Of course there's a fair amount of influence from other sources and my own imagination, though.  The unfortunate side effect of having such a "grab bag" of ideas is that it's going to need a ton of work to make all those units.
This is good.  I just was reading a book about the Celts, and I saw a picture of a beast-thing called a cernunnos.  It looked like a giant behemoth from magic, except more slender and muscular, but it had giant, antler like horns and equally gargantuan, bloodied claws.  Then I read he was the god of the underworld, and I made the connection with this old picture I found of tucho's.  It shows a giant beast thing that is like what I saw, except he is killing some christian warriors.  Here is the picture:
http://photos1.blogger.com/blogger/5838/2562/1600/cerunnos2.jpg (http://photos1.blogger.com/blogger/5838/2562/1600/cerunnos2.jpg)

And about the 'grab bag dilemma', I think it is not a big deal as long as they fall under the theme of natural equilibrium and druids.  And I am sure you will do a good job, judging from past works of yours! :)
Title: Re: Sun and Moon
Post by: Fluffy203 on 26 October 2009, 05:50:01
i really wanna see this done , can i help with anything i mean atleast one thing , this has been here ever since i've been on the fourms
Title: Re: Sun and Moon
Post by: John.d.h on 26 October 2009, 06:07:14
I spent a pretty big chunk of this weekend working on this project, so here's a little of my progress (click on the pictures to enlarge).  All of these are works in progress, but I consider the Henge and Monument to be pretty much done as far as modeling goes.  Obviously all of these still need textures and animations (where applicable).

From left to right, I present the Standing Stones, Henge, Monument, a close-up of the Monument's decorations, and Solar Circle.

Code: [Select]
[url=http://www.moddb.com/mods/sun-and-moon/images/standing-stones-wip#imagebox][IMG]http://img24.imageshack.us/img24/8240/standingstones.th.png[/img][/url][url=http://www.moddb.com/mods/sun-and-moon/images/henge-wip#imagebox][IMG]http://img26.imageshack.us/img26/9814/henge.th.png[/img][/url][url=http://www.moddb.com/mods/sun-and-moon/images/monument-wip#imagebox][IMG]http://img33.imageshack.us/img33/4359/monumento.th.png[/img][/url][url=http://www.moddb.com/mods/sun-and-moon/images/monument-decorations-wip][img]http://img29.imageshack.us/img29/3218/monumentdecorations.th.png[/img][/url][url=http://www.moddb.com/mods/sun-and-moon/images/solar-circle-wip][IMG]http://img188.imageshack.us/img188/4472/solarcircle.th.png[/img][/url]
The Standing Stones is Moon's primary research building.  The Henge, which morphs from the Standing Stones, summons heroes (GAE only) and also retains the ability to research upgrades.  The Solar Circle is where the Sun faction recruits its magic users and the Monument is another of Sun's buildings, but I'm not sure what it will be used for since I'm still piecing together their new tech tree.

Cool this faction is amazingly cool I really like the ideas and all but I wonder how you want to make heros without gae
The heroes are only for the GAE version, as are several of the other units I have planned.  Everything that's shown in italics in the tech tree is GAE-only.

I just was reading a book about the Celts, and I saw a picture of a beast-thing called a cernunnos.  It looked like a giant behemoth from magic, except more slender and muscular, but it had giant, antler like horns and equally gargantuan, bloodied claws.  Then I read he was the god of the underworld, and I made the connection with this old picture I found of tucho's.  It shows a giant beast thing that is like what I saw, except he is killing some christian warriors.  Here is the picture:
http://photos1.blogger.com/blogger/5838/2562/1600/cerunnos2.jpg (http://photos1.blogger.com/blogger/5838/2562/1600/cerunnos2.jpg)
Oh yeah, I've seen that before.  It's actually pretty close to my concept for the Fomori hero.  The Fomori are a race of giants in Celtic myth and they vary widely among different stories.  What I remember from a big book of mythology that I used to have is that they come in all different shapes and sizes, have a lot of animal features, and their king (I think his name was Balor) was a cyclops with a death-ray eye.  So the image in my mind is more bulky than Tucho's cerunnos, and more like just a cyclops with horns and maybe some other beastly features, but still somewhat similar.

Quote
And about the 'grab bag dilemma', I think it is not a big deal as long as they fall under the theme of natural equilibrium and druids.  And I am sure you will do a good job, judging from past works of yours! :)
Yeah, one of the things I've noticed in my World Religions class is that a lot of indigenous/tribal religions have a lot of similarities, such as being an equal part of nature (as opposed to be above nature) and reverence of natural wonders and phenomena.

i really wanna see this done , can i help with anything i mean atleast one thing , this has been here ever since i've been on the fourms
Patience, grasshopper.  Good things come to those who wait.  Besides, don't you have like three other mods you're working on?
Title: Re: Sun and Moon
Post by: Fluffy203 on 26 October 2009, 06:16:37
true they do come in time , just thought i'd offer to do something for you , but yea i am really working on the holy empire since , GMD is on a break or something and i'll work on the splurg for the Moon mod after we get the actual humans done , but so far i'm just doing holy empire and thought i'd offer doing something , but i know you wanted to do all of it by yourself
Title: Re: Sun and Moon
Post by: John.d.h on 28 October 2009, 07:31:25
I remade the Solar Circle (again), and here's the current version, along with the brand new Effigy model.

Code: [Select]
[url=http://www.moddb.com/mods/sun-and-moon/images/solar-circle-wip-2#imagebox/][IMG]http://img203.imageshack.us/img203/4472/solarcircle.th.png[/img][/url][url=http://www.moddb.com/mods/sun-and-moon/images/solar-circle-wip-2-decorations#imagebox][img]http://img7.imageshack.us/img7/1387/solarcircledecorations.th.png[/img][/url][URL=http://www.moddb.com/mods/sun-and-moon/images/effigy-wip#imagebox][IMG]http://img27.imageshack.us/img27/3002/effigy.th.png[/img][/URL]Click the thumbnails for full-sized images.

I also present to you Sun's tentatively completed tech tree, and I'll also be adding it to the first post.

Buildings are shown in blue, troops in green, heroes in teal, and upgrades in red).  Items shown in italics will only be included in the GAE version.


Palace (requires Sun Well) - starting building, stores resources
   Laborer - builder and gatherer
      Artificer (morphs from Laborer, requires Effigy) - advanced builder, fast repairs
         Colossus (requires Arcane Engineering) - siege unit, strong defense, impact attack, stone armor, slow movement
         Sunglass - defensive structure, energy attack
   
      Herder's Pillar - agricultural center, produces food and livestock
         Goat - livestock unit, produces food
         
      Fort - military barracks, trains warrior units
         Citadel (morphs from Fort, requires Monasticism) - fortified barracks, trains advanced units
            Janissary - elite archer unit, long range, strong defense
            Zealot (requires Valor) - lion cavalry unit, strong attack, fast movement, AoE buff
         Slinger - ranged unit, long range, impact attack, weak defense
         Ghazi - infantry unit, balanced fighter
                  
      Sun Well - cultural center, researches upgrades
         Consecration (allows Solar Circle) - sacred upgrade, improves the armor of Effigy, Monument, Palace, and Sun Well
         Dominion (allows Effigy) - arcane upgrade, improves the sight range of Citadel, Effigy, Monument, and Palace
         Monasticism (allows Citadel) - cultural upgrade, improves the production speed of Monument and Solar Circle
         Arcane Engineering (allows Colossus) - arcane upgrade, improves the build and repair speeds of Laborer and Artificer
         Sacrifice (allows Phoenix) - sacred upgrade, improves the EP of Celestial, Eunuch, Matriarch, and Zealot
         Valor (allows Zealot) - military upgrade, improves the HP regen of Agha, Ghazi, Janissary, and Slinger
            
      Solar Circle (requires Consecration) - temple structure, trains sacred units
         Eunuch - support unit, heals and buffs
         Matron - priestess unit, strong attack, helpful emanation

         
      Altar (requires Solar Circle) - sacrificial structure, summons sacred units
         Celestial - angelic unit, ranged attack, fast flight
         Phoenix - flying unit, energy attack, rapid regeneration
         
      Effigy (requires Dominion) - arcane structure, debuff emanation
         Amplification - arcane upgrade, improves the effect strength of Matron and Penitent

      
      Monument (requires Sun Well) - advanced cultural structure, summons heroes
         Agha (requires Citadel) - martial hero, balanced fighter, helpful emanation
         Matriarch (requires Solar Circle) - clerical hero, splash attack, heals and buffs
         Penitent (requires Effigy) - angelic hero, strong attack, healing emanation


true they do come in time , just thought i'd offer to do something for you , but yea i am really working on the holy empire since , GMD is on a break or something and i'll work on the splurg for the Moon mod after we get the actual humans done , but so far i'm just doing holy empire and thought i'd offer doing something , but i know you wanted to do all of it by yourself
Well I do appreciate the offers.  People are willing to do the work themselves to see that this mod gets done, and that lets me know that I'm onto something good. :)
Title: Re: Sun and Moon
Post by: Loronal on 28 October 2009, 17:20:27
Uhm are those hero ideas and stuff from warcaft 3 sinc eI think you have played if you criticized the hammers (i think thats u) But anyways I love this mod, even more with gae installed I cant wait for it to be completed
Title: Re: Sun and Moon
Post by: John.d.h on 29 October 2009, 10:06:29
Well, since I have someone asking about the heroes, now would be a good time to post descriptions, so here's what I have in mind for each of them.

Moon:Sun:

Uhm are those hero ideas and stuff from warcaft 3
In some ways yes, and in other ways no.  There are three heroes per faction, you can only have one of each at a time, and they have special abilities and emanations.  All that is pretty similar to Warcraft 3, and that's where I got these ideas.  However, in WC you can build a hero very early on and it's going to be really weak until about level 5, whereas my heroes are placed much higher on the tech tree, so you can expect them to be much stronger at lower levels.  Sun and Moon's tech trees are each basically split into three main branches, and each hero is kinda the culmination of one of those branches.  For example, Sun has the branch that goes like Sun Well + Fort > Monasticism > Agha, where the Agha sits at the end of the "military" branch.  In this way, the heroes are basically the "ultimate" units, somewhere between the heroes from Warcraft 3 and the titans from Age of Mythology (but quite a bit less powerful).

Quote
I think you have played if you criticized the hammers (i think thats u) But anyways I love this mod, even more with gae installed I cant wait for it to be completed
Yeah, that was me.  I always thought the artwork in that game was too stylized.  I mean, have you seen the muscles on some of those heroes? :o


Also, here's another update, the Palace and a close-up of the statues decorating it (as always, click for full size):

Code: [Select]
[URL=http://www.moddb.com/mods/sun-and-moon/images/palace-wip#imagebox/][IMG]http://img5.imageshack.us/img5/9782/palacet.th.png[/img][/URL][URL=http://www.moddb.com/mods/sun-and-moon/images/palace-wip-statue#imagebox/][IMG]http://img94.imageshack.us/img94/1122/palacestatue.th.png[/img][/URL]
Title: Re: Sun and Moon
Post by: Mark on 29 October 2009, 14:14:55
That first model looks to be about 8 tiles, from the scale of the modified guard!  I hope you can cut it down.
Title: Re: Sun and Moon
Post by: John.d.h on 30 October 2009, 08:50:57
That first model looks to be about 8 tiles, from the scale of the modified guard!  I hope you can cut it down.
Oh, I probably should have mentioned that the statues are scaled down to half the size of the original model (and only 158 faces each).  The building is size value 5 and height value 6, same as the Mage Tower.


Two more updates (Edit: make that four), the Herder's Pillar and a modification to the Thorn Tree, making its branches less arm-like (click the pics for full size):

Code: [Select]
[URL=http://www.moddb.com/mods/sun-and-moon/images/herders-pillar-wip#imagebox][IMG]http://img4.imageshack.us/img4/9619/herderspillar.th.png[/img][/URL][URL=http://www.moddb.com/mods/sun-and-moon/images/thorn-tree-wip-2#imagebox][IMG]http://img3.imageshack.us/img3/5922/thorntree2.th.png[/img][/URL][URL=http://www.moddb.com/mods/sun-and-moon/images/herders-pillar-textured#imagebox][IMG]http://img689.imageshack.us/img689/1689/herderspillar2.th.png[/img][/URL][URL=http://www.moddb.com/mods/sun-and-moon/images/herders-pillar-construction#imagebox][IMG]http://img3.imageshack.us/img3/1528/herderspillar3.th.png[/img][/URL]
Title: Re: Sun and Moon
Post by: Mark on 30 October 2009, 13:58:42
Very nice models, John!  I would just like to ask why he has a pillar if he is a herder?  Is he some kind of religious guy?  Pardon my ignorance, and I like the models, but why? Anyways, I can see that these models are nicely low poly.  Good, because my computer can run slow in a full blown glest multiplayer game.
Title: Re: Sun and Moon
Post by: John.d.h on 30 October 2009, 14:30:09
Stone landmarks are used by herders and hunter-gatherers in both ancient times and also more recently (they still exist in Montana and Inuit areas), to show ownership of a territory, to mark a specific spot like a water source, or as a navigational aid.  Typically they're just piles of rocks, but I figured I'd make it a little more ornate.  I hadn't considered adding any religious significance to it, but now you've got me considering it.
Title: Re: Sun and Moon
Post by: Mark on 30 October 2009, 14:42:54
Stone landmarks are used by herders and hunter-gatherers in both ancient times and also more recently (they still exist in Montana and Inuit areas), to show ownership of a territory, to mark a specific spot like a water source, or as a navigational aid.  Typically they're just piles of rocks, but I figured I'd make it a little more ornate.  I hadn't considered adding any religious significance to it, but now you've got me considering it.
Yeah, I have seen those kinds of things, especially in documentaries about early cattle breeders, but never have I seen a pillar.  However, I think if you can use it to further elaborate or make obvious your theme, go ahead.  And the whole religious significance is an idea, like maybe if it a building that does some sacrifices or prays to the cattle god, or whatever.  Just an idea.
Title: Re: Sun and Moon
Post by: John.d.h on 31 October 2009, 08:03:08
When I first made the Dun, my texturing skills pretty much consisted of just the clone tool, so I figured I'd use my improved abilities to modify the texture a bit.  The result is below, but you can ignore the roof, because I'm planning on replacing it.  Also, I modeled and animated the Lifespring, so be sure to click on the thumbnail so you can see it animated.

Code: [Select]
[URL=http://www.moddb.com/mods/sun-and-moon/images/dun-wip-2#imagebox][IMG]http://img5.imageshack.us/img5/8191/duno.th.png[/img][/URL][URL=http://www.moddb.com/mods/sun-and-moon/images/lifespring-wip#imagebox][IMG alt="Click me; I'm animated!"]http://img4.imageshack.us/img4/8510/lifespring.th.gif[/img][/URL]
And the whole religious significance is an idea, like maybe if it a building that does some sacrifices or prays to the cattle god, or whatever.  Just an idea.
I'm considering working that into the tech tree somehow, but it'll probably just have to be a story element.
Title: Re: Sun and Moon
Post by: Mark on 31 October 2009, 13:24:23
Nice job on the Dun.  The texture looks to be much improved.  Maybe you could have a tiled or thatched roof?
Title: Re: Sun and Moon
Post by: Loronal on 1 November 2009, 09:08:10
Yes that would be cool though I also like the idea of the more medeival roof like the ones in glest(and my real houses roof :P)
Title: Re: Sun and Moon
Post by: John.d.h on 1 November 2009, 10:27:41
I've only got a pretty minor update tonight since most of my progress was in the concept/coding area today.  I've now got a rough idea of the numbers on most of my units, as well as the attack and armor types (yeah, I went ahead and broke Magitech compatibility).  Anyway, here's a shot of some of the Squire's equipment.

Code: [Select]
[URL=http://www.moddb.com/mods/sun-and-moon/images/squire-equipment-wip#imagebox][IMG]http://img682.imageshack.us/img682/2969/squireequipment.th.png[/img][/URL]
[url=http://www.moddb.com/mods/sun-and-moon/images/fort-wip#imagebox][IMG]http://img5.imageshack.us/img5/4351/forth.th.png[/img][/URL]

Nice job on the Dun.  The texture looks to be much improved.  Maybe you could have a tiled or thatched roof?
Hmm... I would consider thatch, but I'm going for something sturdier.  Tile could be good.
Yes that would be cool though I also like the idea of the more medeival roof like the ones in glest(and my real houses roof :P)
As fate would have it, I don't know what your roof looks like, but yeah, something similar to the Blacksmith's roof is what I'm thinking of.

Edit: Included a shot of the new Fort.  The old one looked a little too much like something you'd see on a playground.
Title: Re: Sun and Moon
Post by: Loronal on 2 November 2009, 10:36:58
It looks much like the blacksmiths one. At least in brazil the roof looks like this
Title: Re: Sun and Moon
Post by: John.d.h on 4 November 2009, 11:00:24
I didn't do a whole lot of modding today, but here's the new Orchard WIP.  So far it's just a trellis and I need to figure out a way to simulate vegetation without encountering Glest's transparency glitch.  :-\

Code: [Select]
[URL=http://www.moddb.com/mods/sun-and-moon/images/orchard-wip#imagebox][IMG]http://img190.imageshack.us/img190/7923/orchard.th.png[/img]
Click for full size[/URL]
Title: Re: Sun and Moon
Post by: Fluffy203 on 4 November 2009, 22:59:49
i would suggest making the texture of vegetation , but making the material a lit transparent , it works cause i made a ice man along time ago with transparent material and not an alpha channel
Title: Re: Sun and Moon
Post by: John.d.h on 5 November 2009, 03:21:43
Err... wouldn't the vegetation be just as transparent as the empty spaces then?
Title: Re: Sun and Moon
Post by: Mark on 5 November 2009, 03:31:40
i would suggest making the texture of vegetation , but making the material a lit transparent , it works cause i made a ice man along time ago with transparent material and not an alpha channel
He might be saying that you should make a plane and texture the gaps between the vegetation as alpha, and make the actual vegetation about 50% transparent.
Title: Re: Sun and Moon
Post by: John.d.h on 5 November 2009, 05:01:07
I'm not seeing how that solves the problem. ???
Title: Re: Sun and Moon
Post by: Mark on 6 November 2009, 01:24:43
I'm not seeing how that solves the problem. ???
I really don't, either, but I think that is what he means.
Title: Re: Sun and Moon
Post by: John.d.h on 12 November 2009, 21:24:01
I think I'm just going to say "screw it" and use alpha anyway.  It's usually only noticeable if the viewer is really paying attention.
-- Quoted to avoid double-post.

I've got the Orchard textured and animated, but still needs a little more work before I'll call it finished.  It's not really much of an orchard, honestly, so I might have to think of another name.

Code: [Select]
[url=http://www.moddb.com/mods/sun-and-moon/images/orchard-wip-2#imagebox][img]http://img8.imageshack.us/img8/7923/orchard.th.png[/img]
Click for full size[/url]
Title: Re: Sun and Moon
Post by: -Archmage- on 12 November 2009, 21:41:18
Well, what exactly is this unit going to do?

Supply food?
Title: Re: Sun and Moon
Post by: John.d.h on 12 November 2009, 21:55:09
Yes, it supplies food.
Title: Re: Sun and Moon
Post by: -Archmage- on 12 November 2009, 22:33:20
I can't think of anything off the top of my head, but maybe a small tree growing on top would help.
Title: Re: Sun and Moon
Post by: John.d.h on 12 November 2009, 23:27:12
Yeah, I was kinda considering something like that.  I just need to be able to do it without screwing up the texture or raising the face count too much.
Title: Re: Sun and Moon
Post by: madmanntis on 13 November 2009, 00:20:48
The new stuff is lookin great John.d.h!

As for the orchard... it looks sorta like a vineyard. Perhaps it could be that, or some play on the word, "vine?"
Title: Re: Sun and Moon
Post by: Zoythrus on 13 November 2009, 01:01:45
Vinechard!
Title: Re: Sun and Moon
Post by: -Archmage- on 13 November 2009, 01:09:14
How about:

Vinealle
Vineyid
Vinelak

Tons of possibilities!
Title: Re: Sun and Moon
Post by: John.d.h on 15 November 2009, 06:18:33
Ehh... the name isn't that important right now.  I'll sort all that out eventually.  So, in my quest to make things ever more difficult for myself by becoming more and more ambitious, I'm planning on (GASP!) not using the Magitech body on my units!  Here's my WIP male body:

Code: [Select]
[URL=http://www.moddb.com/mods/sun-and-moon/images/man-wip][IMG]http://img12.imageshack.us/img12/135/manwipc.th.png[/img]
Click for full size![/URL]

Obviously his neck and feet need to be fixed, he needs a head, and there is some other tweaking that needs to be done, but I'm pretty proud of it.  This is the body for regular-size men like worker-type units and basic soldiers.  The stronger ones will probably be more muscular.

Also, special thanks to Daowg (http://daowg.deviantart.com)! This model is based on his proportion drawings.
Title: Re: Sun and Moon
Post by: Loronal on 15 November 2009, 08:16:07
I did that for quite a bit of time. But the only problem is that
1. Glests models are much better.
2. I hate u-v mapping
Title: Re: Sun and Moon
Post by: John.d.h on 15 November 2009, 10:03:59
I can't blame you; I'm terrible at UV mapping.  Still, I never really tried to make a humanoid model before so I figured it's about time I gave it a shot.  I also agree that Tucho's models are great, but I'd like to do as much of the work myself as possible even if it means taking forever.

Edit: Progress on the model.

http://fc02.deviantart.net/fs51/f/2009/319/1/0/Man_WIP_3_by_Johndh.png (http://fc02.deviantart.net/fs51/f/2009/319/1/0/Man_WIP_3_by_Johndh.png)

As you can see, this has a much higher polygon count than Mr. Magitech (currently 925).  I still need to detail the legs and feet, but I'm shooting for a face count of around 900, so I'll end up having to decimate a bit.  Some of the more advanced units (especially heroes) will probably use more polygons than the lesser units.
Title: Re: Sun and Moon
Post by: Loronal on 16 November 2009, 20:55:47
flatten out the skirt like thing(not really a skirt I just dont know the right word) otherwise it looks like a  women with really big hips
Title: Re: Sun and Moon
Post by: John.d.h on 16 November 2009, 22:56:00
I think I see what you mean.  I'll have to keep that in mind when I do the lower body.
Title: Re: Sun and Moon
Post by: -Archmage- on 17 November 2009, 00:20:33
The feet look to pointy, they need more bulk on the ends.
Title: Re: Sun and Moon
Post by: Zoythrus on 17 November 2009, 00:56:21
i like it, it may not be perfect, but it is a good start!
Title: Re: Sun and Moon
Post by: John.d.h on 17 November 2009, 02:21:44
Does the upper body look too short in relation to the legs?  I did it according to some anatomy drawings, but it seems a bit off to me.  Maybe I just need to extend the muscles down a bit further.

The feet look to pointy, they need more bulk on the ends.
I agree.  They kinda look like duck feet at the moment.  I haven't started to detail the lower body yet, but I'll try to get the feet looking good.  I think I'll make two different versions, one with shoes and one barefoot.
Title: Re: Sun and Moon
Post by: -Archmage- on 17 November 2009, 20:23:04
A good way to see problems with the model is too subsurf it, but not to apply the subsurf.
Title: Re: Sun and Moon
Post by: Omega on 18 November 2009, 16:35:54
Also, special thanks to Daowg (http://daowg.deviantart.com)! This model is based on his proportion drawings.
Hmm, the page won't load for me... Could you show the picture. I'm curious.

Since you're working on this again, is there an estimated release date?
Title: Re: Sun and Moon
Post by: John.d.h on 18 November 2009, 20:56:51
Hmm, the page won't load for me... Could you show the picture. I'm curious.
http://fc00.deviantart.net/fs49/f/2009/217/8/7/Daowg__s_Proportion_Guide_by_Daowg.jpg (http://fc00.deviantart.net/fs49/f/2009/217/8/7/Daowg__s_Proportion_Guide_by_Daowg.jpg)
He's got several other proportion drawings as well.

Quote
Since you're working on this again, is there an estimated release date?
I'm just doing what I can, when I can.  Free time is becoming somewhat scarce and unpredictable, so it won't be for a while.  I'll be able to speed things up quite a bit when winter break comes and for the first part of spring semester.
Title: Re: Sun and Moon
Post by: Loronal on 19 November 2009, 16:41:11
This is one Of my favorite mods. Every time john posts i want to see whats going on.
@ john.d.h.
If your using windows the uvmap is glitched for blender. The right side of everything is always distorted
Title: Re: Sun and Moon
Post by: John.d.h on 19 November 2009, 21:33:17
This is one Of my favorite mods. Every time john posts i want to see whats going on.
@ john.d.h.
If your using windows the uvmap is glitched for blender. The right side of everything is always distorted
It might be glitched for you, but it works A-OK for me.  My Blender gives me all kinds of graphical glitches on Kubuntu, but runs fine on Windows.
Title: Re: Sun and Moon
Post by: Hectate on 20 November 2009, 00:08:03
You're probably doing something wrong then. Maybe post in the blender help topic and we can discuss the problem?
Title: Re: Sun and Moon
Post by: Loronal on 20 November 2009, 23:12:17
Okay I just started using blender on Ubuntu.
@ hectate
wrong with model or the installation(its hard to mess up with window binaries)
Title: Re: Sun and Moon
Post by: -Archmage- on 20 November 2009, 23:39:33
Phoenix.......read:

Quote
post in the blender help topic and we can discuss the problem
Title: Re: Sun and Moon
Post by: Loronal on 21 November 2009, 09:03:40
Okay sorry, Anyways John has there been any progress or are you waiting to complete the human model make a new unit and pop  it in the game then show it off(not in terms of show of in terms of letting people see it)
Title: Re: Sun and Moon
Post by: -Archmage- on 17 February 2010, 18:52:21
Can I help you with testing? :D
I'd love to see some progress on this!
DM is almost done so you can start picking this back up! ;D
Title: Re: Sun and Moon
Post by: John.d.h on 18 February 2010, 01:43:08
Okay sorry, Anyways John has there been any progress or are you waiting to complete the human model make a new unit and pop  it in the game then show it off(not in terms of show of in terms of letting people see it)
Basically I'm waiting until I actually have time to work on this, as lately my time has been kinda scarce.  I'm still occasionally doing a little work on it here and there, but nothing worth showing off just yet.

Can I help you with testing? :D
Sure.
Quote
I'd love to see some progress on this!
DM is almost done so you can start picking this back up! ;D
There should be a little more progress in the coming days, but don't count on huge amounts of new content any time soon.
Title: Re: Sun and Moon
Post by: -Archmage- on 18 February 2010, 13:23:58
Is there something you need modeled that I could model?
I know you like to animate so I won't even bother asking you if you want help there...
Title: Re: Sun and Moon
Post by: John.d.h on 19 February 2010, 02:35:48
Is there something you need modeled that I could model?
I've already got a lot of the buildings modeled, and I'm probably going to be using just a couple basic human models with minor modifications, so I think I've got everything under control.
I know you like to animate so I won't even bother asking you if you want help there...
Bingo :)
Title: Re: Sun and Moon
Post by: Little Helper on 20 February 2010, 19:53:42
Did you release this faction? I am going to make a wallpaper for this faction once I get my hands on the model. ;). Nice faction and intro.
Title: Re: Sun and Moon
Post by: ultifd on 20 February 2010, 19:57:59
I think he released one with some models... but that was a long time ago...  ::)
I'll see.
(looking for it)
Oh yeah that version didn't have any of the more recent models...
Yeah...
here: https://forum.megaglest.org/index.php?topic=3811.msg24497;topicseen#msg24497
But this version doesn't have the recent models... only some.  :(
Code: [Select]
http://www.mediafire.com/file/jgzvneztjkq/solunar_0.2.1.7z
Title: Re: Sun and Moon
Post by: John.d.h on 20 February 2010, 23:16:07
Yeah, that was more of an "informal pre-alpha release".  I've already ditched all but maybe one or two of the models in that release, so if you want to make a wallpaper, I'd ask that you please wait for a better version. :)
Title: Re: Sun and Moon
Post by: ultifd on 20 February 2010, 23:51:00
Yeah, that was more of an "informal pre-alpha release".  I've already ditched all but maybe one or two of the models in that release, so if you want to make a wallpaper, I'd ask that you please wait for a better version. :)
Yeah, figures.  :P
Title: Re: Sun and Moon
Post by: John.d.h on 21 February 2010, 01:27:53
For the first time in a long time, I've actually made something that I can show for this mod.  :)

Code: [Select]
[URL=http://img192.imageshack.us/i/0001hn.png/][IMG]http://img192.imageshack.us/img192/8135/0001hn.th.png[/img]
Click me![/URL]

I still haven't worked up the ambition to finish my man model, so I just did the Gallowglass' equipment, using Mr. Magitech as a mannequin.  It's not textured yet, but that should be really easy.  I do my modeling in the engineering building because they have much nicer monitors than my laptop, and I don't have GIMP installed on my flash drive, so I'll probably have to texture it at home.
Title: Re: Sun and Moon
Post by: ultifd on 21 February 2010, 03:38:54
Interesting.  ;D
When do you think we can test it out?  :P
I mean when are you going to release some files...  ::)
Title: Re: Sun and Moon
Post by: -Archmage- on 21 February 2010, 03:59:07
Nice equipment John. ;)
Please let me help, I have a lot of time, which I may not have in the future, and I'm offering it. ;)
Title: Re: Sun and Moon
Post by: John.d.h on 21 February 2010, 04:24:21
I fixed up the Broch model a bit.  Pic related.
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[URL=http://img20.imageshack.us/i/0001e.png/][IMG]http://img20.imageshack.us/img20/448/0001e.th.png[/img]
Click me![/URL]
When do you think we can test it out?  :P
I mean when are you going to release some files...  ::)
Oh boy... it might be a while, but I'm not really sure.  Moon will almost certainly be done before Sun will, and currently I have almost all of the regular models of buildings (i.e. not construction or destruction) done for both factions, but all of the human/animal/monster units still need to be made from scratch.  If I were to release anything soon, it would need a ton of placeholders, and would generally look pretty amateurish (sure, I am an amateur, but it doesn't have to look that way ;D) and honestly, putting placeholders in would take more time than it's worth, seeing as I'd have to redo a lot of XML work.

Nice equipment John. ;)
That's what she said!
Heyyyoooooooo!  :D
Quote
Please let me help, I have a lot of time, which I may not have in the future, and I'm offering it. ;)
Not a chance.  This is my baby. :P
Title: Re: Sun and Moon
Post by: ultifd on 21 February 2010, 04:33:52
Lol'd.  :D
Anyways what are you working more on?  ??? Dark Magic or Sun and Moon?
 :P
Title: Re: Sun and Moon
Post by: -Archmage- on 21 February 2010, 04:52:55
You're really...........wrong! :D
I'm not gay, FYI.

*headdesk* *headwall* *headfist* *headmonitor* *headlaptop* *headspeakers* *headphone* *headchair* *head- eh what da go blaghe.

Sud meh chenge wat meh sey in erly poste?!?!?!?! :P :P :P :P ::) ::) ::) :P :P ::) :P :P
Title: Re: Sun and Moon
Post by: ultifd on 21 February 2010, 05:31:29
I cleaned up my posts too.
Sorry.
EDIT: D*mm it , I cleaned up both of them...  ::)
Stupid me.
Title: Re: Sun and Moon
Post by: -Archmage- on 21 February 2010, 05:33:42
Quote
Stupid me.

That's what she said! :D

JK JK JK! ;D
Title: Re: Sun and Moon
Post by: ultifd on 21 February 2010, 05:36:26
HA HA HA HA HA ha ha... Ha'.
Very funny.  ::)

Ok, sorry John, END OF OT. =)
Title: Re: Sun and Moon
Post by: -Archmage- on 21 February 2010, 05:37:54
Quote
Ok, sorry John, END OF OT. =)

You forget, the OT is John's fault! :D ::)
Title: Re: Sun and Moon
Post by: ultifd on 21 February 2010, 06:08:37
HA, I Did not forget, I  just did not post it!  ::)
Sorry John, then again, you started it!  ::)
Title: Re: Sun and Moon
Post by: John.d.h on 21 February 2010, 20:02:52
Moving right along...

Anyways what are you working more on?  ??? Dark Magic or Sun and Moon?
 :P
I was working on Dark Magic, but there's not really much of anything left for me to do when it comes to that mod.  Hence, I'm back to working on Sun and Moon.


Edit: More progress.  Unwrapped the Broch, and did the Garrison model (just a modification of the Broch).

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[URL=http://img710.imageshack.us/i/0001os.jpg/][IMG]http://img710.imageshack.us/img710/7210/0001os.th.jpg[/img]
Click me![/URL]

The Garrison is Moon's basic barracks, which can be morphed into the Broch to make it a strong defensive fortification (with ranged attack and advanced unit recruitment).


Edit again: I modeled the Dun (both basic and construction), and I'm quite proud of the job I did, but I think I'll save it for a nice surprise when release day comes. ;)

This means I now have all of the regular models for Moon's buildings complete, but most of them still need construction models and textures, and some of them need animations.
Title: Re: Sun and Moon
Post by: Mark on 23 February 2010, 02:21:51
I like the broch model, but actual celtic broches were more circular, and consisted of two sets of walls of either wood or stone.  I think that what you have is good though.  And I recommend making the walls dark gray for a mysterious feel, like some evil celtic druid is working up there.  Just a thought.
Title: Re: Sun and Moon
Post by: John.d.h on 23 February 2010, 09:05:14
Code: [Select]
[URL=http://www.moddb.com/mods/sun-and-moon/images/broch-textured-and-animated/][IMG]http://img98.imageshack.us/img98/7998/brochanimation2232010.th.gif[/img]
Click me; I'm animated![/URL]

I like the broch model, but actual celtic broches were more circular, and consisted of two sets of walls of either wood or stone.
After further review, it seems you're right.  My original try at the Broch was circular (back when my modeling skills consisted of putting together a cone and two cylinders in AutoCAD), and I guess I eventually forgot about it.  Hence, the name stuck.  I considered changing it to "Caer", but Welsh phonetics are a bit eccentric to me, and I've grown accustomed to calling it a Broch, so I think it'll stay.

Quote
I think that what you have is good though.  And I recommend making the walls dark gray for a mysterious feel, like some evil celtic druid is working up there.  Just a thought.
On the older version, I had sort of a medium-to-dark gray color for the walls, but I think what I have now is a big improvement over the old texture (http://media.moddb.com/images/mods/1/13/12725/broch_wave.gif).  Since then, I've gotten much better at texturing and especially unwrapping.
Title: Re: Sun and Moon
Post by: -Archmage- on 23 February 2010, 15:39:00
Wait you didn't use an armature for the flag, what did you do? :o
Title: Re: Sun and Moon
Post by: John.d.h on 23 February 2010, 16:58:11
Wait you didn't use an armature for the flag, what did you do? :o
Wind. 8)

I could explain more, but I've got class in a couple minutes, so just look up something like "Blender flag tutorial" on youtube and you'll see how it's done.  It's actually really simple, just a little trial-and-error.

I think the next thing I want to learn is soft body physics, which should hopefully let me make more natural-looking death animations.
Title: Re: Sun and Moon
Post by: madmanntis on 23 February 2010, 23:12:29
 :D Awesome texture John!! A huge improvement!

Also, the flag animation does look quite a bit more realistic. I hadn't thought that anything but armatures could be used for g3d animations, but I suppose it makes sense... I mean, I guess it only really exports the objects in each frame, not the bones holding them in each pose.

NEAT!
Title: Re: Sun and Moon
Post by: John.d.h on 24 February 2010, 21:21:06
Okay, I'm almost done with Moon's buildings.  When I finish them, I want to upload the g3d's/tga's so the community can look at them and give me some constructive criticism.

Question to the Glest community: Who would be willing to seriously examine my models, textures, and animations and give substantial feedback that I can use to improve my work?


:D Awesome texture John!! A huge improvement!
Thanks!  I did almost the whole texture with a couple photos from burningwell.org and the fill patterns from GIMP.

Quote from: madmanntis
Also, the flag animation does look quite a bit more realistic. I hadn't thought that anything but armatures could be used for g3d animations, but I suppose it makes sense... I mean, I guess it only really exports the objects in each frame, not the bones holding them in each pose.

NEAT!
Yeah, I seem to remember someone saying a while back (when I first learning animation) that only animations made with armatures could be used in Glest.  I was actually looking for a good video on how to animate a flag using armatures, but I found a bunch on how to do it with physics, so I decided to give it a try.  I'm pretty sure that (and somebody who knows more should feel free to correct me) what the g3d export script does is remember where each vertex is in each frame, so anything that moves a vertex will be recorded, but anything else (particles, etc.) won't.
Title: Re: Sun and Moon
Post by: -Archmage- on 24 February 2010, 21:26:56
Quote
Who would be willing to seriously examine my models, textures, and animations and give substantial feedback that I can use to improve my work

I would be willing to seriously examine your models, textures, and animations and give substantial feedback that you can use to improve your work. :)
Title: Re: Sun and Moon
Post by: silnarm on 24 February 2010, 21:31:39
... but I found a bunch on how to do it with physics, so I decided to give it a try.  I'm pretty sure that (and somebody who knows more should feel free to correct me) what the g3d export script does is remember where each vertex is in each frame, ...

Correct. It's called 'vertex interpolation' or 'morph' animation. You can animate anyway blender will let you, what's exported is as you said, snapshots of vertex data at keyframes.
Title: Re: Sun and Moon
Post by: Hectate on 25 February 2010, 04:28:32
That being said, you could also do it the old fashioned way (before bones/armatures) and play with the verticies yourself! Need to cave a head in? Break a leg? Snap a spear?

But cool stuff with the physics, I had wondered myself why armatures were required for animations in G3D if the format itself didn't use them (or the XML export either, IIRC from my blunders in that realm).
Title: Re: Sun and Moon
Post by: ElimiNator on 25 February 2010, 05:03:57
How can you animate with out armatures?
Title: Re: Sun and Moon
Post by: John.d.h on 25 February 2010, 05:13:04
I would be willing to seriously examine your models, textures, and animations and give substantial feedback that you can use to improve your work. :)
Cool.  I'll try to have something for you by next weekend.

Correct. It's called 'vertex interpolation' or 'morph' animation. You can animate anyway blender will let you, what's exported is as you said, snapshots of vertex data at keyframes.
Awesome.  This opens up all kinds of possibilities (most of which I don't know how to do yet)!

That being said, you could also do it the old fashioned way (before bones/armatures) and play with the verticies yourself! Need to cave a head in? Break a leg? Snap a spear?
Yeah, I just need to learn how to use shape keys.  I read a tutorial a while back, but didn't actually try it out.  I might have to look into it when it comes time to animate some more, though.

How can you animate with out armatures?
Physics and shape keys.  I'm still figuring out how to do it myself.
Title: Re: Sun and Moon
Post by: -Archmage- on 25 February 2010, 12:18:46
Where's the wind thing, can I just have a quick link to where you learned it?
Title: Re: Sun and Moon
Post by: ElimiNator on 25 February 2010, 16:13:10
yes it looks cool!
Title: Re: Sun and Moon
Post by: -Archmage- on 25 February 2010, 17:33:46
Nevermind, found it on Youtube.
Title: Re: Sun and Moon
Post by: ElimiNator on 25 February 2010, 21:17:15
Will you post it then?
Title: Re: Sun and Moon
Post by: -Archmage- on 25 February 2010, 21:21:15
Nah...

Because the tutorials I found weren't so great, I finally figured it out though........

Anyway, go to Youtube and look up Blender Wind tutorial that should get you to about where I got. :)
Title: Re: Sun and Moon - RFC
Post by: John.d.h on 6 March 2010, 01:01:18
Okay, I wanted to have all of Moon's buildings done by now, but a little bit of life got in the way and now I'm heading out of town for the weekend, so I thought I'd upload a pack of my current progress on the buildings.  This is a request for comment/critique, so please download it, take a look at all of the units, and give me as much feedback as you're willing to give so that I can improve my work.  I plan on releasing more RFCs periodically so I can continue to hold my work to a high standard.  I look forward to your constructive criticism.

Code: [Select]
[center][b][size=12pt][url=http://download772.mediafire.com/x5sdxm5an2lg/mlizfm1m1bm/SolunarRFC_5_Mar_2010.7z]Click here to download SolunarRFC_5_Mar_2010.7z[/url][/size][/b][/center]
Included are:
Packed size: 1.73MB
Unpacked size: 11.5MB
Title: Re: Sun and Moon
Post by: -Archmage- on 7 March 2010, 01:28:02
Overall they looked pretty good, but some weren't so great.....

Good stuff: Everything that isn't bad. :D

Bad stuff:
-Cairn:
--MODEL: The branches on those tree things stick out only 'side-ways', they need to stick out more 'frontish-backish', get it? That rope that hangs on the rock doesn't look very realistic because......I don't know really how to explain.......but it's looks way too low-polygon, get it? There isn't enough detail on the pot in front of the rock, it's not circular enough...
--ANIMATIONS: The destruction animation looks absolutely terrible(no offense), please, don't make me explain why... Ok, the summoning animation looks too strange, especially the cloth's movement, the cloth flops and then slams against the rock. :P
-----
-Dun:
--ANIMATIONS: The idle animation looks good but strange, because the flag flaps beautifully, and then wham it hits an invisible wall. :P
-----
-Garrison:
--ANIMATIONS: The dying is rediculous, you agree right? :-\
-----
-Orchard:
--MODEL: On the two sides where there isn't a wall of green stuff blocking the way you should put some stuff there it would make the model about 10 times better, also maybe add some more polygons to the team color things...
--ANIMATIONS: The idle animation looks bad because the team color things all move at the same time and do an unrealistic flapping motion. The destruction animation is pretty bad....please once again don't make me explain why... :-\
-----

As already stated, the rest of the stuff is either good, great, or AWESOME!!!

Can I see some Humans and your humanoid animations? ;D
Title: Re: Sun and Moon
Post by: John.d.h on 8 March 2010, 23:25:02
Thanks for the feedback!  I think this will be really useful.

-Cairn:
--MODEL: The branches on those tree things stick out only 'side-ways', they need to stick out more 'frontish-backish', get it? That rope that hangs on the rock doesn't look very realistic because......I don't know really how to explain.......but it's looks way too low-polygon, get it? There isn't enough detail on the pot in front of the rock, it's not circular enough...
Hmm... I do see what you mean.  I think I'll re-do the trees to be more like the tileset ones, now that I know how to use alpha without causing that annoying transparency glitch.  In fact, I think I'll probably redo the entire model and texture, but still using the same concept.  It shouldn't be too hard, I hope.
Quote
--ANIMATIONS: The destruction animation looks absolutely terrible(no offense), please, don't make me explain why... Ok, the summoning animation looks too strange, especially the cloth's movement, the cloth flops and then slams against the rock. :P
For the destruction animations, I was going for something like in Age of Mythology, where everything just kinda collapses in a cloud of dust, but that would require those cool MegaGlest particles, and this is a GAE mod, so I might have to go back to the drawing board on that one.  Also, I think I should redo the cloth with some physics. 8)
Quote
-Dun:
--ANIMATIONS: The idle animation looks good but strange, because the flag flaps beautifully, and then wham it hits an invisible wall. :P
Yeah, I see what you mean.  I'll play around with the wind a bit more. :)
Quote
-Garrison:
--ANIMATIONS: The dying is rediculous, you agree right? :-\
See above, but I'll work on it.
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-Orchard:
--MODEL: On the two sides where there isn't a wall of green stuff blocking the way you should put some stuff there it would make the model about 10 times better, also maybe add some more polygons to the team color things...
Do you think it would look better if instead of the vegetation that's on there now, I just put a small tree in the middle?
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--ANIMATIONS: The idle animation looks bad because the team color things all move at the same time and do an unrealistic flapping motion.
True.  It should look better with physics.
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As already stated, the rest of the stuff is either good, great, or AWESOME!!!
Thanks, it was a lot of work!
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Can I see some Humans and your humanoid animations? ;D
You'll have to wait until I have some, but sure. :P
Title: Re: Sun and Moon
Post by: -Archmage- on 8 March 2010, 23:38:48
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--ANIMATIONS: The destruction animation looks absolutely terrible(no offense), please, don't make me explain why... Ok, the summoning animation looks too strange, especially the cloth's movement, the cloth flops and then slams against the rock. Tongue
For the destruction animations, I was going for something like in Age of Mythology, where everything just kinda collapses in a cloud of dust, but that would require those cool MegaGlest particles, and this is a GAE mod, so I might have to go back to the drawing board on that one.  Also, I think I should redo the cloth with some physics. Cool

I would make a Glest/MegaGlest release, and a GAE release. ;)



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Quote
-Orchard:
--MODEL: On the two sides where there isn't a wall of green stuff blocking the way you should put some stuff there it would make the model about 10 times better, also maybe add some more polygons to the team color things...
Do you think it would look better if instead of the vegetation that's on there now, I just put a small tree in the middle?

Yah, and have the tree surrounded by bushes.



Is this seriously all you have?
If so, this is going to take forever, maybe you could let me help. ;D
Title: Re: Sun and Moon
Post by: John.d.h on 9 March 2010, 06:21:04
I would make a Glest/MegaGlest release, and a GAE release. ;)
Ehh... that sounds like way more trouble than it's worth, especially with balancing.

Is this seriously all you have?
For Moon, yes.  All of the buildings are modeled, most are textured, and most are animated.  I have some other stuff done for the Sun faction, but right now I'm focusing on finishing one at a time, and Moon comes first.  Everything that was in the RFC is all recent work from the past few months.  I had a bunch of older low-quality models, but my skills have improved so I redid them all.  I go back and fix/replace my old work all the time, which means my progress is pretty slow but it holds my work to a high standard.

If so, this is going to take forever
It will take as long as it takes, and I'm totally fine with that.
Title: Re: Sun and Moon
Post by: -Archmage- on 9 March 2010, 13:42:06
Maybe I could model something of do something that you don't like or look forward to doing? :-X
Title: Re: Sun and Moon
Post by: John.d.h on 9 March 2010, 20:50:57
The things I don't like are the things you like even less: unwrapping and texturing. :P

I'm not very good at either, which is actually why I want to do them myself.  That way I'll just have to hit it hard and get it done, so to speak, and when I'm done hopefully I'll be a lot better at it.
Title: Re: Sun and Moon
Post by: Fluffy203 on 10 March 2010, 03:01:27
Hey John dude if you need help ask , cause i wanna see this done or better yet give me something to do cause i wanna help you with it  ;D
Title: Re: Sun and Moon
Post by: -Archmage- on 10 March 2010, 03:06:00
If you've been following this as much as I have you'd know he doesn't want a bit of help.
Title: Re: Sun and Moon
Post by: Fluffy203 on 10 March 2010, 03:17:54
i know he doesn't , he hasn't from the start , but i wanna see this done. so.... LET ME HELP YOU JOHN  :'(
Title: Re: Sun and Moon
Post by: -Archmage- on 5 April 2010, 12:24:51
Learn to not ask that, buddie.
It's impossible to give estimates for when you're going to be done working on something.
Title: Re: Sun and Moon
Post by: John.d.h on 5 April 2010, 16:39:58
It's funny that you should ask that today because just yesterday I did my basic man model from scratch, so that's a big step forward.  It's also unwrapped and rigged, but needs a few tweaks to get the musculature right.  When that's done, the Squire and Gallowglass should be trivial to make, since I've already modeled their equipment and I've got a good basis for the texture.  I'll try to have another RFC package up by the 11th (in time for GCDM 28 8)).

Additionally, "done" is a bit of a nebulous term when it comes to this project, as I plan on developing it continuously for a long time.  Anyway, my schedule is pretty erratic, so when I get some free time I usually make a lot of progress pretty quickly, but that's not very often, so basically I have no idea when this will be playable.  If I had to hazard a guess, I'd say some time this summer (in the northern hemisphere).
Title: Re: Sun and Moon
Post by: -Archmage- on 5 April 2010, 17:57:03
Goodie! :D

So are you going to have some animated humanoid units?
Title: Re: Sun and Moon
Post by: John.d.h on 6 April 2010, 00:26:18
No promises, but I'll try to have at least the Squire complete, including animations, by the 11th.  As a side note, I'm surprised at how easy it is to make passable chain mail by desaturating denim.
Title: Re: Sun and Moon
Post by: Fluffy203 on 6 April 2010, 01:00:58
yea we've all been waiting on this one  :P
Title: Re: Sun and Moon
Post by: Loronal on 6 April 2010, 22:47:08
I'll do textures and maybe if Im in a really realllyyyy good mood i might unwrap something  :O
Title: Re: Sun and Moon
Post by: John.d.h on 6 April 2010, 22:49:43
I'll do textures and maybe if Im in a really realllyyyy good mood i might unwrap something  :O
I appreciate the sentiment, but I'm going solo on this one. 8)

Maybe we could use your help over on GLADE's new project, though.
Title: Re: Sun and Moon
Post by: Fluffy203 on 7 April 2010, 00:51:44
Yea he won't let me help  :'(
Title: Re: Sun and Moon
Post by: John.d.h on 16 April 2010, 21:45:40
Sorry about the lack of updates, but school has me pinned down lately.  I've had this Squire sitting on my flash drive for the past week or so, so I figured I'd share since it's quite possibly the only update I'll be able to do until May.
Code: [Select]
[URL=http://img97.imageshack.us/i/squireviews.jpg/][IMG]http://img97.imageshack.us/img97/6595/squireviews.th.jpg[/img]
[/URL][URL=http://img704.imageshack.us/i/squireg3d.jpg/][IMG]http://img704.imageshack.us/img704/1958/squireg3d.th.jpg[/img][/URL]
Click for full size.

I'll gladly take suggestions as to what I should do to it.  The texture is still WIP, of course.
Title: Re: Sun and Moon
Post by: -Archmage- on 16 April 2010, 23:42:26
Nice, how did you get the chailmail texture?
Title: Re: Sun and Moon
Post by: John.d.h on 17 April 2010, 00:22:16
It's desaturated denim.

http://www.burningwell.org/gallery2/v/textures/surfaces/other/denim_4.JPG.html (http://www.burningwell.org/gallery2/v/textures/surfaces/other/denim_4.JPG.html)
Title: Re: Sun and Moon
Post by: -Archmage- on 17 April 2010, 13:02:00
Cool. :thumbup:

So, I guess I can expect an RC or whatever you call it, in may?
Title: Re: Sun and Moon
Post by: John.d.h on 17 April 2010, 18:05:44
Yeah, this semester is over on the 27th of this month and then I've got a week of finals, so I should be back to working on this shortly after that.
Title: Re: Sun and Moon - RFC
Post by: John.d.h on 1 June 2010, 00:36:11
Last time it was buildings, and this time it's troops.  Not one, not two, but three fully-animated human units ready for your perusal.
This is a request for comment/critique, so please download it, take a look at all of the units, and give me as much feedback as you're willing to give so that I can improve my work.  I plan on releasing more RFCs periodically so I can continue to hold my work to a high standard.  I look forward to your constructive criticism.
-- same goes for this one.

Code: [Select]
[center][b][size=12pt][url=http://www.mediafire.com/file/tji2zyuzntd/SolunarRFC_31_May_2010.7z]Click here to download SolunarRFC_31_May_2010.7z[/url][/size][/b][/center]
Included are:
Here are some screen shots to whet your appetite:
Code: [Select]
[URL=http://img185.imageshack.us/i/squirerender.jpg/][IMG]http://img185.imageshack.us/img185/5759/squirerender.th.jpg[/img][/URL][URL=http://img34.imageshack.us/i/savagerender.jpg/][IMG]http://img34.imageshack.us/img34/2248/savagerender.th.jpg[/img][/URL][URL=http://img9.imageshack.us/i/gallowglassrender.jpg/][IMG]http://img9.imageshack.us/img9/9383/gallowglassrender.th.jpg[/img][/URL](click for full size, of course)
Title: Re: Sun and Moon
Post by: ElimiNator on 1 June 2010, 00:53:08
The models look cool, how much % done it this mod would you say?
Title: Re: Sun and Moon
Post by: John.d.h on 1 June 2010, 01:14:33
The models look cool, how much % done it this mod would you say?
That's a bit of a tricky question, since there are many different parts, but I'd say the first faction is about halfway done.

Edit: I notice this response bumped to the next page, so everybody be sure to check out the RFC I just released.
https://forum.megaglest.org/index.php?topic=3811.msg51510#msg51510 (https://forum.megaglest.org/index.php?topic=3811.msg51510#msg51510)
Title: Re: Sun and Moon
Post by: Gabbe on 1 June 2010, 13:52:06
mhm the pic there rae in GLSL mode right?
Title: Re: Sun and Moon
Post by: -Archmage- on 1 June 2010, 14:14:44
General comments:

Walking - Looks like a statue with live legs. Solution: Move the arms and use those upper back bones. :thumbup:
           - Legs don't have fluid motion(Kinda get caught on something when they go back...). Solution: Fix it.
           - Legs look like they are sliding(you already said this I think) Solution: Imagine it, act it out and watch how your legs move.

Attacking - Need more speed difference. Solution:.........Uh.....try looking at what I posted on the Dying comments.
              - Feet could move a bit better. Solution: Fix it.

Dying - No speed differences. Solution: Imagine what it would look like, and/or try acting it out, and don't get hurt obviously, then kinda incorporate some speed differences(I'm kinda hoping you know how to create speed differences, I'm also kinda hoping you can understand my demented explaination.... :-[).





UNIT SPECIFIC COMMENTS:

Gallowglass:

No comments not already covered by the general comments...

Savage:

No comments not already covered by the general comments...

Squire:

Walk animation - Leg kinda gets cut a bit on the shield.
Title: Re: Sun and Moon
Post by: John.d.h on 1 June 2010, 21:56:11
mhm the pic there rae in GLSL mode right?
I don't know what that is, and I don't care enough to look it up.  They're rendered the... um... normal way, I guess. :confused:
<snip />
Thanks, I'll have a look at those issues.  Could you say a little more about what you mean by "speed difference"?
Title: Re: Sun and Moon
Post by: wciow on 1 June 2010, 22:39:52
This mod is progressing nicely  :thumbup:
Title: Re: Sun and Moon
Post by: -Archmage- on 2 June 2010, 04:27:40
Quote
Could you say a little more about what you mean by "speed difference"?

Ok, I'll try.

Example: When a person starts to fall he/she accerlerates and you can see a speed difference from when he starts to fall to when he's right about to hit the ground. Get what I mean now? ;D

PS: No offense ment from anything stated in my last post. :)
Title: Re: Sun and Moon
Post by: John.d.h on 2 June 2010, 05:05:23
Example: When a person starts to fall he/she accerlerates and you can see a speed difference from when he starts to fall to when he's right about to hit the ground. Get what I mean now? ;D
Ah, okay.  I get what you mean.  It might be a little hard, but I'll see what I can do.

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PS: No offense ment from anything stated in my last post. :)
If there was anything offensive, I must have missed it, so you're in the clear.
Title: Re: Sun and Moon
Post by: -Archmage- on 2 June 2010, 06:32:50
My advice from personal experience creating something that mocks physics. Understand physics in a physical sense not a mathematical sense(me and my confusion :O).

Basically: figure it out on you're own.



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PS: No offense ment from anything stated in my last post. Smile
If there was anything offensive, I must have missed it, so you're in the clear.

Ok, good, a lot of people tend to be easily offended by the slightest thing, always gotta check that I'm clear.
Title: Re: Sun and Moon
Post by: John.d.h on 1 December 2010, 01:15:16
I have some news for everyone who's been waiting for this mod to be released.

(click to show/hide)

In short, Solunar is on hold -- perhaps indefinitely.  As angry and exhausted as this makes me, the positive side is that this frees me to work on other Glest-related projects.  I'm intrigued by the idea of reforming GLADE, and doing it the right way this time.  After I get some much-needed practice, I may return to Solunar and my goal of making it the best Glest mod ever made.  For now, don't hold your breath.  I apologize to those I've disappointed.
Title: Re: Sun and Moon
Post by: -Archmage- on 1 December 2010, 07:20:24
I have some news for everyone who's been waiting for this mod to be released.

(click to show/hide)

In short, Solunar is on hold -- perhaps indefinitely.  As angry and exhausted as this makes me, the positive side is that this frees me to work on other Glest-related projects.  I'm intrigued by the idea of reforming GLADE, and doing it the right way this time.  After I get some much-needed practice, I may return to Solunar and my goal of making it the best Glest mod ever made.  For now, don't hold your breath.  I apologize to those I've disappointed.

Oww man, all I can say is........get an external HDD... :look:

I've got your two packs of model previews you released if you want em. I highly doubt it, but I may have a very very old copy of olunar somewhere, an ALPHA you released a year ago or something....
Title: Re: Sun and Moon
Post by: John.d.h on 2 December 2010, 00:06:08
Crisis averted!  I managed to swap hard drives between my computers, so my files are safe and being backed up as I type this.  With that said, Solunar is still on hold (just temporarily).  I think I need to walk away for a bit and come back with a fresh mind.  Until then, this topic will remain locked.