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Download Dark Magic v. 10.8.23 (http://www.filefront.com/17229228/dark_magic v. 10-8-23.zip)
GLest Association of Developement Enthusiasts | What is the GLADE Team? (https://forum.megaglest.org/index.php?topic=4376.msg25802#msg25802) | Dark Magic Wikia (https://docs.megaglest.org/Dark_Magic_Faction)
This is the topic for all discussion of the GLADE team or of any discussion related to Dark Magic itself. All work should be posted here, and all work can be kept track of here.
Greetings. I have made several changes to the faction, enough (in my opinion) to warrant a new release. This release is called Dark Magic v. 10-8-23, as apparently we are using the Linux system, which I had previously disliked, but now accept.
The file is approximately 37 Megabytes compressed, and 55 Megabytes uncompressed. It was previously approximately 78 Megabytes uncompressed, so I have clearly made your downloads easier. Here is how I eliminated extra size:
1. Huge Textures: Several units (Harpy, Shadow Walker, Blood Fountain, et cetera et alibi) have textures that are 512. These are unnecessary, as glest renders them as if they were somewhere between 128 and 256. I have marked down these textures to 256, and in the case of the shadow walker, 128. Don’t complain. You wouldn’t be able to tell the difference. Taking it from 512 to 256 saves ¾ of a meg, and down to 128 saves an entire megabyte.
2. Wasteful Textures: Some textures have vast quantities of blank space, which, if removed, could make the texture much smaller. I have tried to do what I can, but I can’t fix them all.
3. Extra Models and Textures: Textures take up lots of space. An unanimated, 500 poly building model will use up approximately 50 kilobytes. A 512 texture uses up 1 meg. So, when I came across extra, unused models or textures, I removed them and put them in a separate folder. If anyone wants access to this folder, I can grant it to them.
Concept Art[url=http://img134.imageshack.us/img134/8020/acolyte2.jpg]Acolyte[/url] | Alliyp (http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG10.jpg) |
[url=http://andreasrocha.deviantart.com/art/The-Devil-s-Fountain-82185538]Blood Fountain[/url] | Dark Elder (http://media.photobucket.com/image/archmage/JadeDragonDreams/ArchMage.jpg) |
[url=http://www.lifeinfozone.com/wp-content/uploads/2007/08/crystal-balls.jpg]Divination Crystal[/url] |
[url=http://img198.imageshack.us/img198/9295/malphas.png]Gargoyle[/url] | Harpy (http://daveallsop.deviantart.com/art/Harpy-87055778) | Imp (http://www.mccrecords.com/Chupa-cristart.com2.jpg) | Sheol Temple (http://www.nicksoutham.com/temple_big.jpg) |
[url=http://mythicmktg.fileburst.com/war/us/home/images/armiesofWAR/darkelves/Sorceress/sorceress-look-01.jpg]Sorceress[/url] | [url=http://images.elfwood.com/art/g/u/gunilla/4_black_dragon.jpg]Wyvern[/url]
[URL=http://img513.imageshack.us/img513/9012/darkmagicv61.jpg][IMG]http://img89.imageshack.us/img89/8757/darkmagicv61smaller.jpg[/img][/URL]Screenshots
[URL=http://img109.imageshack.us/i/screen83.png/]Alliyp Proj[/URL] | [URL=http://img40.imageshack.us/i/screen84c.png/]Alliyp Splash 1[/URL] | [URL=http://img40.imageshack.us/i/screen85f.png/]Alliyp Splash 2[/URL][/center] | [url=http://img185.imageshack.us/img185/876/bloodfountain.jpg]Blood Fountain Particles[/url] | [url=http://img694.imageshack.us/img694/6131/bloodfoutain2.jpg]More Blood Fountain Particles[/url] | [url=http://img375.imageshack.us/img375/4924/mainbuildingproducingac.jpg]Incantation Shrine and Shadow Walker[/url] | [url=http://img821.imageshack.us/img821/8755/shadesk.jpg]Shade Teamcolor Particles[/url] | [url=http://img708.imageshack.us/img708/3900/shadowwalkers.jpg]Shadow Walkers[/url] | [url=http://a.imageshack.us/img651/1929/oblivionportalparticles.jpg]Oblivion Portal Particles[/url] | [url=http://www.titusgames.de/tmp/dm.jpg]Titi's Particles[/url] | [url=http://www.titusgames.de/tmp/dm2.jpg]More Titi Particles[/url]
Video(s)
http://www.youtube.com/watch?v=UXc4sxbpQMM (http://www.youtube.com/watch?v=UXc4sxbpQMM)
http://www.youtube.com/watch?v=OfDVELXE4Nc (http://www.youtube.com/watch?v=OfDVELXE4Nc)
http://www.youtube.com/watch?v=VWzfoo3MkIc (http://www.youtube.com/watch?v=VWzfoo3MkIc)
Downloads
[url=http://www.filefront.com/15253691/Acolyte%20Dec%2030.zip]Acolyte Models[/url], [url=http://www.filefront.com/15253703/Alliyp%20Dec%2030.zip]Alliyp Models[/url], Alliyp Sounds (http://www.mediafire.com/download.php?jtxnrzzkmmj)
[url=http://www.filefront.com/15253531/Fountain%20Sounds.zip]Blood Fountain Sounds[/url], [url=http://www.filefront.com/15253425/blood_fountaine.zip/]Blood Fountain Models[/url], [url=http://www.filefront.com/15253767/Dark-Elder-Dec30.zip/]Dark Elder Models[/url], [url=http://www.filefront.com/15253779/Devil%20Machine%20Dec%2030.zip]Devil Machine Models[/url], [url=http://www.mediafire.com/file/flnb4zmzwmo/divination_crystal.7z]Textured & Animated Divination Crystal[/url], [url=http://www.mediafire.com/file/mwnzevywtjk/divination_crystal_1-3-10.7z]Newer Divination Crystal Idle[/url], [url=http://www.filefront.com/15253805/Earth%20Serpent%20Dec%2030.zip]Earth Serpent Models[/url], [url=http://www.filefront.com/15253827/Gods%20Bane%20Dec%2030.zip]Gods Bane Models[/url], [url=http://upload.ps/wl9afx3pzb7x/harpy.zip.htm]Harpy Models[/url], [url=http://www.filefront.com/15253887/ImpDec30.zip]Imp Models[/url], [url=http://www.mediafire.com/?mamyz4xytnn]Morlock Animations[/url][url=http://www.filefront.com/15253911/Oblivion%20Portal%20Dec30.zip]Oblivion Portal Models[/url], [url=http://www.mediafire.com/download.php?tlzwnw2etqq]Pain Tower Finished[/url], [url=http://www.filefront.com/15253925/Shadow%20Walker%20Dec30.zip]Shadow Walker Models[/url], [url=http://www.filefront.com/15253929/Sheol%20Temple%20Dec30.zip]Sheol Temple Models[/url], [url=http://www.filefront.com/15253961/Sorceress%20Dec30.zip]Sorceress Models[/url], [url=http://www.filefront.com/15253985/Sorcery%20Runes%20Dec30.zip]Sorcery Runes Models[/url], Production Sound (http://www.mediafire.com/download.php?yg0mntk2ojz)
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Does the GLADE team have a deadline?
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Deadlines are John.d.h's job...
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Look just give me something to work on i've done the wisdom tower and shadow walker i'll post the .obj's
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First, post the links to the files so that I can link to them here. Then, I would suggest modeling the Harpy. You know what a Harpy looks like right? I know you cannot texture, right, so just animate it and it will be fine. After the Harpy, could you model the Imp. Do you know what the Imp is supposed to look like? But first, upload those other files!
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Ok i'll do that then and here are the files
http://www.mediafire.com/?sharekey=fc3e352c0e1cc1cfd5a101cf914073b4ecd43e0d3c327f9e
Edit: I don't think you can have a harpy and an Imp it doesn't make sense so which do you want?
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Here is an image of what the beast trap should look like. (Note: someone must first model the Balrog, wyvern and imp in order to do this.)
(http://www.mediafire.com/imgbnc.php/aa5e74f872b0d05a5d9ef7f263cf07214g.jpg)
You can use this (http://www.mediafire.com/download.php?w0keqyzdyih) model as a way to start modeling. It will have to be small enough to fit in 3-4 tiles. The spikes are bloodied at the top, and the pole is rusty metal. In the red circled corner would be a Balrog (which would be scaled down in polys to keep polys low,) chained to the pole, and in the opposite corner would be tied an imp, modified in the same fashion. And to the yellow would be a wyvern, chained to the pole by its ankle, and trying to fly away (once again it is scaled down in polys). The smaller spikes are where a “door†would be.
Animation Instructions:
For idle: The Balrog looks back and forth, the imp tries to flap its wings, and the wyvern attempts to fly away.
For Producing Balrog: The balrog flexes and breaks its chains, and as the door’s spikes go into the ground, he walks out the door, and vanishes into team colored gyrating particles.
For producing Imp: The imp flaps its wings once and the chains fall off him, and it runs out the door, with the spikes going into the ground and it vanishes into team colored gyrating particles.
For producing Wyvern: The wyvern snaps the chain and flies away, and it vanishes into team colored gyrating particles.
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OK harpies fly in the air, and the Imp is a ground unit. Thus they are different, even though you might think they are the same. So please model the Imp, unless you are unwilling.
I don't want to fight with you. But it is my decision, confirmed by the czar, which units go in the factions, because I am the concept manager.
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About the Beast Trap, how do you plan on fitting all those creatures in four tiles? The Wyvern, if I recall correctly, is supposed to be bigger than Magic's Dragon, so it alone would take up more than that, and then add in the Balrog (which is a huge creature) and the Imp and there's simply not enough room. Also, even with scaling down the polygons on all three creatures, it would still be a very high-poly model. For example, the Archmage Tower has 528 faces and the Technodrome has 551, so any building for Dark Magic should certainly have fewer than 1000. I think a better way of doing the walls would be to use planes and transparency, like the cage in the "hanged" tileset object. That way, each wall only has to be a couple polygons and it can still be very complex. That way we keep it at a reasonable polygon count while still looking good. Inside the cage could be various things that would accumulate in a monster's lair, which wouldn't add a whole lot of polygons but would add a lot to the "feel" of the unit. I don't know exactly what things that would include, maybe bones and stuff like that, but I'll leave that up to the concept/artistic people.
Animation Instructions:
For idle: The Balrog looks back and forth, the imp tries to flap its wings, and the wyvern attempts to fly away.
For Producing Balrog: The balrog flexes and breaks its chains, and as the door’s spikes go into the ground, he walks out the door, and vanishes into team colored gyrating particles.
For producing Imp: The imp flaps its wings once and the chains fall off him, and it runs out the door, with the spikes going into the ground and it vanishes into team colored gyrating particles.
For producing Wyvern: The wyvern snaps the chain and flies away, and it vanishes into team colored gyrating particles.
No offense, but I don't think you really get how animations work in Glest. Each animation is very short (just a couple frames) and is repeated over and over while the unit is being produced. To have one animation that runs the whole length of the unit production (especially for something that's going to take a really long time to produce, like a Wyvern or Balrog) would take a really long animation with a LOT of frames. While a short animation of just a few frames could be played very slowly so that it would stretch out and last the whole time of the production, it would look so choppy and horrible, more like a slide show than an animation. So what would actually be necessary is an animation with probably at least fifty frames (most likely many more), whereas most Glest animations are about nine frames each. That would be a huge animation that would be very memory-intense, not to mention a hassle to make.
I think for the idle, the cage doesn't even need to be animated at all, but something as simple as a banner flapping or some kind of object swaying in the wind can be good, whatever fits the concept best. Then for the "producing" animations, the creature being summoned can be shown in the cage doing... something, I'm not sure what yet. Maybe struggling against some chains? I'll leave that up to the concept/artistic people. That way, only a maximum of one creature is shown at a time so we can keep the polygon count reasonably low while still looking good and not crowding so many things into so little space.
Alternatively (this is the idea I personally favor), we could make the Oblivion Portal into the unit recruitment building, since it's basically a portal to the netherworld where demons and monsters would come through, hence a great place for Balrogs, Imps, and Wyverns to be recruited. Then we'd just need a concept for the research building.
OK harpies fly in the air, and the Imp is a ground unit. Thus they are different, even though you might think they are the same. So please model the Imp, unless you are unwilling.
I thought Hectate was in charge of the Imp, unless he's too busy with work.
Does the GLADE team have a deadline?
One of the reasons we're starting off with a small project is to figure out how long it takes for the group to get things done. As such, this is sort of a "test run" when it comes to time tables. I think we can get everything done by the end of the month, and that would be really preferable since I'll be on an out-of-state trip from July 3rd to July 10th, but I don't really want to set a hard deadline just yet.
Starting now, I'm calling July 1st our "tentative deadline" for an unbalanced Dark Magic to be complete.
Then everybody who wants to give it a try can test out the faction while I'm in Colorado and the XML Manager can tweak the stats, and hopefully be finished when I get back, just in time for a complete and balanced Dark Magic to get into Glest Community Development Monthly issue 19.
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John dude i think i love you , look at the dedication put into that post ;D
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John dude i think i love you , look at the dedication put into that post ;D
lol Thanks. If you're still looking for something to do, the Harpy, Balrog, and the Blood Fountain need to be made. A lot of others things do too, but we don't really seem to have a clear concept for them yet.
Some inspiration for the Balrog:
http://www.axiomfiles.com/Files/167856/balrog.jpghttp://blog.wieczorek.com.br/media/blogs/pessoal/balrog.jpg
http://www.wladca.mocny.com/prince/Balrog_Wallpaper.jpg
It's from Lord of the Rings, and Tolkien is unclear on whether or not the monster has wings, but I'm pretty sure we don't want it to be able to fly.
For the Harpy:
http://www.atlanticaonlinewiki.com/images/7/72/Harpy_Shaman.jpg
http://daveallsop.deviantart.com/art/Harpy-87055778
I'm not sure if we want her to have arms or not, so that's up to you until the Concept Manager says otherwise.
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Thank you dude i was about to mod that post and ask modman for a concept cause i didn't know how he wanted the harpy done i was about to do it WoW style
Edit:I'm going with the second concept art form of the harpy just letting you know
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Thank you dude i was about to mod that post and ask modman for a concept cause i didn't know how he wanted the harpy done i was about to do it WoW style
Edit:I'm going with the second concept art form of the harpy just letting you know
Sounds good. If you could go ahead and upload all the models you've finished into that same Mediafire folder you posted before, that would be good. I just don't want you to randomly disappear without us being able to use your work.
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Yea i tend to disappear and it will always be in teh glade folder everything that i do for the team will be ;D
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Modman, since you're the Concept Manager, it would be good if you could go ahead and try to get some more concepts for the remaining units so the modelers know what to do. So far we still need them for the Sheol Temple, Sorcery Runes, Dark Elder, Alliyp, Devil Machine, and Sorceress (any more I'm missing?).
For the Blood Fountain, I found these two which looked pretty cool: [url=http://andreasrocha.deviantart.com/art/The-Devil-s-Fountain-82185538]<first>[/url] <second> (http://karezoid.deviantart.com/art/Crimson-Flow-51523720). Personally I think the second one would look cool with one of the demons from the first one standing on the pedestal in the middle, but the concept can be pretty much whatever you want.
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You're right, it will probably be too high poly. But the spikes would only need to be about 5 polys each. And the units would probably not fit into the cage. I guess what i was thinking in my head was something that would be larger than 4 tiles. if someone would actually implement some new feature that allows larger maps in the glest engine, it would be okay to have larger buildings. And the animation would probably not be ok, but since i have just taken a break from other (more developed) games and thought that maybe we could do some things differently. I do understand that animation is not supposed to have 50 frames, but i have never actually done animation :-[. Good decision to test the waters with the deadline. we don't want people bored, example: fluffy 203, or people failing the deadlines.
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I think a better way of doing the walls would be to use planes and transparency, like the cage in the "hanged" tileset object. That way, each wall only has to be a couple polygons and it can still be very complex. That way we keep it at a reasonable polygon count while still looking good. Inside the cage could be various things that would accumulate in a monster's lair, which wouldn't add a whole lot of polygons but would add a lot to the "feel" of the unit. I don't know exactly what things that would include, maybe bones and stuff like that, but I'll leave that up to the concept/artistic people.
That is a very good idea. I like the idea of keeping the model lower poly and not having the individual units chained up to the trap. The artists can definitely think of some good concepts for the Beast Trap, so we should be OK.
Modman, since you're the Concept Manager, it would be good if you could go ahead and try to get some more concepts for the remaining units so the modelers know what to do. So far we still need them for the Sheol Temple, Sorcery Runes, Dark Elder, Alliyp, Devil Machine, and Sorceress (any more I'm missing?).
I will get on that concept art! I will put the links to the concept art on the initial post of this topic. I am pretty good at finding the concept art for the units. I will set Wednesday as my deadline.
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i see there's a lot going on
as for the music position, i'd like to keep my position
and ardor is welcome to assist me
and ardor, currently there is no need for music
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Actually, I would encourage Ardor to make music because an origanal composition will be much better than anything pieced together with smaller soundtracks.
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i'm not holding him back
he's free to help on whatever he wants
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Yes, please don't. Anyways, artists, I have a concept art part on the initial post of this topic. Any questions should be asked on this topic, too.
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Oh, I finally found the picture of the Alliyp I was looking for. It turns out that it was actually spelled "Allip". I like this unit because it looks like a good blend of both a mage (which it morphed from; the Dark Elder is a type of mage) and a spirit. But just because it is from D&D, does that mean we cannot use it in Glest? I think it should be fine as long as we use our own model. Oh, and should I change the spelling of the unit because I spelled it wrong?
(http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG10.jpg)
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The idea of a magical shadow ghost monster really isn't anything new, so I don't see any problem with using it. I wouldn't worry too much about naming right now, but if you don't want to use the Alliyp/Allip name (I personally don't really care if you do or not), then there are plenty of other possibilities, like shade, wraith, shadow, specter, phantom... you get the idea.
Oh, and good job getting the concepts. The Sheol Temple #2 and the Sorceress look especially "Dark Magic".
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I will keep the names all the same for now, to avoid confusion. Then, after the modeling is done, we can change the names, because name changing is really easy.
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Okay, so we are just shy of two weeks away from the tentative deadline and we've got models for about five units, I think. We still need a bunch more! So far, the current progress looks something like this:
Dark Mage - modeled, textured
Oblivion Portal - modeled, animated
Pain Tower - modeled
Shadow Walker - modeled
Wyvern - modeled (WIP?)
That means (to the best of my knowledge) we still need models for the Acolyte, Earth Serpent, God's Bane, Sheol Temple, Beast Trap, Sorcery Runes, Blood Fountain, Sorceress, Morlock, Harpy, Imp, Balrog, Dark Elder, Alliyp, and Devil Machine, as well as textures for every model except for the Dark Mage and animations for everything except for the Oblivion Portal. That's 15 models to be made, 19 to be textured, and 19 to be animated. Since the animations for the Beast Trap are pretty ambitious and might take a while, it would be good to get those started soon, but first we need textured models for the Balrog and Imp in order to do those animations, so those should be our priority.
Everyone who can model, volunteer for a unit when you get the chance. I'd like to get this under way as soon as possible since the models need to be done before textures and animations.
Modman, if you could get concepts for the remaining units, that would be helpful.
MadElf, we need a lot of textures, so the sooner you get started, the better. The Oblivion Portal shouldn't be too hard to do, so you can get started on that. [url=http://files.filefront.com/portal+actionblend/;13900368;/fileinfo.html]You can download it from here.[/url] I thinking a dark rocky texture would be good, like those Dark Elf buildings, and the floating spinning things are supposed to be energy particles. Other than that, use your imagination.
Wciow, how's that Wyvern coming along? I think we can use the Grag you modeled, and just change its weapon to a club and retexture it to make a Morlock.
I would finish handing out assignments, but I have to go, so I'll finish when I get back! Basically, if you see something that needs done, feel free to do it. :)
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Just tell me what exactly you want me to texture, I will start with the ones that have a download link on their post.
The pain Tower maybe or the shadow Walker, I can do a good texture on about 2 hours so expect those 2 done for today, Since i have good ideas of what you guys want, but if you guys want some special colour or team colour of a speciasl place, tell me.
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Very good. But we already have a completed model for the Earth Serpent, thanks to Gameboy.
The Beast Trap should be less ambitious than what Mark suggested. It could be as simple as a pit with spikes around the outside (to match the theme).
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Gods Bane:
(http://www.mediafire.com/imgbnc.php/849b8cfacce8d392aea805183ab5d18b5g.jpg)
I will explain everything there is to know about modeling the gods bane in as great amount of detail as I deem necessary. The spikes run around the perimeter of the boulder of the Gods Bane. The boulder its self is covered in either chalked in or engraved runes. It has four depressions in which a skull is placed, and the skull has ruby eyes. On the top are large horns, which form a type of cage on its apex. My brother (modman) told me that he thought it would be cool if the particle projection for the attack propagated from this “cageâ€. I hope that this is a simple but effective way to help you model the God’s Bane. The model needs no animation at all.
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Okay, so what was I missing from before? Oh, sounds and icons! How are those coming along? Anyone?
Very good. But we already have a completed model for the Earth Serpent, thanks to Gameboy.
Okay, cool.
The Beast Trap should be less ambitious than what Mark suggested. It could be as simple as a pit with spikes around the outside (to match the theme).
How would we model a pit? I don't think we can really make anything sink into the ground, if that's what you mean.
<abridged>
That works, I guess. I like this one (https://forum.megaglest.org/index.php?topic=4039.msg26226#msg26226) as well, though. I'll leave that up to Modman and gAMeboy to figure out which one fits the theme better.
Just tell me what exactly you want me to texture, I will start with the ones that have a download link on their post.
The pain Tower maybe or the shadow Walker, I can do a good texture on about 2 hours so expect those 2 done for today, Since i have good ideas of what you guys want, but if you guys want some special colour or team colour of a speciasl place, tell me.
Texture whichever models you want. I'll leave that up to your judgment. Just think dark, sinister, evil... I'm sure you get the idea by now.
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I'm doing the Pain Tower, you can do it aswell, that way we could combine all the good aspect from both the textures, how 'bout that.
I was thinking for the beast trap we could have curved spikes sticking out of the ground,like a cage.
EDIT: I've done two animations for the Dark Mage, the Idle and the Walking. Does anyone else want to animate?
If you do, here's the file: http://www.mediafire.com/?sharekey=2e4004805cbbc1fcd5a101cf914073b4eb70f2fffea6bc2b
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I already started texturing the Portal thing, it is almost complete, I also already have the g3d model of it.
I'm making a Dark kind of thing with Blood spots over the bnottom part and some symbols.
I also turned the spike on the top to a Gem with is the team colour, and the things that turn around it are team colour too.
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:(
Unfortunately I'll not be able to do the Imp or anything else for the time being. My extra time has evaporated and I will have to be out of the loop. I wasn't even able to finish the character worksheet I started for the Imp.
I'll keep in touch and stay on the forums, but for the moment I'm a non-producing person. Sorry.
That also means that the Imp is open for anyone that would like to try to produce the model.
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:(
Unfortunately I'll not be able to do the Imp or anything else for the time being. My extra time has evaporated and I will have to be out of the loop. I wasn't even able to finish the character worksheet I started for the Imp.
I'll keep in touch and stay on the forums, but for the moment I'm a non-producing person. Sorry.
That also means that the Imp is open for anyone that would like to try to produce the model.
Ok, at least you told us. Some people say they want to do something and then we don't hear from them for a month, and then they tell us they cannot do whatever they said they would.
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Here is the blood fountain.
(http://www.mediafire.com/imgbnc.php/6351d5a9dac0ec7fe6c90dce37351f165g.jpg)
It is a circular stone bowl about two tiles in size that is covered in gothic style decorations, and has 16 spikes running out of its sides. It also has 4 skulls jutting out of blocks on its sides. Inside the bowl is a pool of blood and in the center of that is a stone centerpiece. In the center of the centerpiece are bloody organs, and blood drips down its lip. For producing energy I think the water should churn furiously (What the energy source in magic does but much faster), and that is it. If anyone wants to modify the concept that is fine. My brother thinks that in the pool there should be 4 spikes with skulls on them, but i am not so sure.
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Very cool! But maybe we could incorporate more of the features from the concept art I had already found...
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EDIT: I've done two animations for the Dark Mage, the Idle and the Walking. Does anyone else want to animate?
If you do, here's the file: http://www.mediafire.com/?sharekey=2e4004805cbbc1fcd5a101cf914073b4eb70f2fffea6bc2b
I'm pretty busy tonight, but I can do the Attack and maybe Die animations tomorrow.
Very cool! But maybe we could incorporate more of the features from the concept art I had already found...
I agree. Maybe put one of those demonic statues on the centerpiece and the blood could be pouring out of a jug he's holding, or something like that. Should we make it square, just to make it more different from the Energy Source?
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I finished texturing the Portal, What do you guys think?
(http://i43.tinypic.com/2e2fehf.jpg)
I also have it on G3D already, so it will be ready for glest when i send the texture file, unless the animaitons aren't finished.
EDIT: The texture looks a bit crappy on that picture, I don't know why, those red markings are supossed to be symbols.
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;D I think that it looks fantastic! Please upload soon, and G3D file format would be preferable. But I think that it looks fantastic! The only thing I would like more is for it to look more like it is made of stone, so all you would have to do is change the black color to a more grey one. Other than that, it is fantastic, and I am happy you are doing texturing for us! ;D
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Nice model Madelf! :o
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Good job! I agree with modman that it should maybe be a little bit more grey, but still very dark. The symbols might be a little hard to see in Glest, so maybe make fewer of them, but make them bigger. Aside from that, I like it a lot.
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THAT IS AWESOME! I was going to upload my own concept (which is remarkably similar to the one you made) but the one you made is very cool.
Okay, so what was I missing from before? Oh, sounds and icons! How are those coming along? Anyone?
When only me and my brother were working on Dark Magic, i did most of the images. I decided that the way i would make the unit's image would be to put a screenshot of the unit in front of the baackground for dark magic. however, that only works when you have the model, so until someone models the unit, no unit image. For sounds, i am currently working on them as i am the foley artist. If anyone has any particular idea of what a unit should sound like, make sure to tell me.
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When only me and my brother were working on Dark Magic, i did most of the images. I decided that the way i would make the unit's image would be to put a screenshot of the unit in front of the baackground for dark magic. however, that only works when you have the model, so until someone models the unit, no unit image.
Okay, so what about the other icons, like stop, hold position, repair, build, and so on? Do you already have a good icon background?
For sounds, i am currently working on them as i am the foley artist. If anyone has any particular idea of what a unit should sound like, make sure to tell me.
The Balrog scene from LotR (spoiler alert!) (http://www.youtube.com/watch?v=MEmwKLgwIC0&NR=1)
For the Blood Fountain, some kind of churning, bubbling sound could be good, I suppose. The Harpy probably shrieks. Other than that, I don't know.
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Thanks, I agree that it is too dark, I will make it lighter.
PS: Is there a way of making a light or something coming from the center of the portal? I think it would look awesome if there was.
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Yea, he actually helped out about 50/50 before he had an account. But technically he wasn't even supposed to have an account until he was 12, so he just posted the works under modman.
We have a working icon background, but I don't like it too much. I would like Gameboy to make new icons, because he made such great ones for Titi's mod ;D.
I'll help Mark out with the sounds, since I don't have much else to do, besides concept art. The Devil Machine was something I completely fabricated, but it has a specific purpose in the faction, so I don't want to cut it. It will be designed to be an annoying swarm unit for the late game. I want it to be mechanical, but to have a magical "force" propelling it. The force could be depicted as blue sparks or something. It should probably have one wheel, and it will be melee. It should also be made of wood. The concept I have in my mind is VERY hard to explain, but I did my best. Please ask questions to clarify things...
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I already made the images, but the background doesn't strike me as completely sorcery, so any previous image work is subjective to constructive criticism.
I guess we could use the LOTR blarog, but i was thinking something more original, a more modified concept.
Madelf, you can make a glow in the unit XML, but it will only come on at night.
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The Devil Machine was something I completely fabricated, but it has a specific purpose in the faction, so I don't want to cut it. It will be designed to be an annoying swarm unit for the late game. I want it to be mechanical, but to have a magical "force" propelling it. The force could be depicted as blue sparks or something. It should probably have one wheel, and it will be melee. It should also be made of wood. The concept I have in my mind is VERY hard to explain, but I did my best. Please ask questions to clarify things...
You mean something kinda like this (http://www.moddb.com/games/battle-for-dune/images/buzzsaw1#imagebox)?
I guess we could use the LOTR blarog, but i was thinking something more original, a more modified concept.
Yeah, that was mostly just for inspiration, and for what it might sound like. Plus, the books actually leave a lot more to the imagination than the films, like whether or not the beast has actual wings or whether or not it can fly.
PS: Is there a way of making a light or something coming from the center of the portal? I think it would look awesome if there was.
I really don't think there is, except for glowing at night in the XML. We could set it to have a low-intensity reddish-purple glow at night. I think that would look sinister and eerie.
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Good work being done! I see the GLADE team is very efficent!
After a personal request for modman, the 'Maximizing Your Glest Experience' page on the main part of glest.110mb.com now includes a GLADE team suggestion. A page for GLADE, as well as the GAE one, is soon to come!
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I just finished the Dark Mage's Die and Attack animations. I think the Walk and Idle animations should be tweaked a little bit, because in some parts the mage's back shows through his cloak, and the walk is a little... zombie-like. Also, there's a little overlap with his arms and the cloak when he swings his arm during the walk. I would fix these myself, but since they're gAMeboy's animations, I figure I should give him the chance to fix his own work. My internet at home is abominably awful, so the upload might have to wait.
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you can do it John, I got fed up trying to make the thing walk.
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Here is the Dark Mage with his Attack and Die animations complete. I decided against doing the "overhead basketball pass" attack, because I thought it would look like I just copied the Battlemage, so I opted for more of a baseball throw. I'm still not sure it's as "smooth" as I want it to be, but it looks good enough in-game. I'm pretty fond of the Die animation, though.
Mediafire link (http://www.mediafire.com/file/eijohwg45ny/johns_dark_mage_attack_and_die.7z)
you can do it John, I got fed up trying to make the thing walk.
Okay, I'll redo it. For future reference, here's a fantastic tutorial (http://wiki.blender.org/index.php/Doc:Tutorials/Animation/BSoD/Character_Animation) on doing a walk animation. I also might change the Idle animation just a tiny bit to get rid of the overlap.
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The Devil Machine was something I completely fabricated, but it has a specific purpose in the faction, so I don't want to cut it. It will be designed to be an annoying swarm unit for the late game. I want it to be mechanical, but to have a magical "force" propelling it. The force could be depicted as blue sparks or something. It should probably have one wheel, and it will be melee. It should also be made of wood. The concept I have in my mind is VERY hard to explain, but I did my best. Please ask questions to clarify things...
You mean something kinda like this (http://www.moddb.com/games/battle-for-dune/images/buzzsaw1#imagebox)?
Yea, kind of like that, but only sort of crude looking, but still with a "clockwork" feel with lots of gears, but also with spikes. Thanks for the pic, it gave me a reference point to describe with.
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Give me a little time and i will get you some concept art.
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Would it be OK (Glest license-wise) if I spent a little of my own money to get a soundtrack for this faction? Keven MacLeod is a great composer and I think he could make a great one for this faction. Unfortunately, it's not free...I'll have to see how much he wants because I'm only 15 and Bill Gates isn't my uncle. ;)
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Would it be OK (Glest license-wise) if I spent a little of my own money to get a soundtrack for this faction?
If you pay the guy to license it to you under GPL, then it would be fine. Personally, I wouldn't go spending money on this, but I'm certainly not gonna stop you either.
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Actually, I found some really awesome tracks on his site, which are free and the license is really lenient. You can see it here (http://incompetech.com/m/c/royalty-free/faq.html). Since I found such good stuff, how long maximum do you think the soundtrack should be? i am working on the soundtracks because I know how to do it, have nothing else to do, and i can quote Archmage101 as saying the existing one is good enough. So I'll just improve it. Also, Mark is in the process of making concept art for the Devil Machine.
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Bill Gates isn't my uncle. ;)
Thank god! Who wouldn't want to kill the guy for making IE and not giving it an uninstall?!?
Don't worry too much about the music though, the focus should be the gameplay! Remember that poll on glest.110mb.com? It asked about players opinions of game music, and my answer above basically reflects it...
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OK. Thanks for keeping it in context. I'm just a music fanatic, I guess. My Dad, and my Dad's Dad were both trumpet players (they were both great, but my dad still plays. He has a band, Beacon music ministry; they did play in prisons until it broke up). Also, I'm in the marching band at West, playing trumpet. (Link to us playing (http://www.youtube.com/watch?v=5wFa15Ll4UI))
Anyways, the soundtrack is going to be kind of long (15 minutes maybe :-[)
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Don't underestimate the importance of music! If you took a soundtrack from Goldeneye and put it on an Age of Empires level, then you'd suddenly realize how important having appropriate music is! Music sets the whole tone, atmosphere, and pace of the game, and has the power to lodge itself into your mind for years. How many of us can still hum the theme songs from Mario Bros or LoZ? I know I sure can. I think most gamers just don't take it into consideration, because the music is sitting in the background doing its job instead of being up in your face. I know the soundtrack playing during the high-tech portions of Civ 3 gets on my nerves pretty quickly.
I'd try to keep it around the same length as Magic and Tech's soundtracks, but a little bit longer or a little bit shorter should be okay. I think they're about seven or eight minutes, but I could be wrong.
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OK, then. I'll get on it!
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Yes, i agree that the music of a game is not to be underestimated. As an example, one of the songs played during battles in civ4 sounds like some random hillbilly made it with his banjo ::). My brother is quite dedicated to making soundtracks fit the style of the faction, so i am trusting him to compile something fantastic.
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What does everyone think about using the Portal as the main summoning building instead of the Beast Trap, and then making the research building a laboratory?
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I personally think that a laboratory is the wrong way to go as far as concepts... however i am interested in what you have in mind--something like this?
(http://wiimedia.ign.com/wii/image/article/848/848490/monster-lab-20080129040550457_640w.jpg)
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Ok guys i'm back sorry , but something came up and i should have the harpy done some time this week ;D Off topic but if you play wow and wanna play or wanna get the info on it click my sig its my sever =)
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OK guys, I'm currently not up to date with dark magic. What's the current state?
Probably its a good idea to keep the first post up to date, whats done and whats missing.
By this I can choose something to model or whatever what is not already done.
and by the way, the portal looks great, good job!
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Everything that is done is on the first post. The concept art is mostly done, and the art is linked to at the bottom. The faction diagram is final, except names, which are all pending (not saying that all need to be changed, but I have a few changes in mind. Also, if I mention the different names, people will get confused, which wastes time.
I'm glad to see you've tuned into GLADE right now, titi.
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I'm not against music, I just think that you should work on getting a fully functional mod with all the units done first. Music IS important, but not AS important as gameplay.
Also, remember that some people will NEVER hear the music. Namely deaf people (I myself have a hearing loss) and people who do most of their gaming at night, when others may be sleeping (I do that a lot). Never make a game depend on sound.
OT: This won't apply to Glest, but always caption/subtitle games. I was glad when Halo 3 did, unlike earlier halo games.
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and people who do most of their gaming at night, when others may be sleeping (I do that a lot)
Headphones could help...
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Okay, so I literally typed up about a page-long response to this thread and then accidentally clicked on one of those annoying taskbar links that IE has (I hate these library computers so very much) so now I have to completely redo it. Here goes.
We've got about a week left before the tentative deadline, so we need to pick up the pace. If we keep going at the same rate as this past week, we won't be done until August. ::)
Models that are still needed: Acolyte, God's Bane, Sheol Temple, Blood Fountain, Sorcery Runes, Sorceress, Imp, Balrog, Dark Elder, Alliyp, and Devil Machine. Take a look at the concept links in the OP and feel free to model any of them. If we want to get everything done by the end of the month, we need to do about two models per day, including textures and animations. :o
I'll finish animating the Dark Mage after I get back from the gym, so that should be done some time tonight (GMT -5).
Elimnator, are you out there somewhere? If so, you can go ahead and start animating the Shadow Walker. Otherwise I'll just do it myself.
Wciow, where are you? How's the Wyvern coming along?
MadElf, any progress on that Portal texture?
Modman, the link to the tower model is missing from the OP. http://www.mediafire.com/download.php?tlzwnw2etqq
I personally think that a laboratory is the wrong way to go as far as concepts... however i am interested in what you have in mind--something like this?
I was thinking something kinda along those lines, but I'm open to other possibilities. A divination crystal maybe? I just know that the Portal makes sense as a summoning building but doesn't make any sense as a research building.
OK guys, I'm currently not up to date with dark magic. What's the current state?
Probably its a good idea to keep the first post up to date, whats done and whats missing.
Yeah, that's something that's missing from the OP. *cough*Modman*cough*
By this I can choose something to model or whatever what is not already done.
Feel free to model anything I just mentioned as being needed, or to texture the Pain Tower.
and by the way, the portal looks great, good job!
Thanks. I'll take credit for the model, but the texture is what's really going to make it look good.
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Here are some nice sounds i just did.
Energy (or blood, i'm too lazy to check) fountain:
5 energy (http://www.mediafire.com/download.php?txjuomu2nwn)
10 energy (http://www.mediafire.com/download.php?nnmart3yz5z)
20 energy (http://www.mediafire.com/download.php?hnzoyhtjytm)
Oblivian Portal:
Oblivian Portal Production (http://www.mediafire.com/download.php?yg0mntk2ojz)
Hope you like them! :) More soon!
Concept Art:
Devil Machine:
(http://www.mediafire.com/imgbnc.php/fba921019124e25b51d8ba45fc28e6385g.jpg)
The Devil Machine is made up of various parts. The first is the wheel, which is made out of metal, which is attached via a metal (or any other material) rod to a disc. The disc is made out of wood and has six spikes on the edges of it, and is parallel to the ground. In order to make it more Dark Magicey, I thought that maybe there should be a type of engine somewhere on it. For attacking, the Devil Machine will lean its disc forward and spin it. For moving, it moves its wheel in a circular motion (duh) and leans the disc forward. For idle, it needs no animation.
Sorcery Runes:
(http://www.mediafire.com/imgbnc.php/432fd5e5e8845eabfbab2663810510875g.jpg)
The Sorcery Runes consists of one large, central rune stone (in this case a boulder shaped piece of stone with runes carved/chalked on it), with spikes coming out of its sides and the ground immediately surrounding it. When modeling, keep in mind that it needs to fit in 3-4 tiles, preferably 3. For producing/researching, the Sorcery Runes’ spikes slide in and out of the rune stone and ground.
README!!!If you are one of those people who doesn't read whole topics, i would strongly recommend you be a pal and make an exception here
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I'll texture the pain tower
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I have completed what I think is the best Dark Magic soundtrack yet! It is a compilation of different soundtracks all mixed together (using Audacity). All of the pieces used are Royalty Free from Kevin MacLeod. I have download links below for the files in MP3 and OGG file formats (MP3 because it is common, OGG because Glest uses it).
Download in MP3 Format (http://www.mediafire.com/download.php?dz0g5ezt2me)
Download in OGG Format (http://www.mediafire.com/download.php?yylunmwzq0m)
OK guys, I'm currently not up to date with dark magic. What's the current state?
Probably its a good idea to keep the first post up to date, whats done and whats missing.
Yeah, that's something that's missing from the OP. *cough*Modman*cough*
I guess I don't understand what you guys mean...All progress is (mostly :-[) kept in the first post, so that is our progress...
I personally think that a laboratory is the wrong way to go as far as concepts... however i am interested in what you have in mind--something like this?
I was thinking something kinda along those lines, but I'm open to other possibilities. A divination crystal maybe? I just know that the Portal makes sense as a summoning building but doesn't make any sense as a research building.
I'm open to ideas at all times, but at this point, if you have the model, I'll go with it! But you do have a point that the Oblivion Portal doesn't make sense to be researching. I'll have to fix the diagram, again. >:(
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I have completed what I think is the best Dark Magic soundtrack yet! It is a compilation of different soundtracks all mixed together (using Audacity). All of the pieces used are Royalty Free from Kevin MacLeod. I have download links below for the files in MP3 and OGG file formats (MP3 because it is common, OGG because Glest uses it).
I like! Very good selection.
I'm open to ideas at all times, but at this point, if you have the model, I'll go with it! But you do have a point that the Oblivion Portal doesn't make sense to be researching. I'll have to fix the diagram, again. >:(
Well, I think I have a decent idea of what the Divination Crystal could look like, and modeling it would be a snap. I'll see what I can do.
Here are some nice sounds i just did.
Not bad. The Portal sound might be a little too short, but I'll test out how it sounds on a loop.
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I have completed what I think is the best Dark Magic soundtrack yet! It is a compilation of different soundtracks all mixed together (using Audacity). All of the pieces used are Royalty Free from Kevin MacLeod. I have download links below for the files in MP3 and OGG file formats (MP3 because it is common, OGG because Glest uses it).
I like! Very good selection.
Thank you for listening. And it's not too long? I don't think so...
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what do you think about this (http://www.savefile.com/files/2136832)?
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what do you think about this (http://www.savefile.com/files/2136832)?
What about it? It doesn't even have a file extension.
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I will try the sourceress, ok?
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Great! The concept art should be on the first post. Also, I totally forgot to link to that link you made, John.d.h :-[.
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what do you think about this?
What about it? It doesn't even have a file extension.
oh sorry, add .mp3 on the end of the file, ok
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The problems are that it is too short and it is from a different game. Glest is not a copying game filled with pieces from games all around, it is made of original works. Taking music from other games probably is not even legal. Sorry, but that soundtrack is not applicable.
Not to mention the fact that it sounds too cartoony for Glest...
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Currently modeling the Divination Crystal. Should be done in a bit.
The problems are that it is too short and it is from a different game. Glest is not a copying game filled with pieces from games all around, it is made of original works. Taking music from other games probably is not even legal. Sorry, but that soundtrack is not applicable.
I agree 100%.
Edit: Here it is, textured and animated, including the *.blend file, the two *.g3d files, and the *.tga, all in one convenient *.7z. :)
For the Idle animation, the crystal bobs up and down, and for the Working animation, the crystal spins around the Y axis. I'm considering this a "rough draft". I'd say it's good enough to be usable, but should probably be improved at some point when we have more time, especially the texture.
MediaFire link (http://www.mediafire.com/file/flnb4zmzwmo/divination_crystal.7z)
Filefront link (http://files.filefront.com/divination+crystal7z/;13927592;/fileinfo.html)
(http://fc04.deviantart.com/fs48/f/2009/175/c/6/Divination_Crystal_by_Johndh.png)
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Nice model John.d.h. :) Archmage 101, I'm not sure you understand several aspects of that soundtrack. It sounds like its from a puzzle game, not from a sorcery faction. Second, its from zelda, so it would no doubt be infringing on some kind of copyright or licensing. (titi and many others will attest to that). And lastly, soundtracks are not necessary now with modmans compilation. Better luck next time.
John.d.h.-for the divination crystal and laboratory, where will they be in the techtree? I am beginning to like those ideas, especially the divination crystal, (because it has a good model). I think that the divination crystal should mainly do upgrades.
Good work everyone!
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John.d.h.-for the divination crystal and laboratory, where will they be in the techtree? I am beginning to like those ideas, especially the divination crystal, (because it has a good model). I think that the divination crystal should mainly do upgrades.
My intention was for the Divination Crystal to take the place of the research building (now occupied by the Oblivion Portal), and the Portal would take the place of the summoning building (now occupied by the Beast Trap). The laboratory was just an idea; I went with the crystal instead.
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I like the animation ideas a lot. I'll post concept art when I find some, but wouldn't it be cool if the crystal part was semitransparent?
How about this:
(http://www.lifeinfozone.com/wp-content/uploads/2007/08/crystal-balls.jpg)
It would be tuned for Dark Magic if the "sea horse" things were devils, or something. And since it doesn't have to obey the laws of physics, it doesn't need the ring stand. And the animations are a go!
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wouldn't it be cool if the crystal part was semitransparent?
I would do that if I knew how!
Edit: Here's the Dark Mage, fully animated! Two *.blend files, four *.g3d files, two *.tga textures, all in one *.7z.
The Idle animation is only slightly modified from gAMeboy's original (just fixed some overlap with the cape), where his cape flaps in the wind. For the Attacking animation, the mage makes a throwing motion like he's pitching a baseball. For Walking, he does a regular walking motion and his cape moves with the wind. For Die, he falls backward.
MediaFire link (http://www.mediafire.com/file/ydytmgco5mw/dark_mage_full.7z)
Filefront link (http://files.filefront.com/dark+mage+full7z/;13928025;/fileinfo.html)
Edit again: Okay, so Titi has dibs on the Sorceress and I'll do the Blood Fountain tomorrow if I have time, so that leaves us with the Acolyte, God's Bane, Sheol Temple, Sorcery Runes, Imp, Balrog, Dark Elder, Alliyp, and Devil Machine that still need to be modeled. We also need a concept for the Acolyte.
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Nice animation, i'm glad thats over with.
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Is there any thing you want me to make I'm on the Glade team as a modeller.
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wouldn't it be cool if the crystal part was semitransparent?
I would do that if I knew how!
How you do it- i think- is you have the original sphere, and you duplicate it so you have one that is a bit larger, that is like a skin to the larger one. You take the larger one, and delete some of the faces, and when it is textured, you will have the smaller sphere be team color, and the larger one be some kind of blue and alpha gradient mix (which will make it look shiny too). But this might not work because i don't know how to model so i can't test it. Correct me if i am wrong about this.
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Is there any thing you want me to make I'm on the Glade team as a modeller.
You could go ahead and do the Sorcery Runes if you want.
Concept: http://www.mediafire.com/imgbnc.php/432fd5e5e8845eabfbab2663810510875g.jpg
Feel free to play around with it a little, but the general idea is that there's a big central stone and a bunch of spikes around it, kinda like the ones around the Portal, I think.
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first screenshots and downloads from the sourcery ( work in progress!!)
And sorry that its in the egypt faction I didn't have setup a dark magic faction yet)
current blend and so on...:
http://www.titusgames.de/darkmagic/sourcery/sourcery.zip
(http://www.titusgames.de/darkmagic/sourcery/sourcery1.jpg)
(http://www.titusgames.de/darkmagic/sourcery/sourcery2.jpg)
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Good work, Titi! I'm not too sure about the tattoo on her back, though.
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its just a gimmick!
You doesn't see it in the game! I'm plannig to only show it when she dies :)
So everybody will look at the death animation and stop the game to see what it is . I really liked this idea I hope you like it too.
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Here's a WIP of the Blood Fountain. I just wanted to see if everybody thinks I'm on the right track before I continue.
(http://fc01.deviantart.com/fs46/f/2009/176/e/c/Blood_Fountain_WIP_by_Johndh.png)(http://fc06.deviantart.com/fs48/f/2009/176/1/5/Blood_Fountain_WIP_version_2_by_Johndh.png)
Edit: Added the second picture. Here's what it looks like with a dark granite texture. The spikes are granite and team color.
I'm still not sure if I should keep the spikes at the top bowl like this, or put them on the bottom bowl.
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Very nice, John.d.h. Yes, i think that you should make the spikes on the bottom.
Titi, nice job on the sorceress. If it wouldn't be too hard, it would be cool if you would add some kind of staff.
Like this:
(http://images.mmosite.com/warhammer/images/races/socc_11.jpg)
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I'm not sure if I'll have time, but I'll see if I can finish the Blood Fountain tomorrow. I'll move the spikes down to the bottom bowl and see if that looks better. Animating the blood should be very challenging, but I think I'm up for it. :)
Here's what I have planned. For the Idle animation, the spikes will slowly flex in and out like fingers (maybe), the pools of blood will slosh around a little bit, and blood will drip down the sides of the top bowl. For the Producing animation, the pools of blood will swirl violently and I'm thinking of using tiny "particle" objects to simulate a sort of splashing effect. Sound good? Should I do separate animations for each kind of production? I don't think it would be too much trouble to just make the bigger ones more violent, but having four animations would take up a lot more space than just two, so I want to know if y'all think it would be worthwhile.
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@modman:
Thanks :)
But you want more stuff? I think that's not possible :( .
Maybe a hat but that's all ( but I don't like it, it only looks cool from the front ). We have only low poly models in glest and you will see nothing of these details in the game!
Even the current details like the black bra are not visible in the game. You'll see a black bra, not more!
This is something you should keep in mind when you look for concept art. Lot's of the things that are shown in several pictures are very detailed and fine and let the things look so good and magic. Or they have smoking or glowing or transparency parts as the main effects.
All this is not possible in glests! maybe a little bit transparency, but this doesn't work correctly in units ( but it works perfect in tileset models )
So you will always be disappointed if someone tries to create a glest model according to your concept. The glest engine is our limit, we cannot do something whats not possible there.
But what weapon should she have or how should she fight? This spear or whatever she has in his hand?
What do you think about my idea: bats! When she swings her hand a swarm of bats starts to fade in and flies around her had. Then she throws her hand in the direction of the enemy and the bats fly as projectiles attacking the enemy. This should be possible to make with the glest engine.
@john:
spent some more vertices for the main basin of the blood fontain, it will look much smoother.
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Actually, I didn't mention adding anything, I believe. That was my brother, but sometimes we think similarly. But my brother is more visually oriented, and I am more audio/gameplay oriented. So I am satisfied with the work you have done! ;D
The bats idea might be a cool idea, but it might be a lot of work, and with limited payoff. Were you thinking of making the particle proj particle a bat? That would be feasible. The attack, I was thinking, could be more dependent on the particle proj instead of being melee. But I do want to keep this different from Magic; the Summoner resembles the Sorceress in many ways.
I would actually prefer to give the Sorceress a particle proj, though. I can make it; it will be straight and thin, and maybe green or red.
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wow nice model john
good luck animating the blood
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You know, for that death machine or what ever it was called, the concept art was kinda lame. When I heard the name, the first thing that came to my mind was the boss in final fantasy IX that you fight in the gargant tunnels when going to the outer continent for the first time. I tried to find a good picture, but google images only gave me really tiny concepts, and no in game screenshots.
(http://www.xixworld.net/ff9/Image/Bestiaire/armodullahan.jpg)
(not the best concept, color could be changed to darker feel)
If you've played this game, and remember the monster I'm talking about (proper name is armodullahan), then you'll know how this would make a perfect death machine. It is NOTHING like the concept art posted earlier, but is (in my opinion) far better, even though more difficult to model.
@titi: why should he need to make the fountain rounder? I think it looks good exactly how it is, no modifications.
@modman: a bat particle proj would be really cool, and not too hard. Just shape the model to be somewhat like a bat, it needs no texture, just a black defuse color (this is where the g3d diffuse textures come in handy for a change). Now set the particle proj to spiral and have the bat do lots of small spirals with high frequency, making it appear to flutter. It could be quite amazing! I think it would probably work well (picturing it mentally).
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For the Blood Fountain, I was actually intending for it to be octagonal instead of round, but I'll try evening it out and see if it looks better. I've modified it a bit, moving the horns down to the bottom basin, adding four spikes to the top (but they're different from the bottom ones), and modifying the top bowl, but I still need to animate. Sorry it's taking so long, but I'm out of town for the weekend, so I'll try to finish it when I have some spare time. I'm also not on my own computer right now, so I don't have any screen shots.
In my opinion, the Sorceress looks fine how she is. How are the animations coming along?
Regarding deadlines, it really looks like we're not going to be done any time soon. I'm not going to be doing any work between July 3rd and July 10th when I'm in Colorado, so does July 17th sound like a reasonable deadline to everybody?
You know, for that death machine or what ever it was called, the concept art was kinda lame.
I agree, but it's really hard to tell what your concept even is. Can you get one that's more clear?
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The concept art is definitely lame, but considering how the devil machine is a cheap swarm unit, it needs to be simple. What you have is a boss from some game, not a weak unit. July 17 is a hard deadline for me as the foley artist because no one is contributing in the form of concepts or sound files, except a little by john.d.h. I realize that it is my job to do this, but if i really just pound them out they will have to be the way i like them and because of the lack of help i am recieving, exempt from criticism. Case in point: Tell me what you think they should sound like or help me by making some sounds yourself if you have a specific idea.
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Sorry for like disappearing here, I'm on holidays on Brazil so it will take some time until i get everthing working again.
So, in the next few days i wont be posting here much.
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I was kind of looking for a simpler feel to the Devil Machine, kind of like a clockwork feel, but a clock that was made by barbarians/neanderthals. So thick pieces of wood, and a few moving parts would be nice, but not too many moving parts. I kind of knew this unit would be controversial, because it doesn't exist in any other games. But that's a good thing. Maybe I'll do a crude Blender piece for it, but be warned, I suck at modeling; I'm only doing it because a model is worth a thousand+ words.
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The sourcery ;D ;D ;D... it was really a lot of work (about 10 hours? ).
I hope you like it!
here is a fully playable glest unit for magic:
http://www.titusgames.de/darkmagic/sourcery/sourcery_glest_unit.zip
here is the blender file:
http://www.titusgames.de/darkmagic/sourcery/sourcerymodel.zip
(http://www.titusgames.de/darkmagic/sourcery/sourcery3.jpg)
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nice job
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Yes, titi, very nice job on the sorceress.
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I like all of the animations, but especially the attack and produce and die ones. I will add a particle proj in addition to the bats, but I didn't think modeling the bats was necessary; oh well! The models are very nice, as in keeping to your standards of excellence! ;D
The producing animation was somewhat surprising, but I guess it's good. The spinning head thing I thought was more of a horror thing than a magic thing, but it was in The Exorcist. Either way, it's a great job, titi!
Since I have a good number of models now, I'll start on the XMLs now...I'll use placeholders for the models not done yet.
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The Sorceress looks good, as does her attack. I'll take a look at the animations tomorrow when I'm back on my own computer. As for the Blood Fountain, I got the animation looking good in Blender, but then when I export it to *.g3d, it goes crazy and looks awful! It might take me a little while to figure out how to fix it (I have a hypothesis of how to do it, but haven't tried it yet), but I think I'll go ahead and upload the static model when I get a chance. I'll TRY to have a full set of animations done and uploaded before I leave for my trip on July 3rd (because I certainly won't be doing any work while I'm there) but I can't make any promises. I would upload the static model from my flash drive right now, but I think this computer is too old to have a USB, because I certainly can't find any!
July 17 is a hard deadline for me as the foley artist because no one is contributing in the form of concepts or sound files, except a little by john.d.h. I realize that it is my job to do this, but if i really just pound them out they will have to be the way i like them and because of the lack of help i am recieving, exempt from criticism. Case in point: Tell me what you think they should sound like or help me by making some sounds yourself if you have a specific idea.
Now that we know the Sorceress has a bat projectile, it should be pretty clear how that should sound. The Devil Machine would probably sound like gears and clockwork. For the Sorcery Runes or the Divination Crystal, maybe something like the ringing sort of tone you get when you run your finger around the edge of a wine glass. I'm really just guessing here. The Foley Artist's job is possibly the most abstract, so it's probably the one for which I'm the very least helpful. We don't necessarily have to have all of the sound effects done to make an initial release since we can use a lot of Magitech sounds as placeholders (a sword sounds like a sword, you know?), so just do what you can and maybe we can add the rest in a second release.
This brings me to my next concern: voice acting! How are we going to get all the voice sounds done? Is there somewhere online where we can get a whole bunch of them for free, or are we going to make them ourselves? No offense to anybody, but we've only got a couple of grown men here (and no women at all!) and I don't think all of the units should sound like 12 to 15 year old boys.
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12-15 year old boys usually have something like mom and dad :)
Probably they can help us a bit??
My friends and neighbors are already voice actors in my other mods, probably the can do it again.
But I think voices/sounds are really the last thing we should work on.
We should focus on models,xmls and gameplay balancing first.
When all this is done, we can show our voice actors what we want from them! This helps them a lot to identify with their model
and gives much better voice recording results.
@modman:
Yes a presetup of dark magic would be a nice thing!
The bats already have a particle project, but I didn't put too much work in creating the xmls.
Do whatever you want with them. (Hint: the starting point and animation start time in the particle project of the bat attack is quite good yet! )
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I managed to make a wide variety of voices for military using just two people. The technique is to use audacity's 'change tone' plug in, which can make a voice deeper or higher. It is so handy I could make myself sound like an evil wizard with a booming voice or a young girl with a high pitched voice, all from the same sound clip.
While its not a substitute for real voices. it is still a handy alternative for when you have limited voices, or if you don't want to mix your parents up in these kind of things... ;)
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Omega can you give me a link to the audacity plugin?
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12-15 year old boys usually have something like mom and dad :)
Probably they can help us a bit??
My friends and neighbors are already voice actors in my other mods, probably the can do it again.
But I think voices/sounds are really the last thing we should work on.
We should focus on models,xmls and gameplay balancing first.
When all this is done, we can show our voice actors what we want from them! This helps them a lot to identify with their model
and gives much better voice recording results.
I wish!! My parents would never do that. :'( :'( :'( I have modman for that. But titi and John.d.h. are grown men, so they can do sounds that are humanoid, and i will record the ones that are for the monsters.
I managed to make a wide variety of voices for military using just two people. The technique is to use audacity's 'change tone' plug in, which can make a voice deeper or higher. It is so handy I could make myself sound like an evil wizard with a booming voice or a young girl with a high pitched voice, all from the same sound clip.
While its not a substitute for real voices. it is still a handy alternative for when you have limited voices, or if you don't want to mix your parents up in these kind of things... ;)
The sounds that are concocted in audacity are lower in quality and don't sound authentic. They should merely be used as placeholders. But for some things audacity really does work magic. Anyone who doesn't already have it needs to get it if they plan on making unit sounds any time soon.
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It should be preinstalled. (at least in mine, which is v1.2.6). Select the audio, the go to effects menu. Choose 'change pitch' (I said tone earlier, my bad). Higher percent is high pitch, lower percent is deep pitch (low).
As for quality, I am more than happy about them, as long as I remember to save the wavs as 96kb/s or something. I don't like huge files, and I am not one to need high quality. As long as something sounds remotely realistic in sound, I could care less. Music is a different thing (prefer 96 - 128 kb/s in mp3 format). Don't worry about quality of sound as much as music. Sound's focus should be what is being said, and the understandability of this.
I've had much success with the plug-in, and have managed to trick my parents into thinking someone else was talking once! Got a good laugh over that!
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Omega, i know how to use audacity! Unless you are a genius, the sounds made in audacity are simply inferior to the real thing. Pitch edit just makes them sound unnatural, but i am sure that there is some feature that can fix that.
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True, they aren't as good as the real thing, but they're good enough for me, and they are plenty fine for voices in Glest. This isn't a project by some multi-million dollar corporation trying to make the videos in their games, nor is it an animation studio making the next big disney flick...
I'm unmoved, but feel free to do what ever you wish for your sounds, after all, you're the one doing them! ;)
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Yes. They are good enough if you can settle for less. But i prefer to have things done better.
Here is an alternative concept for the balrog. I am thinking of changing the name to gargoyle. It is a creature called malphas from a free RPG game called Savage.
http://www.mediafire.com/download.php?zyzuwr2ymgq (http://www.mediafire.com/download.php?zyzuwr2ymgq)
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I have made a new version of the faction diagram, version five. I have updated the first post as well. New features include glows, which actually mean something now. I made a key also. Also, I have accounted for the Oblivion Portal, which produces units, and the Divination Crystal, which researches.
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whoa! this going good!!
maybe the gargoyle could change to stone and deal a weak attack in exchange for higher HP.
BTW I'm sorry I've not done anything lately, something came up, but expect the Pain Tower in a few days.
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"Gargoyle" to me sounds like something smaller, maybe man-sized, like an actual gargoyle statue (http://upload.wikimedia.org/wikipedia/commons/e/e4/Notre_dame-paris-view.jpg). Maybe I'm wrong, but I was thinking the Balrog was supposed to be a huge, powerful unit like the Behemoth. I'm not too particular about what we call it, but I'd just like it to be consistent with the nature of the unit. Maybe "Gargoyle" is more fitting for the Imp, since it's supposed to be a regular-sized unit that's fairly strong on its own.
Here's the static Blood Fountain model, in a 7zip archive. I'm on one of the university computers and it won't take a screenshot properly (everything just goes black), so I'll try to get one from my laptop tomorrow.
Mediafire link (http://www.mediafire.com/file/j2zizf1tmw2/blood_fountain_static.7z)
Filefront link (http://www.filefront.com/13946164/blood_fountain_static.7z)
maybe the gargoyle could change to stone and deal a weak attack in exchange for higher HP.
Sounds a little too much like WC3 if you ask me...
I have made a new version of the faction diagram, version five. I have updated the first post as well. New features include glows, which actually mean something now. I made a key also. Also, I have accounted for the Oblivion Portal, which produces units, and the Divination Crystal, which researches.
If you're going to keep track of which units are finished on the faction diagram, the colored glows probably aren't the best way. It's kinda hard to just glance at the picture and see "okay, this unit and that unit are done, this other unit still is in progress, and this one over here hasn't been started". I think a simple list or table is better for that. Plus, wouldn't you have to update the diagram every time a unit gets finished? Seems awfully tedious to me. Maybe you can just change the font for the unit name where you have the model links. For example...
Sorceress
Glest Models (Finalized) (http://www.titusgames.de/darkmagic/sourcery/sourcery_glest_unit.zip)
Shadow Walker
Static Blend Model (http://files.filefront.com/shadow+walkerblend/;13893987;/fileinfo.html)
... where italics symbolize partial work, and bold means totally finished. I think that would make it easier to tell at a glance what was done and what wasn't.
True, they aren't as good as the real thing, but they're good enough for me, and they are plenty fine for voices in Glest. This isn't a project by some multi-million dollar corporation trying to make the videos in their games, nor is it an animation studio making the next big disney flick...
Not having funding is no excuse to do a half-ass job. Besides, with Military you can garble the voices to make them sound like they're coming through a walkie-talkie, and have them sound as crappy as you want.
But I think voices/sounds are really the last thing we should work on.
We should focus on models,xmls and gameplay balancing first.
When all this is done, we can show our voice actors what we want from them! This helps them a lot to identify with their model
and gives much better voice recording results.
That's a good point, and I agree. I made the voice sounds for one of my units for Sun and Moon before I did the model, and then I felt like the voice didn't really fit anymore, so I see what you mean.
Oh, and I took a look at the Sorceress' animations. I really like the attack, and the summoning was hilarious. Those are both definitely top-notch. The death looked a little abrupt (she goes from standing to kneeling in the blink of an eye) but other than that, all the animations are quite good.
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for the gargoyle:
http://images.google.de/images?hl=de&um=1&sa=1&q=gargoyle+&btnG=Bilder-Suche&aq=f&oq=
@omega: Ah "pitch" is what you meant. Thats something I know ( and used before ), but you cannot change the things too much with it, or the sounds start to sound unnatural.
@johndh: If the sourceress falls too fast on her knees, its maybe a problem of the animation playback speed. Did you look at it ingame with my presetup unit for the magic faction?
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isn't the dark mage model completed?
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Here's the image of the Blood Fountain that I said I'd get today. Sorry it's so dark; rendering is not my strong point.
(http://media.moddb.com/cache/images/groups/1/2/1673/thumb_620x2000/blood_fountain_wip_iii.png)
isn't the dark mage model completed?
I'm almost sure it is, unless there's an animation we're missing. ???
If the sourceress falls too fast on her knees, its maybe a problem of the animation playback speed. Did you look at it ingame with my presetup unit for the magic faction?
Not yet. I'll take a look tonight if I have time.
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I think the model is dark because you rendered it in blender using a camera, didn't you? Rather than doing that, either use some sort of screen capture tool (on windows, snipping tool is pre-installed, linux you can find something at download.com). Or if you want a proper view, there's a button while in the 3d view that looks like a picture. It is in the tool bar, and will take a snap of the current window part, adding in the background as well, with no lighting needed.
@titi: the death animation seems fine to me...
Not having funding is no excuse to do a half-ass job. Besides, with Military you can garble the voices to make them sound like they're coming through a walkie-talkie, and have them sound as crappy as you want.
Heh, maybe you're right, except that they sound pretty good to me. They sound as natural as digital sound gets in my opinion. Of course, my hearing isn't that good...
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Welcome Glest Artist. :)
Maybe you will help us model, pretty please?
Amazing blood fountain, John.d.h. I am really happy that models are being accomplished. Tonight i am going to tackle the Alliyp sounds. Wish me luck!
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whoa! this going good!!
maybe the gargoyle could change to stone and deal a weak attack in exchange for higher HP.
I hope you guys understand why I don't want to change names until EVERYTHING else is done. I know it was my decision, but I want to keep the nature the same as the Balrog's; it will he high in HP, armor, and attack damage. What I had in mind was what Mark posted, because it would have the same nature as the Balrog. Sorry for using you as a example, though gAMeboy. :-X
Oh, and I took a look at the Sorceress' animations. I really like the attack, and the summoning was hilarious. Those are both definitely top-notch. The death looked a little abrupt (she goes from standing to kneeling in the blink of an eye) but other than that, all the animations are quite good.
The animations are fantastic, no doubt, titi. I saw the Sorceress animation at normal speed, and, yes, she does fall pretty quickly. But when you slow it down to the right fall speed, the bats fly around at a nice pace. Thus the animation is great! ;D Oh, and also I'll do the new styling things to keep an easy interface on the initial post.
isn't the dark mage model completed?
The model is done, but in the archive I only found dying and attacking animations. I also need walking and standing, unless I missed one...
//EDIT: I found the other animations on the fourth page, so the Dark Mage is done, modeling wise.
Hi guys I'm ben a little about me is that I work for warcraft. I create models for them. Its a bit confusing creating models for glest lol. I'm a Glest fan but anyways out of all the models I created. I gotta say I am amazed about the dark mage model. I'm very impressed. Its awesome! Anyways GO GLADE TEAM! ;D Keep up with the good job!
Thank you for the great regards, Glest Artist. ;) This group is for modelers who know Blender well, though, so that we can create and finish factions efficiently. But we are always looking for helping hands, so we will appreciate any work you create! ;D
Not to sidetrack things, and not to be obsessed about dates, but I would estimate this project is finished in late August.
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glest.110mb.com should teach you what you need to know.
The modelling tutorial isn't that good, but you say you already can model, so the exporting information should be handy!
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Here are the sounds for the Alliyp.
http://www.mediafire.com/download.php?jtxnrzzkmmj (http://www.mediafire.com/download.php?jtxnrzzkmmj)
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I downloaded the sounds, and I have one word for them: CREEPY! :D
Well done, Mark.
Edit: Since my flight leaves on Friday, I'm going to be spending all day today (Thursday) getting ready and I'm definitely not going to be able to animate the Blood Fountain any time soon. Somebody else can take a swing at it if they want, or I can do it when I get back. I'm not picky. I also might not be in contact while I'm gone, depending on my schedule, but I'll try to get on and oversee a little bit.
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Awesome sounds mark
as john said very CREEPY
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Thank you for the positive comments. I am going to do something else today probably...
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Last night I finished the XMLs to a point where Dark Magic did not crash Glest. ;) I will post some screens, but all that I have in the game is the portal, crystal, Sorceress, and Dark Mage... :P
Gameboy, how is the Pain Tower coming along? By your standards, I'm expecting it to look fantastic! ;D
BTW There were only 30 crashes! That's great for me; the original Dark Magic took 75 to run!
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BTW There were only 30 crashes! That's great for me; the original Dark Magic took 75 to run!
Ugh, I got military done with less than 10 crashes. When I added the sounds in in a later release, I had two crashes from a mixup between <sound> and <sound-file>.
@Mark: the sounds are good. Fit the beast well!
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@Mark: the sounds are good. Fit the beast well!
What do you mean by it fitting the beast? I thought the Alliyp was a powerful mage? But anyways, thank you for the thank you.
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But you showed a picture earlier of some shadowy beast. Creepy, sinister sounds seem to fit that. That shadow isn't what I would classify as near human. A mage is just something that uses magic. A beast can be a mage, and the concept does seem like a beast...
EDIT// Sorry, it was MODMAN who showed the picture earlier, but regardless...
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You may want to have a look at the concept art on the initial post. ::) :P
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srry for taking so long, but i've been busy. I've unwrapped the texture and i am still thinking of how it should look :( help anybody?
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The animation instructions post had a picture...here.
(http://www.mediafire.com/imgbnc.php/1cfa07b5204830840a4bbc2e09a4be756g.jpg)
I like the way that it looks, but who am I to tell you? Basically, if you have any more questions, don't hesitate to ask! ;)
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here a WIP pain tower.
(http://img257.imageshack.us/img257/2096/ptower.th.png) (http://img257.imageshack.us/i/ptower.png/)
I can remove the moss i u like, and pls. some more suggestions.
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WOW it looks great! Just finish the texture like you were and then it should be great! I love the moss, and also the rest of the texture that is finished. Is it animated? All it needs is the attacking animation, probably a death model, and also a being built model. But I also liked how in Elves the buildings grew as they were being built; it's just an idea... ;D
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Very nice model, gameboy! It is a very satisfactory job.
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Very well done! :)
It is a very satisfactory job.
I agree.
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I'm back.
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Oh yeah, I almost forgot you went on a trip, I hope you had a good time.
Welcome back! :)
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Hi John
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I'm liking the texture on the Pain Tower, but maybe it would look better if it were darker? I guess we can always mess around with that after it's done, so no worries yet.
How's progress on everything else coming along?
I'm resuming work on the Blood Fountain right now.
Hi John
Howdy.
Oh yeah, I almost forgot you went on a trip, I hope you had a good time.
I had an awesome time, actually. :)
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Sadly, i am desperately wondering what i could do as far as sounds go, because i withdrew my attempt at the malphas/gargoyle unit. I didn't want to make the sounds before we knew what the model would look like, and the buildings don't need sounds, do they? In short, once again i need suggestions, or, if i make the sounds and they dont fit the model, you all have lost the right to complain. :-\
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I'm thinking the Harpy would have a voice somewhat like a human, but more shrieking, and her movement would be like a regular bird flapping its wings, and the Imp would probably sound something like Gollum/Smeagol from LotR.
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I just got back from a wondrous vacation myself. The Blood Fountain looks good in the game, by the way. If we could finish all of the buildings soon, that would be really cool.
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I'm liking the texture on the Pain Tower, but maybe it would look better if it were darker? I guess we can always mess around with that after it's done, so no worries yet.
I've already seen to that and it looks good, its not finished yet i need to map the skull and texture those spiky things on top.
I'm sorry this is taking so long but the truth is that I've joined the 0 AD team and was doing a few models for them.
You can read abt it on my blog: http://www.moddb.com/members/amish13
so i guess i'll have to step down from art coordinator. :( unless u'll still want me to, i could come and see what
u guys are upto everyday.
never fear though i'll pitch in some models once in a while :D
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(http://media.moddb.com/cache/images/groups/1/2/1673/thumb_620x2000/blood_fountain_animated.gif)
There seems to be something that causes the pool on the bottom to "break apart" in this rendering, but it looks better in Glest and hopefully I'll have it perfected soon, so no worries. :)
That's the "producing" animation, by the way, and I still have to animate the top pool, but this is definitely progress compared to what it was doing before.
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so i guess i'll have to step down from art coordinator. :( unless u still want me to, i could come and see what
u guys are up to everyday.
never fear though i'll pitch in some models once in a while :D
:'( I would say that unless someone else wants to take your place, it would be best if you would stay. But please at least finish what you have started! You are very good at what you do.
There seems to be something that causes the pool on the bottom to "break apart" in this rendering, but it looks better in Glest and hopefully I'll have it perfected soon, so no worries. :)
That's the "producing" animation, by the way, and I still have to animate the top pool, but this is definitely progress compared to what it was doing before.
It looks great! (Also, I like the GIF; it nicely shows the animation. What program did you use?) What animations were you planning on creating for it?
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It looks great! (Also, I like the GIF; it nicely shows the animation. What program did you use?) What animations were you planning on creating for it?
I think it just needs Producing and Idle. For the Producing, I want to have the blood swirl around like we see in this animation, and maybe I'll add some pseudo-particles to represent the energy, either spinning around the fountain or rising from it (maybe both?). I was toying with the idea of making different production animations (for producing different amounts of energy) but that seems like more trouble than it's worth. For the Idle, I plan to have to the blood sloshing around like Magic's Energy Source, unless someone has a better idea.
Regarding the GIF, see here: https://forum.megaglest.org/index.php?topic=4454.msg27296#msg27296
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don't worry i'll finish the pain tower, and okay i'll stay :D
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THANK YOU SO MUCH! I was worrying that we would be down to next no modelers.
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So what are we doing lol my bad i disappeared again I'm known for that ;D
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You could work on a building, like the Gods Bane. There is concept art on the initial post, too.
Hopefully you guys are taking full advantage of that initial post, because I try to keep it up to date and looking nice...
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Yea i don't see the bane thing in the concept art links or in the ones below your diagram ???
Edit: Never mind found it , looks a little cartoony , but i will make it as realistic as possible by the concept ;D should be done in like 30 mins , but if you don't like it tell me i'll redo it keep in mind i'm making this as low poly'ed as i can , if you don't mind me using high polygons then i won't mind doing it that way ;D
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Ok i finished it instead of horns though i used rings idk if you will like that or not , but i'll post the pic and i didn't texture the rings or the skulls , rings cause if you don't like them i'm going to delete them and skulls well i'll leave that to you =)
(http://i30.tinypic.com/513iuv.jpg)
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Wait, did you model the skulls, or did you exclude them? I like the model except for the rings really should be horns...
I like horns better than rings.
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Looks good to me, though I agree with modman that horns (curved spikes) would be better.
@modman, you can see the skulls if you look carefully. They are the grey things. Since they aren't textured, its hard to tell. I would give a hint to look at the magitech's tower of souls, since it has a skull model that is very well textured that you could include in your model. Skulls are hard to texture...
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Well if you want the skull textured thats all you have to do is edit my texture and put in skulls where the indentions are , but yea my skulls aren't textured cause i'm not so hot at it =) , but i'll be glad to upload the file for you .
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But wouldn't it be easier to simply use the importer to import the tower of souls projectile, duplicate the skulls, put them where they need to go, then link the texture (be sure the skulls are a separate model). You may have to resize, but they would look better tham most people on the board's texturing...
Oh, don't look at me to do it. While I'd love to, I don't exactly have the programs to do it yet...
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oh lol well sure i'll use the projectile i thought you were talking about the face texture on the building lol
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Yeah, the projectile. It can be added in about 10 minutes, and exported. Saves a long time of texturing. Skulls are hard, as I said. Trust me. I tried to do one before... The horns should be the same material as the rest of the body. Rocky with the mysterious golded lines.
I'm trying to picture that, and I think it would look good. Up to modman though.
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Lol well i couldn't get the skull , but seems to me all they did was stretch out the swordsman's head and us maping to make it transparent , but still i have done the horns and you can retexture them if you want here you go http://www.mediafire.com/?sharekey=fc3e352c0e1cc1cfd5a101cf914073b4ecd43e0d3c327f9e
EDIT: anything else you want me to do
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OK did the temple , but let me know if you don't like it , i did it seriously low poly (http://i249.photobucket.com/albums/gg218/Shadowfox_203/temple.gif)
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What went wrong with the skull? Details?
As for the temple, I can't properly comment since I don't know how it should look, and the lack of texturing adds to that. However, the basic shapes look fine to me. How 'low-poly' is it though? There's a lot of different colors in there. I do hope that each layer of color does NOT mean a new poly...
In my opinion, however, the horns would look better curving more upwards.
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lol no not each color means a poly , but its really low , i used the texture from unwrapping a cone thats why there are so many colors , COLORS DON"T MATTER JUST A TEXTURE just to clear up some confusion and i couldn't get it in .obj format from g3d.
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How's everything coming along? It seems we still need Acolyte, Sorcery Runes, Morlock, Harpy, Imp, Gargoyle, Dark Elder, Devil Machine, and Alliyp models, correct? I'm still working on the Blood Fountain, but it's almost done and it should be finished soon whenever I find the time and motivation.
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Which is more of a problem: the motivation or the time? Because I would be happy to give you motivation, but the time I cannot help with. :)
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finished the pain tower, but for some reason when i export it the skull loses its UV map. Can some one resolve this problem?
http://www.mediafire.com/?hzw3mm5vziz
Here's the source brick texture, hope it helps.
http://www.mediafire.com/?hzw3mm5vziz
BTW check it out http://www.moddb.com/groups/glade
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easy one ;)
set the map input in your material from "orco" (current) to "UV"
orco means something like the texture is projected from every axis on the model (like a cube which is wrapped on the modell when i make it smaller and smaller around the object)
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finished the pain tower
Nice work.
Which is more of a problem: the motivation or the time? Because I would be happy to give you motivation, but the time I cannot help with. :)
The main part of the problem is that modeling is a huge pain in the ass on my laptop, with its broken keys, small screen, and lack of a number pad, so I normally do it on the computers on campus at uni (the ones in the engineering building are pretty sweet aside from having Vista) but I can't really afford to drive all the way out there just for that, so it'll have to wait until I find a reason to be in the area or find another good computer to do it on.
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I think I'll try and recruit the army of volunteers from when the Glade team started. Many have skills to help out, but they might have forgotten.
//EDIT Hectate, Archmage101, MadElf, and Elimnator are all missing from the development. I'm on it!
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Missing from development, yes, but not by far!
/me wishes he were here.
Sorry, life calls, bbiab...
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Ok, I see my presence is wanted.
I have started work on a devil machine model, but give me time I'm not a very good modeler , I've started with the metal disk, a bit crude but it's a start! :)
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great to hear it archmage, keep it up.
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How do you tell how many polygons a model has?
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[img]http://www.digitalhermit.com/linux/ray_tracing/blender/images/blender_main.jpg[/img]on top most tab to the right, it will be shown as Fa:x(the number of faces).
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Modman, do you mind if I make the metal wheel more......dangerous looking?
EDIT// Nevermind
Will provide download link for the Devil Machine before I go to bed tonight. I'm not going to post a picture cause I can't get it to show a part of the model.
I have done a lot of it, the spikes on the wooden part are still needed, but I'm not going to try cause I'll ruin them.
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I'm sorry, I sat down at the computer, but forgot what I was there for, so I went to bed.
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I may possibly help out if I can't get military back (my friend is not answering his phone, been calling for three days, must be away). I hope I will, but my philosophy for life is prepare for the worst, hope for the best.
Of course, its too early to say for sure, and I have some thoughts in mind to scoop up FPM, and finish what the GAE team didn't. Of course, we can't truly finish until transport units are made...
*Hey, I got blender up and running, W00T!*
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I'm sorry about military.
If you want to help out you can model this. Hope you get military back.
Sorcery Runes:
The Sorcery Runes consists of one large, central rune stone (in this case a boulder shaped piece of stone with runes carved/chalked on it), with spikes coming out of its sides and the ground immediately surrounding it. When modeling, keep in mind that it needs to fit in 3-4 tiles, preferably 3. For producing/researching, the Sorcery Runes’ spikes slide in and out of the rune stone and ground.
(http://i26.tinypic.com/whgsq8.jpg)
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Great! I'm really happy progress is started again. July is a month of vacations, but I'm hoping in the future we will get even more people working.
MadElf had a virus, so she will be back the 16th of August.
Archmage101, feel free to model the Devil Machine any way you want; I can help you with the concept once I have a starting point.
Omega, you're pretty good at modeling, so the Sorcery Runes shouldn't take that long for you. I would like the building to only cover four tiles (because I already have a bunch of big buildings), so size value two, if you would. The most complex part will be the texture for the runes, and even that shouldn't take that long.
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Wait, Archmage 101, did you just repost my sorcery runes post? ???
If you did its fine but i was just wondering :).
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Mark: Yes, but I rearranged it.
Modman, I'll post what I have finished so far, so that someone can finish it. Because I'm not very good at modeling, and I wouldn't do a very good job.
I'll upload as soon as I can. :)
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Well if Omega wants to have a go at finishing up my model after he does Sorcery Runes...well Omega go ahead.
Here it is: Devil_Machine (http://www.filefront.com/14145443/GladeTeammodel%3ADEVIL_MACHINE%28start%29.blend)
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The world of computers has officially conspired against my modeling abilities, since my laptop's keyboards (both the built-in one and the plug-in one I bought) are screwed up, the computers at school won't let me log in anymore for some reason, and the library ones won't run Blender from my flash drive, so I'll see if I can get another USB keyboard and get back into the swing of things. Of course, all of that is on top of not having internet at home. Just another minor setback, I guess. :P
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On my model there are two main things that need to be finished
The size and the spikes.
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I got nothing better to do. I guess by runes you mean just those weird intricate designs that could be ancient lettering, etc? Sort of like what you see in that movie 'atlantis'?
I'll probably get started tomorrow, it's late...
So, 2x2 model, based on above pic. Looks simple enough. I really impressed myself with a texture the other day. I needed to make a old parchment look in color (no wrinkles) and man did I ever do a good job. By using varying shades of partial transparent clouds, it looked VERY natural! No pic, my internet is going choppy... :-\
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All right, I've done the modeling, and just need to do some finishing touches to the texture. In fact, the texture just needs the runes. I wanted to show you guys how its looking. What do you think? Should the spikes at the base be thinner, or are they good? Any other opinions? Modman?
[img]http://img199.imageshack.us/img199/9468/36707666.jpg[/img](It'll look better with the runes)
NOTE FOR IMPROVEMENTS: I textured this using a formula I call 'Symmetrical Texturing'. This means that the back and front are both maped to the same part of the texture, meaning I only have to change one to affect the other. The result is easier texturing, better accuracy, and of course, perfect symmetry. This means you cannot tell me to have the front and back different, or the sides different, or even the spikes. If I want to change a spike, it affects ALL spikes.
In other news, I need some information. What should the build and die animations look like? Also, does this unit produce or upgrade anything? I can think of a good 'magical' way to animate, similar to how the summoner summons (the particle things). It might look really good, but of course, it's up to you.
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All right, I've done the modeling, and just need to do some finishing touches to the texture. In fact, the texture just needs the runes. I wanted to show you guys how its looking. What do you think? Should the spikes at the base be thinner, or are they good? Any other opinions? Modman?
I don't know about everybody else, but I think it would look better if it were darker. Not sure about the spikes, but you can take a look at my Oblivion Portal (with MadElf's texture) (http://i43.tinypic.com/2e2fehf.jpg) and Blood Fountain (http://media.moddb.com/cache/images/groups/1/2/1673/thumb_620x2000/blood_fountain_wip_iii.png) for some ideas.
In other news, I need some information. What should the build and die animations look like? Also, does this unit produce or upgrade anything? I can think of a good 'magical' way to animate, similar to how the summoner summons (the particle things). It might look really good, but of course, it's up to you.
This building researches Dark Sorcery (no idea what that does) and produces the Sorceress. I think the animation you're talking about is about the same as what I did for the Portal. You can take a look at how it's done here:
http://files.filefront.com/portal+actionblend/;13900368;/fileinfo.html
I'm sure you can do it with a lot fewer frames, and I plan on doing just that, but you can get an idea of how it's done and how it might look.
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Nice model Omega.
I think the build animation should just be the entire model rising up from underground
And for a die animation the main rock should crumble and the spikes sink into the ground.
But that's just what I think so......wait for Modman's approval.
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I think that the original idea of spikes sliding into the ground for producing. Also, for destroyed, the spikes and the rock could be knocked over. For construction, it could have no spikes and the rock could have no top. Also, what i mean by runes is the kind that the viking used, but for operational purposes the ones from the animation "Atlantis" would be fine. ;)
[img]http://www.badalijewelry.com/images4/rune05015.jpg[/img]
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I would have to agree with John, it would look better if it were darker.
I like Archmage101's (AKA Seth's) ideas of the animations. But on a more general note, we definitely need build and die animations, or at least statics.
And Omega, given your history for data security, I would upload what you have ASAP. :D
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I'm done the original model, and I finished before I was able to read any of your posts I'm afraid, so the 'ruins' are whismical nonsense. However, to me, some of them are a bit of a tribute. Lets take a look at some pics, shall we?
[img]http://img79.imageshack.us/img79/5250/50203335.jpg[/img]
Close up of Runes:
[img]http://img118.imageshack.us/img118/5240/srdesigns.jpg[/img]
I think I can try to make it darker, if you still want it to be.
I have a copy of the TGA without the runes, so if you guys don't like mine, you can add your own, just ask for it. I haven't converted yet (goody, now I must download that) but should have it done soon. I'll finish before I upload.
@modman, fortunately, I think my data security will be fine now, since I've learned my lesson, which is 'don't screw with linux, or you'll get burnt'! :D
So there will be four models:
-Still: you saw this one, just a still, non-animated model
-Build: I'll give you two choices, either rising up from the ground, starting with the stone rising, then the spikes coming around it, then the spikes jut out from the stone OR a static model which has the spikes on the ground, and a mound of stone in the center. Before you choose which you want, please note that an animated build means that the build has to be VERY fast, resulting in quick buildings. You cannot take too long, because if the building is stopped building, the build animation is screwed up, and looks bad.
-Die: Main stone falls over, and spikes in circle fall into the earth.
-Produce/Upgrade: Spikes slowly retract into earth, then jut out in a loop.
Comments? Commentaires ? Anmerkungen? Comentários? ¿Comentarios? Комментарии? (Impressive, huh)
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I think it looks good but you should have the letters black or looking like they are carved in, not green.
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Yes, the green letters threw me a little off guard. I think that there is an effect on a program I have that makes text seem carved in.
Anyways, please upload what you have, because I'd personally like a crack at making some runes myself. But they will spell out a message. I used the tool below; I think it's really cool!
http://www.sunnyway.com/runes/write_in_runes.html (http://www.sunnyway.com/runes/write_in_runes.html)
Anyways, as a not an build anims, you should have played Gameboy's Elves. A lot of the buildings had build animations, and I did not find any problems. But your ideas for animations are fine. As an alternate to a build animation, you could just make a static without the spikes and the runes... (but of course I prefer an animation) :D
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May I suggest that the runes have a glow or something at least.
I personally think the green letters is awesome, the color just need to be more subtle.
Without a little color, how would you be able to read the runes at Glest camera level, especially when we want the stone darker. Besides I thought it was "Sorcery Runes", they should look 'magicy' or 'dark magicy', I mean theres nothing magic or evil about carvings in a rock. Lets see, you want to darken the rock and then darken certain spots too make it look 'carved in'. Seriously it's going to be hard to see in Glest.
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I don't have the model. How would I modify it if I don't have it?
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Well, that's the plan isn't it.
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The model looks good, Omega, but could you change the runes to a carved in type color or greyish white?
P.S. Archmage101, since i was bored i checked and you didn't edit my post at all! ???
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Shouldn't the runes be in team color? That's kinda what I was assuming all along, but however you want to do it is fine as long as it looks cool. I'm happy to see more progress being made on Dark Magic. Oh, and btw I got a new keyboard so I'll be trying to get some modding done today. I'll be trying to do some basic unit animations, as per this thread's (https://forum.megaglest.org/index.php?topic=4477.0) request, and then I'll try to finish the Blood Fountain. ;D
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Mark: Two things, one, call me arch or archmage(or archmage101, if you must), two, I said rearranged not edited when I copied your post.
You did:
Sorcery Runes:
(Picture)
(Description)
I did:
Sorcery Runes:
(Description)
(Picture)
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I will make a complete list of everything that needs to be completed before the project can be completed. The list will be linked to on the initial post, too.
I was looking at the official faction diagrams of Tech and Magic on www.glest.org, and they are fantastic. I want to make a similar image for Dark Magic before it is completed. ;D
//EDIT
You can see a WIP list on the initial post. Also, a link is below, for your convenience. ;)
https://forum.megaglest.org/index.php?topic=3796.msg27778#msg27778 (https://forum.megaglest.org/index.php?topic=3796.msg27778#msg27778)
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Before Dark Magic is Done:
1. All Models Finished. Each of the models/animations for the Glest units will beed to be completed. I’m no good at this, so Omega, Titi, John.d.h, Elimnator, Arch, Fluffy203, and maybe Gameboy too will need to carry out this step before any more progress can be made. This step I think will take the longest of all, but it is also one of the most wonderful. This might take well into October before it is finished. It is arguably the most important step of all, so it really needs to be done well.
2. Images Finished. Once the models are done, this step is really easy. Basically this entails a knowledge of a moderate image editor like Paint.net and a cool image background. Maybe Gameboy could help out a bit with this step, since he is basically the 2D art pro. This step should take less than two weeks to finish once the models are done, but again, this requires that the models be done.
2. Completion of Sounds. Notice that I marked this as another step 2. This step also requires that the models be completed, because the concept is almost completely held in the model and its animation. My brother Mark will do these sounds, with mine, and hopefully others’ help as well. If you have a microphone, you can help us! Just say the things we want you to, and with a lot of help from others this can be a quick and easy step.
3. XMLs and Faction Testing. This is the last step! It entails minor tweaks to the stats of the units for balance. I have been adding the new works as they come in, so Dark Magic is always playable. But this step needs to be done well because after it’s over, we release Dark Magic and the faction is complete. I’ll figure out some clever way to track balance testing done by any volunteers, and I would appreciate your comments at that point on how to better balance the faction. Different factors can be altered, such as the impact of a certain unit (HP, EP, attack factors, and cost), or even, if necessary, the movement of a unit in the faction, so it requires more to acquire.
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Ok, the next version is complete. It has a brighter glow, and darker texture. As for upload my work, I'm going to export and finish the animations first. However, if you want to give it a shot, it can be done very easily after because I'll include the no-rune textured version, which you only have to rename to use.
[img]http://img268.imageshack.us/img268/8038/newsra.jpg[/img]Of course, if you want to modify them to be carvings or team color, go ahead. That would be the only place appropriant for team color if you want some, but buildings aren't necessary for team color... I chose green because the first thing that came to my mind was a magical glow, and I guess harry potter spell colors (avada kedavara) came into my head. You can change as you want after.
Having some trouble with my blender though. The moment I click to select the object, blender crashes and closes, and thus having some trouble editing further....?!? Must google for a solution. I wonder if it has to do with my having python 2.6, while this was built with 2.5. If I can't get it to work, I could try either the blender library that is uploaded on the board, or maybe I need a new version of blender (dial-up KILLER!).
Eitherway, I'll do what I can do.
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I still think it would look better if it weren't green.
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Ok, the next version is complete. It has a brighter glow, and darker texture. As for upload my work, I'm going to export and finish the animations first. However, if you want to give it a shot, it can be done very easily after because I'll include the no-rune textured version, which you only have to rename to use.
The darker texture looks good!
Perhaps if it's not too much trouble darken the texture for the spikes at the base a bit, so they blend into the 'structure' a bit nicer. I think the runes in team colour is a good idea btw, should definitely run with that :)
Good work :)
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If you really want more work I think the green would look nice engraved into the rock :P. I don't think it would be noticeable when playing though.
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This very nice, i'm afraid i've didn't have any time for modeling these days.
Omega u the model looks good, but if u can try making it more cylindrical i think the texture will blend alot better then. Also i think the blood for the spikes should be a lot more fluid like, it looks like a piece of meat at the moment. I agree with Silnarm and John, i think the engravings should be in team color or maybe it already is, can't be sure 'cause ur showing an from blender. A bump-map filter would make the runes look engraved, try doing it i'm sure u'll feel more satisfied.
apart from that keep it up.:)
And i guess i'll have to do the images, so i'll do it. :D I'll start today so expect some in the next few days.
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And i guess i'll have to do the images, so i'll do it. :D I'll start today so expect some in the next few days.
My brother worked on something for a long time using Paint.Net, and I think it looks really good. He'll PM it to you, but it is in .PDN format (Paint.Net format, which is incompatible with Photoshop ???) so he'll also give you each layer as a separate image. Basically, there's a backing, a layer for the unit portrait, and a few ornament layers on top of them. We can't really start working full speed until the models are done, but it would be great if you would improve what we have.
I've started work on the official Dark Magic faction diagram, which is going to be a lot nicer than the ones I usually have at the initial post. It will look like parchment on the back, and I'm trying to emulate the official ones for Tech and Magic ;D.
Ok, the next version is complete. It has a brighter glow, and darker texture. As for upload my work, I'm going to export and finish the animations first. However, if you want to give it a shot, it can be done very easily after because I'll include the no-rune textured version, which you only have to rename to use.
How long do you think that it will take? I do agree with Gameboy over the look of the blood, but I don't think you're going to be able to tell the difference in Glest, because you can't really zoom that far in. I could be wrong... I think you went a little crazy with the runes, though, because you probably would need to zoom in a lot to be able to make out the individual symbols.
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Why not take a look at it youself? (scroll to bottom of post for image)
http://www.mediafire.com/?vmyjymwagz5 (http://www.mediafire.com/?vmyjymwagz5)
DISCLAIMER: DO NOT JUDGE BY THE G3D VIEWER!!! Like most of my models these days, the thing seems jinxed in the viewer, and the shadows make the texture seem a little off. As well, the death animation looks lame in the viewer, but sweet in game. There was some MAJOR problems with developing the models, as you may have heard above. Rather than explain it to you, I'll post the included read me file:
This is the model set for the scorcery runes by Michael (Omega) Hoffert.
Copyright for this model is aligned to the author, but is released under the GPL.
Do NOT depend on the G3D viewer to show you the animations/models!!! For reasons currently
unknown, the models, like many of mine, seem to end up with improper shadows. As well, animations
are made with knowledge of how they will appear in the game, not how they will appear in the g3d viewer.
Because of glinches modeling in blender, at one point, it became impossible to even CLICK the center
part, and thus it was required that all later models did not use this part. This made things EXTREMELY
difficult to continue, and still hasn't been fixed, thus the build and death animations do not have this
center piece. As a result, the build animation is static (which may be for the best, since an animated
build would force the build time to be nearly instant, thus making it way too easy to build, which
is not good for buildings) and the death animation only has animated spikes.
-----------------------------------------------------------------------------------------------------
Descriptions and necessary information for each file are below:
sr.g3d - The static model of the full building. The only with a working centerpiece.
This is for the main stop model, as well as it will have to be used for the
produce/upgrade models, since the original attempt to animate the spikes failed,
since it (for reasons unknown) will crash upon trying to edit if the center piece
is there...
sr_build.g3d - A static model for the build animation. It has spikes with a few blocks in the
center, adding to a 'build' theme.
sr_die.g3d - An animated model for the death. Since we cannot have a center piece, I 'exploded' the
center to give the impression that it was destroyed (magical destruction?). The spikes
SLOWLY fall into the ground. Because the spikes falling is only 2 frames, it is vital
that a VERY LOW anim speed be set to the death animation. Recommended something equal
to choosing 'slower' 3 times on the g3d viewer. Because of that explosion, it may be
best to have fire set to on. This is also handy in the game, since players can see when
their buildings get critical, which is vital for gameplay.
sr.tga - The main texture, and is used by all models
spikes.tga - The texture for the outer ring of spikes. Note that the spikes on the center piece use
the sr.tga texture instead.
sr(no_runes).tga - A copy of sr.tga without the runes. This is incase you do not like the original
runes and want to do just the runes over again. It is not defaultly used by any model,
and can be deleted (DO NOT INCLUDE IN RELEASE!). To use it, rename sr.tga to
anything else (ie: ~sr.tga) and rename this file to be sr.tga.
sr.blend - The original blender file for the static main model. If you have blender, PLEASE TEST THIS
FILE AND TELL ME IF IT WORKED FOR YOU. In the case it does, then I know it is my blender
that is faultly, not my model. Of course, if you can get it to work, you may also use it
to edit the model. Note that you'll have to relink the textures (texture window > open).
-----------------------------------------------------------------------------------------------------
NECESSARY:
size value = 2
height value = 3
Now, for the sweet image:
[img]http://img22.imageshack.us/img22/2170/screen1gcu.jpg[/img]
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okay, i've edited Mark's icon and here it is, its divided into two layers, the unit, building, upgrade picture goes in between.
here it is http://www.mediafire.com/?zydtgz3mjz2
[img]http://img23.imageshack.us/img23/2517/darkmagic.png[/img]
oh yes and omega, it looks good :), i'll maybe try to do some thing.
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Ooh, that is a nice icon...
Remind me to try and convince him to do military!
The ruins are fine. No, you can't see them much at the default camera angle, but neither would you be able to see any other kind of ruins properly... Of course, you're welcome to do as you wish with the blank texture I included. The spikes also make no difference at glest's camera angle. Not to mention that would be a pain in the a** to redo that part, just to make it look more 'drippy'.
Omega u the model looks good, but if u can try making it more cylindrical i think the texture will blend alot better then.
Cylinderical? Besides, I guess it makes no difference because every time I select the centerpiece (or every second time, on a rare occasion), blender crashes, so I can't edit it. Keep that in mind if anyone wants anything changed. Blend file is included with above download, so see if its just my blender version.
A bump-map filter would make the runes look engraved, try doing it i'm sure u'll feel more satisfied.
Bump maps are real nice things, but glest (unfortunately) cannot support them... :'(
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the Gimp has a bump-map filter, dude. and it isn't hard to make a drippy texture, just use a scatter brush with a red colour and u have ur blood.
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Except then I would have to either have it extend past the original blood or redo the entire thing. Besides, I can't use GIMP that well... I also have yet to redownload it, since it is a big file... Finally, is it really so necessary when we hardly notice it in Glest?
Oh, and one killer point: Because I used a sychronized method of making the textures perfectly symetrical, the change could either be applied only to the very middle of the texture, and would mirror on the other side, or not at all. With the latter looking more 'natural', except that it still is missing a drip...
Heh, if you are skilled enough, download the package I upload and change it. I'm strictly PDN...
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its all right, i'll try to do something. i'm srry if i hurt ur feelings :)
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Wow, gAMeboy, that image is fantastic!
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Omega, I'll include your disclaimer in the main readme file of Dark Magic. Thank you for doing the Sorcery Runes, too ;D! I look forward to having your help on any future models you may do.
;D And Gameboy, the image is phenomenal! I didn't think I would get that quick of a response, but hooray, I did! I was able to make the images for all of the upgrades (just simple text as the middle subject layer) and I will soon get all of the rest of the images done that I can as well.
Once I finish all of the images I can, and then implement them into the official faction diagram for Dark Magic, I will upload it and show you guys, because I think it looks pretty cool.
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Allrighty, had more free time, started devil machine. Soooo sorry I didn't ask first, but I saw it was available in that long post of things to do you put in the original DM thread, so... Anway, v1.3 is done, and only have to do animations. Here's a chockload of photos. I should hope to finish animating tomorrow, since the animations are simple (attack has the spinning blade, idle is mostly just a still model, but it is slightly animated to 'clank' (can't describe it any better...), and die has it fall apart). In short, I am almost done it, and have had no trouble, unlike the last one.
Here's pics:
[img]http://img15.imageshack.us/img15/1667/51179704.jpg[/img]
[img]http://img29.imageshack.us/img29/9113/dmtex.png[/img]
[img]http://img7.imageshack.us/img7/2417/texs.png[/img]
[img]http://img15.imageshack.us/img15/1832/dmcomplete.jpg[/img]
[img]http://img9.imageshack.us/img9/7105/dmscreen.jpg[/img]
BTW: I would not recommend objecting to the size. Yes, it looks a bit small, but it is actually slightly taller than a human, and is as big as a 1x1 unit can be. The spikes cannot be made longer, as they already jut out enough, and besides, once you see the attack anim, you'll agree they're perfect.
The attack anim will add 'particles' of blood, similar to how the summoner has her particles. Not much, just a little for a more violent look... :o
Omega, I'll include your disclaimer in the main readme file of Dark Magic.
You're welcome to go ahead, though it is unneccessary, since it is really just to keep you guys from flaming it before you may take a look in glest itself.
**DRUM ROLL** I now have more posts than anyone else on the Glest board! My quest for world dominations is halfway complete (it would be complete, except some nuisance calling himself a 'hero' took back my beautiful princess and limbered my progress!)
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Nice model, I created sort of a start but your approach was much better.
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Whoa! thats a good one omega, gr8 model, and awesome texture i'm liking this :D, but ur missing team color.
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I have a idea for the teamcolor!
Now where we know how transparent teamcolor is working you can make a very transparent and huge skull or evil head which surrounds the whole devil machine a bit like a fog. If you want to get something extra ordinary the skulls facial expression can change when he attacks to an evil smile or something like this.
What do you think?
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Very cool. Omega, you are becoming a very good modeler. I like the design of the model a lot. No complaints here! I especially like how you made the unit look mechanical without making it too complex or losing the Dark Magic feel.
I think that the model is very good, but team color is a problem, as stated above. I like titi's suggestion of how to make team color, too.
Titi, if you at all would like something to work on, you could work on the Dark Elder. Link to image is below.
http://media.photobucket.com/image/archmage/JadeDragonDreams/ArchMage.jpg (http://media.photobucket.com/image/archmage/JadeDragonDreams/ArchMage.jpg)
If anyone else is looking for an assignment, all of the units the Sorceress produces, the Morlock, the Shadow Walker, and the Harpy, are up for grabs.
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That is a good model, Omega. I didn't understand your post but I think that you are saying there is a splash xml that looks like a spray of blood when the machine attacks. I like how you added a tough of blood to the tip of the spikes that is used to attack. Would it be possible to add more? If not, I could just do it during my free time.
@Omega-You said that the models do not look good in the G3D viewer. I checked and mine appeared fine. Either I was not paying enough attention to catch the error or your G3D viewer is faulty. Maybe you should redownload it.
I have a idea for the teamcolor!
Now where we know how transparent teamcolor is working you can make a very transparent and huge skull or evil head which surrounds the whole devil machine a bit like a fog. If you want to get something extra ordinary the skulls facial expression can change when he attacks to an evil smile or something like this.
What do you think?
I think its a great idea. :) Yes, the mouth part of the skull could be a dense network of faces, and they would "contract" and "expand" to show expression. For dying the mouth could open wide. Inside the mouth could be either blackness or completely transparent alpha.
**DRUM ROLL** I now have more posts than anyone else on the Glest board! My quest for world dominations is halfway complete (it would be complete, except some nuisance calling himself a 'hero' took back my beautiful princess and limbered my progress!)
I think a more fitting award might go to the person with the highest quality of posts. :P *Cough, Cough, Me, Cough* :D :D
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**DRUM ROLL** I now have more posts than anyone else on the Glest board! My quest for world dominations is halfway complete (it would be complete, except some nuisance calling himself a 'hero' took back my beautiful princess and limbered my progress!)
Ya know there's no such thing as "dominations". Not a real word. :P ;)
**DRUM ROLL** I now have more posts than anyone else on the Glest board! My quest for world dominations is halfway complete (it would be complete, except some nuisance calling himself a 'hero' took back my beautiful princess and limbered my progress!)
I think a more fitting award might go to the person with the highest quality of posts. :P *Cough, Cough, Me, Cough* :D :D
Heh heh. Funny. :P
I made my own version of the texture, with my brother's help, and I personally like it a lot. I think it's time for peer review.
(http://www.mediafire.com/imgbnc.php/a52fa869ef234431acb8fd818b1c76ea6g.jpg)
You can download the new texture here (http://download210.mediafire.com/i9vqbjzjjdeg/vycnnvllzy4/My+Texture.zip) (~0.40767 MB :)).
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Well, I couldn't think how how to put team color here... I tried switching the blood, but it was hardly noticable once animated (yeah, I've been done since yesterday, download link below).
I have a idea for the teamcolor!
Now where we know how transparent teamcolor is working you can make a very transparent and huge skull or evil head which surrounds the whole devil machine a bit like a fog. If you want to get something extra ordinary the skulls facial expression can change when he attacks to an evil smile or something like this.
What do you think?
I think its a great idea. :) Yes, the mouth part of the skull could be a dense network of faces, and they would "contract" and "expand" to show expression. For dying the mouth could open wide. Inside the mouth could be either blackness or completely transparent alpha.
That actually sounds... extremely complexe! I can imagine it would make the model look slightly odd though, and I kinda,um, skipped the thread on transparent teamcolor. If you want, you can try modifying for teamcolor. Possible places include streak on arms, on the wheels, on the U shaped axis, or the joints. If you look at the texture, it is very simple. The key to making a good texture is to make the texture good in blender. Honestly, I spent 45 minutes in blender positioning the UV unwrapping. Oftentimes even more!
Anyway, here's the download: http://www.mediafire.com/?zzwzcia2jze (http://www.mediafire.com/?zzwzcia2jze)
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@Omega:
please, can we have the .blend file too?
I want to try it with the teamcolor skull ...
@modman, I will try the dark elder, but i need a bit more info about this unit.
What will his attack look like (any idea ? Or am I free to choose something?)
Will it be a strong unit?
Will it be fast or slow?
Can it fly ( it has wings on the concept art )? I hope it cannot fly.
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I made my own version of the texture, with my brother's help, and I personally like it a lot. I think it's time for peer review.
You can download the new texture here (~0.40767 MB Smiley).
I don't mean to be rude but, Omega's was much better, it covered the whole rock and the made up runes looked really ancient, and they're glowing which suggests that they are really old and are being maintained by dark magic.
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thats true modman, i think we'll go with omega's. u could keep trying tough, there's nothing like practice to make u perfect.
BTW can i do the gargoyle/balrog?
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I made my own version of the texture, with my brother's help, and I personally like it a lot. I think it's time for peer review.
You can download the new texture here (~0.40767 MB Smiley).
I don't mean to be rude but, Omega's was much better, it covered the whole rock and the made up runes looked really ancient, and they're glowing which suggests that they are really old and are being maintained by dark magic.
They didn't show team color, and the runes looked more like some dwarven control panel, not a rune stone. Though i can't blame omega because he didn't know what runes were and he did a nice job on the model. Also, the stone was too dark, it made it hard to see at night ingame and the team color i added didn't look good with it dark. The new runes actually say something, as well. I also added moss to make it look old and overgrown with weeds. If you really like the glow i can add that.
BTW can i do the gargoyle/balrog?
I think it would be best to finish any buildings that could be finished, but they all appear to be taken. It would be fine by me if you did, but did you see the concept i uploaded with the fiery creature that looked like it was made of stone and had a large cleaver?
Though John.d.h has already created a model for the oblivion portal, I thought that maybe i could upload my original concept. Instead of making a drawing, I have a ".blend" file that I created. It is simple, and it has no texture applied. I was hoping that someone could please apply a texture and at the very least send me the G3D with the blank texture.
Modeling: The model might need to be scaled to size. Keep in mind that the model is for a 3-4 tile unit. The popcorn type things are skulls, and you might need to replace them with better ones. Make sure that the texture is 256x256 or 512x512.
Animations: The Oblivion Portal has only one animation. It has a researching/producing animation where semitransparent particles travel through the ring of the portal.
Please download the folder and try to work on it. In the folder are a copy of the instructions above, the model (in “.blend†format) and the image.
Download: http://www.mediafire.com/download.php?rk1znmtxnny (http://www.mediafire.com/download.php?rk1znmtxnny)(File Size: 118 KB)
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This mod is taking like a year lol guess i might wanna actually get into it ok i'll do the imp for now sounds,animations and textures unless you guys wanna do all of that ;D
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Well, I couldn't think how how to put team color here... I tried switching the blood, but it was hardly noticeable once animated (yeah, I've been done since yesterday, download link below).
I think that the best place to put team color would be the wheel. Anyways, great job with the model. Actually, I was going to toss out the Devil Machine because I couldn't think of a good enough concept for the unit. Omega saved the Devil Machine from being lost in cyberspace to the list of deleted units from Dark Magic.
@modman, I will try the dark elder, but i need a bit more info about this unit.
What will his attack look like (any idea ? Or am I free to choose something?)
Will it be a strong unit?
Will it be fast or slow?
Can it fly ( it has wings on the concept art )? I hope it cannot fly.
To answer your questions, titi:
I don't really have a set idea in my head of what the attack looks like, so unless you can't think of something, animate at will :). The Dark Elder is a strong mage, like the Archmage, but will have more HP. So pretty much everything you like about the Archmage, with less of the drawbacks. It is also slightly slower than the Archmage. And no, the Dark Elder does not fly 8). You don't even have to model the wings if you don't want to, but try to avoid large patches without clothes, because it makes it look vulnerable.
I made my own version of the texture, with my brother's help, and I personally like it a lot. I think it's time for peer review.
You can download the new texture here (~0.40767 MB ;D).
I don't mean to be rude but, Omega's was much better, it covered the whole rock and the made up runes looked really ancient, and they're glowing which suggests that they are really old and are being maintained by dark magic.
That's fine. I just wanted to put an alternative out there. What if the green part was team color? Or did I just make a fool out of myself because that's already been done? :P?
BTW can i do the gargoyle/balrog?
Yes, please do ;D! Remember, the enemy is supposed to be scared when it approaches :D. It is the most powerful melee in Dark Magic. It's somewhat equivalent to the Battle machine.
This mod is taking like a year lol guess i might wanna actually get into it ok i'll do the imp for now sounds,animations and textures unless you guys wanna do all of that ;D
OK, do the Imp, but please don't disappear :P. The Imp is size value two (takes up four tiles) and is a fast runner. It's slightly slower than a Horseman.
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does it not fly or hover atleast cause it has wings or am i getting the wrong picture here?
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No, think of how a dog would run with only two legs. ;D :P
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lmfao seriously i just modeled it like in the concept art , but i'll just add bones and fuck with him like that i guess
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The skull as teamcolor doesn't really work :-/
Glest has two problems here:
1. objects are not visible inside a transparent object ( thats why I tried it above )
2. shadows in transparent objects ( this is a no go in my opinion )
But my monsterhead looks really freaky in blender, doesn't it?
(http://www.titusgames.de/tmp/skull.png)
[img]http://www.titusgames.de/tmp/skullingame.jpg[/img]
... ok and now I try the dark elder
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Oh, I forgot. Omega, if you want to model something, you can do the Sheol Temple. The concept art is below.
http://www.nicksoutham.com/temple_big.jpg (http://www.nicksoutham.com/temple_big.jpg)
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lmfao seriously i just modeled it like in the concept art , but i'll just add bones and fuck with him like that i guess
Please try to keep the swears down. :P
BTW can i do the gargoyle/balrog?
Yes, please do ;D! Remember, the enemy is supposed to be scared when it approaches :D. It is the most powerful melee in Dark Magic. It's somewhat equivalent to the Battle machine.
I think it is a little stronger than the battlemachine.
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Oh, I forgot. Omega, if you want to model something, you can do the Sheol Temple. The concept art is below.
http://www.nicksoutham.com/temple_big.jpg (http://www.nicksoutham.com/temple_big.jpg)
The Sheol Temple has already been modeled by Fluffy, but it still needs a texture. I don't know if he uploaded it anywhere yet...
https://forum.megaglest.org/index.php?topic=4402.msg27437#msg27437
The skull as teamcolor doesn't really work :-/
Glest has two problems here:
1. objects are not visible inside a transparent object ( thats why I tried it above )
2. shadows in transparent objects ( this is a no go in my opinion )
But my monsterhead looks really freaky in blender, doesn't it?
Yeah, I noticed the transparency problem when I made the Divination Crystal. The things behind the transparent part turned invisible. :(
The head looks good, but I'm not sure about having it as part of the Devil Machine. I'm sure we could probably use it elsewhere in Dark Magic, though, since it certainly looks evil enough. Maybe it could be the base of the Gods' Bane or the skull on top of the Sheol Temple.
Though John.d.h has already created a model for the oblivion portal, I thought that maybe i could upload my original concept. Instead of making a drawing, I have a ".blend" file that I created. It is simple, and it has no texture applied. I was hoping that someone could please apply a texture and at the very least send me the G3D with the blank texture. Here is an image of it.
Oh, I like it!
Modeling: The model might need to be scaled to size. Keep in mind that the model is for a 3-4 tile unit. The popcorn type things are skulls, and you might need to replace them with better ones. Make sure that the texture is 256x256 or 512x512.
Animations: The Oblivion Portal has only one animation. It has a researching/producing animation where semitransparent particles travel through the ring of the portal.
I think it would look even better if the ring were hovering the air, instead of being attacked to the pedestal. Then for the idle animation, the ring could bob up and down slowly. For the producing, maybe the ring could spin around its Z axis, along with the particles you're talking about.
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a first picture of the dark mage ( really work in progress! especially the clothes )
[img]http://www.titusgames.de/tmp/darkmage.jpg[/img]
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Nice, titi, but someone already made the dark mage. Of course, if you ment dark elder, that slot is still open. ;)
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The latest version of the faction diagram (Click to enlarge):
[url=http://img156.imageshack.us/img156/6407/darkmagicv546.jpg][img]http://img139.imageshack.us/img139/6407/darkmagicv546.jpg[/img][/url]
I made a new faction diagram, and updated the initial post to be a little shorter in height :).
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yes, dark elder :-[ :-[
Thats a very nice faction diagram modman! Thanks for the overview.
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Thats a very nice faction diagram modman! Thanks for the overview.
Thank you, titi ;D! I really appreciate the complements.
So as you can see, since the Dark Elder is near the end of the faction, it will be a powerful unit.
a first picture of the dark mage ( really work in progress! especially the clothes )
Could you include the staff? It might come in handy for an attack. For example, it could stamp the staff into the ground and a particle proj comes out of the ground... ???
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I have begun a wikia on Dark Magic, which will describe history, and the units in Dark Magic here (https://docs.megaglest.org/Dark_Magic_Faction).
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I was thinking of having a good range, but the particle proj would be invisible. It would also have a splash, and it would look like it was coming out of nowhere, so it would be really cool. That may be the same as what modman ment to say, because I know we have discussed that type of attack.
OMG! :o :o I just found a really good example of how units should mount horses in Glest:
Check It Out:
http://www.youtube.com/watch?v=MoXDxHN__hE
Tip: Go to 8:30 and watch the golden egyptian guys.
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I made a Excel spreadsheet about the levels of the units in Dark Magic. A level is any requirement a unit has. For example, the Imp requires the Dark Sorcery and the Oblivion Portal, and the Sorcery Runes (because the Sorcery Runes does the upgrading). So the Imp is a level three unit. In this way, I can track how advanced a faction gets.
I used Google Docs, which is free, so I was able to publish my work as a web page for you guys to see. I even colored it! ;D The link is below:
http://spreadsheets.google.com/pub?key=tXpo11iKt-y5Qsv34kHIozQ&output=html (http://spreadsheets.google.com/pub?key=tXpo11iKt-y5Qsv34kHIozQ&output=html)
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Wow Modman nice work with your Wikia and other speadsheet.
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yeah man thats really damn smooth :D
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@modman: Are you probabaly willing to prepare a rudimentary but startable/playable xml-setup for the whole darkmagic faction?
Or is there already something I missed?
I need it because Its always very annoying to modify magic or domething else to test the models and by this we have something where we can play with :) .
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here is the dark elder. I have no working xmls yet ( anyone is willing to do them? )
It has animations for
-attacking(ground) probabaly I will improve this one, what do you think? Needs some kind of particle splash when hitting.
-attacking (air) should shoot a flash or something like this from his stick
-standing
-walking
-charging ( try this one!! )
-dying
Update( I forgot the link 8) 8)):
http://www.titusgames.de/darkmagic/dark_elder/dark_elder.zip
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Wow Modman nice work with your Wikia and other speadsheet.
Yes, thank you for the complement. If you think about it, I'm pretty into this project, but in a helpless position, since I can't model/animate, and my texturing skills suck.
yeah man thats really damn smooth :D
Thanks. I actually had done another version on my computer, but I was too lazy to go and find it. So I just redid it; it wasn't that hard because I know Dark Magic well inside and out. Hopefully, it will help y'all ;D to better understand how Dark Magic works. And titi, you can see, that because the Dark Mage pretty much requires all that stuff, it will be a late game unit.
@modman: Are you probabaly willing to prepare a rudimentary but startable/playable xml-setup for the whole darkmagic faction?
Or is there already something I missed?
I need it because Its always very annoying to modify magic or something else to test the models and by this we have something where we can play with :) .
Yes, I will get on it immediately! I have already a version that doesn't crash, but I'm not quite sure if it includes all of the models. I know it has the static Blood Fountain, the static Pain Tower, and it has John.d.h's Divination Crystal. It also has the Dark Mage, your Sorceress, and now I'll include the Dark Elder. I used the Barracks for the Oblivion Portal.
Question: Should I try and include the stats I think would be best? The alternative is just leaving them alone from the XMLs I modified.
here is the dark elder. I have no working xmls yet ( anyone is willing to do them? )
It has animations for
-attacking(ground) probabaly I will improve this one, what do you think? Needs some kind of particle splash when hitting.
-attacking (air) should shoot a flash or something like this from his stick
-standing
-walking
-charging ( try this one!! )
-dying
Update( I forgot the link 8) 8)):
http://www.titusgames.de/darkmagic/dark_elder/dark_elder.zip
Thank you, titi! I look forward to seeing it ingame. The charging animation I think I will use; it sounds cool! ;D
Notice: Yesterday, me and Mark co-bought a digital camera. So now we'll be able to show off my brother (and mine too) original concepts for the units we try (woefully bad; a picture is worth a thousand words!) to describe to modelers. My brother will post some pictures we took.
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I noticed for the Dark Elder's walking animation, his staff passes through his leg. You might want to fix that. Also, why so many frames? If you only have keyframes on the first, middle, and last frames, then you can scale the whole animation to three frames and Glest will interpolate everything between just as well as Blender does (try it if you don't trust me) and this can make the g3d MUCH smaller. You can also leave off the last frame when you export if it's a repeating animation, but I think you know that already.
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OK, just like my brother promised, ::) , I have the concepts. Some don't fit in dark magic, but are still cool.
Here it is! (http://www.mediafire.com/download.php?zgz4yzj0xjz)
Feedback PLZ!
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Ah, been away for a while camping. Missed so much. Sorry I can't quite model yet. I am very busy with military, the glest guide, and the mod maker, all well underway. Military is getting closer to completion, but the lack of my textures will slow things down. I had some 300+ stock art of tileable textures and such, all gone. The modmaker is now working in tabs, but still have units and upgrades to go, and I will try to get it uploaded for all those who joined as testers maybe tomorrow? So, I'm afraid I got no time to do the sheol temple. Maybe once I'm done?
BTW: Great model Titi!
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@johndh:
Yes I know all these problems and I was also a bit scared when I saw their size. I will have a look at them, but I fear some of them cannot be made smaller.
For the walking animation, I also noticed that, But I thought It was invisible ingame so I decided to keep it as it is. Did you noticed it ingame or in Blender?
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Yes I know all these problems and I was also a bit scared when I saw their size. I will have a look at them, but I fear some of them cannot be made smaller.
I thought the same thing with some of my units for Sun and Moon, which had animations upwards of 20 frames, but Glest really does smooth them out just as well as Blender does. I even tried exporting the animation once with 21 frames and once with 3 frames, then opening both up with the g3d viewer to see if I could spot the difference, and I couldn't even tell them apart.
For the walking animation, I also noticed that, But I thought It was invisible ingame so I decided to keep it as it is. Did you noticed it ingame or in Blender?
I noticed it in the g3d viewer, but I think it would take no more than a minute to fix. I had the same problem with one of my units who was holding a spear, and I just had to rotate it a few degrees to fix it.
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I corrected the walking animation now http://www.titusgames.de/darkmagic/dark_elder/dark_elder.zip ( download again)
( this error was only visible in the g3d. I missed to insert a key for the staffs bone in the walking animation...
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I have a working version of Dark Magic, available for download here (http://download565.mediafire.com/nmbjmy9jtgxg/zmglmldyy5z/dark_magic.zip). Unfortunately, as for XML editing, that it is a working version is just about the best thing about it. :P This means the XMLs are not done.
I'm getting around to doing the XMLs in a bit.
Dark Magic is unfortunately extremely bloated. The zip is about 39 MB, and unzipped factions are about 40 MB. I think the unzipped Dark Magic is around 70 MB.
I also took the liberty to edit your original texture on the Dark Elder, titi. I made it more sepia toned. I included yours in the folder as well, just renamed.
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OUCH! :o
That's huge. I'm confused, what caused such a huge file? Military has roughly the same amount of units (probably more done, as I've finished maybe 18 or so units) and is a mere 25MB unzipped, 7.5MB 7zipped.
BTW, the modeling section of the beta blender guarentee learning tutorial is completed. I PMed you.
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25 mb with sounds ??? Thats really tiny!
But we should not care too much about the size if its not really huge.
What we can do later is resizing the images / reformatting sounds / optimizing animations and so on.
But I think a unzipped size of about 70-100 MB is really realistic for dark magic, because we use more vertices in our models and have lots of them. That's Ok because todays computers are much faster trhan in the beginning of glest.
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Well, I use the lowest possible quality I can get without noticing any difference. For example, on a voice, why on earth would I have 312 kb/s bitrate?!? 64kb/s is pretty fine for voice. Only the truly alert and hardcore will notice the extreme marginal difference (I can't) and when you're playing a game... For the main music, it is a ~30s ogg loop at high compression, medium quality, which sounds VERY good to me, at a mere ~500kb, compared to the ~3000kb of magitech's sounds. As well, it is just one faction, and my models are very low poly, with minimum frame rate. Most models are 2-5 frames on average, with the most frames being 8 on the humvee, since I divide the wheel into 8 parts. Turning is the only thing glest's smoothing is not good at.
The largest files are of course my textures, which vary greatly from 256kb to 1mb each (256x256 or 512x512). However, they compress very good.
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Damn I cannot download from your link modman, whats wrong?
You gave this one, but it doesn't work ( any more ):
( http://download565.mediafire.com/nmbjmy9jtgxg/zmglmldyy5z/dark_magic.zip )
I end up on a page with url http://www.mediafire.com/?dark_magic.Connection:%20close
but I didn't see an error message.
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Sorry, that was because I tried a direct link; Mediafire has been acting weirdly lately, but try the one below.
http://www.mediafire.com/download.php?zmglmldyy5z (http://www.mediafire.com/download.php?zmglmldyy5z)
//Edit: I felt bad, so just in case that doesn't work, I uploaded to another site:
http://www.filefactory.com/file/ah1dgaf/n/Dark_Magic_v_6_zip (http://www.filefactory.com/file/ah1dgaf/n/Dark_Magic_v_6_zip)
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Titi, I forgot to mention that the Dark Elder also needs the morphing animation; it morphs into an Alliyp. If you don't want to do it, I can just use the standing for now.
//EDIT
Titi, did you test out Dark Magic? What did you think?
//EDIT
I was thinking it would be a good idea if the Acolyte did not morph into the Dark Mage, but the Dark Mage was produced by the Sorceress. This would prevent the AI from morphing while they have resources in their possession. What do you guys think?
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I personally am against using the sorcerer to summon the dark mage. It doesn't make sense in my opinion. A monster I would understand, but a (considered) human unit? Unfortunately, it looks like the polls may be against me. Meh. The AI morphing with resources in their posession is no big deal. Its because every worker unit harvests resources until the computer decides what to do with it, wether to build, repair, or morph.
Up to you though.
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I will (hopefully) have some time this evening to do something. What about the missing buildings? Is there any concept Art ?
@modman:
I will add a morphing animation for the Dark Elder too ( we will see if we use it or not ).
And sorry, I didn't play it yet, those vbros packs are stealing my time ::) ::)....
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I personally am against using the sorcerer to summon the dark mage. It doesn't make sense in my opinion. A monster I would understand, but a (considered) human unit? Unfortunately, it looks like the polls may be against me. Meh. The AI morphing with resources in their possession is no big deal. Its because every worker unit harvests resources until the computer decides what to do with it, wnhether to build, repair, or morph.
Up to you though.
I turned to the Sorceress because I just didn't want the Acolyte to morph. Maybe it could be produced by the Sorcery Runes? That would seem more natural...
I will (hopefully) have some time this evening to do something. What about the missing buildings? Is there any concept Art ?
The buildings I am missing are the Sheol Temple, the Divination Crystal (because it could be improved on a bit, and it needs build and die animations), and the Oblivion Portal. The concept art is on the first post, but it would be cool if you would do the Oblivion Portal. I don't think the concept art is there, so I will try to snap a picture of it with my new camera. ;D
I will add a morphing animation for the Dark Elder too ( we will see if we use it or not ).
We will definitely use the morphing animation when you make it...
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I would say units carrying resources without releasing them is a big deal. And how do you figure only beasts can be summoned? I voted for produced by sorceress, because of the AI issues. Besides, with the latest version of the techtree the sorceress is pretty useless.
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The concept art is on the first post, but it would be cool if you would do the Oblivion Portal.
How many versions do we need? We already have two! (the one I made and the one Mark made)
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The concept art is on the first post, but it would be cool if you would do the Oblivion Portal.
How many versions do we need? We already have two! (the one I made and the one Mark made)
I didn't get the g3d, only the blend...
Oh well, Mark already made his own Oblivion Portal, textured, exported, and everything. I think its fantastic, and even better because it's his first g3d model you guys have seen (I think).
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Oh well, Mark already made his own Oblivion Portal, textured, exported, and everything. I think its fantastic, and even better because it's his first g3d model you guys have seen (I think).
Oh, spiffy. I hadn't seen it since it had been textured. Is it animated as well?
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Just a quick question, why are we making Dark Magic wen there is all ready magic?
And who is the sezar?
We should make roman (https://forum.megaglest.org/index.php?topic=4284.0).
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Oh boy...
Dark Magic is a faction of Magic. When there was a civil war in the land of the Magics, the ancient knowledge was forgotten. One of the groups, Magic, decided to try and find the knowledge again, while Dark Magic was learning new spells. The new spells all took on a darker, more sinister tone.
Or in short, because I want to make Dark Magic. And anyways, I'm pretty sure I said before that the community can decide the next faction to do, but only after this one is completed.
Oh yea, and how is the Sheol Temple coming along, Elimnator? Are you still working on it?
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Hey Eliminator I started a Roman Faction.
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Just a quick question, why are we making Dark Magic wen there is all ready magic?
Dark Magic had already been started by Modman a long time ago, it had a pretty clear and well-developed concept, and a lot of people wanted to see it get finished, so I figured it would be a good first project for GLADE. Several members agreed, and then we began work.
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Download the Oblivion Portal.zip
Oblivion Portal (http://www.filefactory.com/dlf/f/ah23gca/b/8/h/0a61e3ac9e10a4141f010f550e512fc10c542822/j/0/n/Oblivion_Portal_zip)
I made this yesterday, but I didn't have time to post it. The Gods Bane is coming soon! I just have to finish texturing it. Thanks Omega for the tutorials, it's great to know how to model. I'll learn animations as soon as I memorize how to texture.
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That reminds me, it would give good karma to make a storyline for Dark Magic, and also for the rest of Magitech as well.
I just noticed how annoying Filefactory's download system is; it makes you wait for the download link!
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Hey Eliminator I started a Roman Faction.
Ya I know, I voted the top. If Glade team isn't interested in Roman can I help you archmage101?
It could go a lot faster (you see how fast I make mods.).
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Just so you know, Eliminator, it is Czar, not 'sezar'.
I think that you meant 'Caesar', but that is the original latin name for an emporer. The word Czar is derived from 'Caesar' and means a russian supreme ruler. We use 'Czar' because (I think) russian rulers had extreme power and were ruthless in imposing their will. John.D.H is the 'Czar', and you can tell because his signature says so.
Please can the Off Topic!
I am almost done with the God's Bane, but I had to go to the library, and call some friends and work on some other models. Its been a busy day so far. Sorry.
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Portal.zip (http://www.filefactory.com/file/ah2a8d7/n/Portal_zip)
It looks good. We can probably make do with fewer polygons, though. I didn't take that close of a look at the .blend, but from the .g3d it looks like there are some faces on the bottom that could be gotten rid of (they'll never be seen in-game, so we don't want them!), and the circles on the base could maybe be reduced a bit (16 sides is probably more than we need). Just give it a try and see what difference it makes, I guess. Good progress, though.
Edit: Wow, hard to believe I still haven't finished the Blood Fountain yet. However, never fear! I've got some free time coming up soon, so I'll try my best. I tend to get side-tracked a lot. :-[
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Portal.zip (http://www.filefactory.com/file/ah2a8d7/n/Portal_zip)
It looks good. We can probably make do with fewer polygons, though. I didn't take that close of a look at the .blend, but from the .g3d it looks like there are some faces on the bottom that could be gotten rid of (they'll never be seen in-game, so we don't want them!), and the circles on the base could maybe be reduced a bit (16 sides is probably more than we need). Just give it a try and see what difference it makes, I guess. Good progress, though.
Well, in my philosophy, at least we have something I can use ingame besides Tech's Barracks! :D :P
Edit: Wow, hard to believe I still haven't finished the Blood Fountain yet. However, never fear! I've got some free time coming up soon, so I'll try my best. I tend to get side-tracked a lot. :-[
That will be great! I like what you have started so far. ;D I also get side-tracked a lot, but I don't tell y'all about it because I'm constantly working on unrelated Glest projects; basically new factions or mods on Magitech which I don't post.
Eliminator, I'm still waiting for that Sheol Temple model. :D Or, just tell me you don't want to do it anymore, so I can hand it off to titi...
And I like how the poll is going! I decided to make only two options this time so that the difference would be well defined. Its either you want it one way, or the other. No in-between or "I don't give a ____ ;D" choices so that those who vote would really give me info I can use!
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Gods Bane (http://www.filefactory.com/dlf/f/ah23gb4/b/5/h/d17748c661cf2bdb9ca808c6e8616c2d9fa9c304/j/0/n/Gods_Bane_zip)
Above is the finished Gods Bane. It is made to look like the concept art I posted. I’m glad I learned how to apply textures! I have included the G3D model, the .blend file, the .blend1 (mysterious file to me, I don’t know what it does but I don’t want to delete it) file, and of course the glorious texture. You can pretty much see what each texture area corresponds to, and feel free to edit and upload when done. I have it so that if you modify the texture for the spike, (or other object that appears multiple times), it will affect all of the like types.
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BTW I have no idea why, but the G3D file is like 4 MB! PLZ respond!
Check the animation timeline and see how many frames it is set to, blender's default is 200, so u have to make it 0 of an inanimate object.
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the gods bane looks good! Nice job.
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There is no animation that I know of, Gameboy. I don't actually know how to animate, and I just recently learned texturing.
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Yea, I heard of that, but I don't know how to set the frames to zero...
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This is some kind of problem of the blender exporter. He always thinks he is exporting an animation. The default in many blenders is something like 1-250 frames in the timeline window. So the glest exporter will export 250 frames if you didn't set it .
https://docs.megaglest.org/How_to_export_non_animating_models
and you should really read all the blender hints in this wiki ( really not too many! ):
https://docs.megaglest.org/Glest_Blender_Hints
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Thanks, titi, only two steps (really one)? ;D ;D Thanks.
Personally, I thought that where the horns meet the stone part it looks a little, I don't know, not as good as it could be? Maybe there should be a texture transition...
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I'm sorry about that animation. I will go back and fix them.
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Took a look at the God's Bane model, and once again you've got some faces on the bottom and the inside that the game will never see, so you can go ahead and get rid of them, and since Glest does some smoothing on its own, you can probably afford to make it a little more blocky without making a difference in Glest (aside from running faster ;)). I like the look, though. It's good work, but just needs a little improvement before it becomes great work.
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I did that thing you said to do, titi, and it really cut the file size down! The Oblivion Portal was about 5 MB before, and now it's about 36 KB!
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Oblivion Portal (http://www.filefactory.com/dlf/f/ah23gca/b/8/h/0a61e3ac9e10a4141f010f550e512fc10c542822/j/0/n/Oblivion_Portal_zip)
Gods Bane (http://www.filefactory.com/dlf/f/ah23gb4/b/5/h/d17748c661cf2bdb9ca808c6e8616c2d9fa9c304/j/0/n/Gods_Bane_zip)
I have modified the models and removed the animations. The posts which initially posted them have been modified as well.
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I have a new version of the faction diagram done. It includes new models by Titi and Mark. I also took the liberty to move the Dark Mage, because at the time when I made the image, the poll wanted the Sorceress to make the Dark Mage. Anyways, the point of the poll was to see if there was overwhelming opposition to the move. I'll try to post polls more often, too. But for now, the Dark Mage poll is done.
//Edit: Oops, forget to post the image! :-[ ;D
[center]
[URL=http://img513.imageshack.us/img513/9012/darkmagicv61.jpg][IMG]http://img89.imageshack.us/img89/8757/darkmagicv61smaller.jpg[/img][/URL][/center]
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BTW, I should warn you that the font you used in the Tech Tree Map is a shareware font which costs $15 (!) to use! Tread carefully, you wouldn't want to end up with a lawsuit... :-X
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There are plenty of free fonts, just do a google search....
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OK, so what do you guys suggest I do? It was a free download. How did the Glest Team legally use the font if it's not free? I'll post the readme below which came with it:
"Goudy Lombardic
I had spent about half of my summer working on this typeface in my spare time when Adobe released a version of it. I contemplated quiting, but didnt. Heres why: This is an exact copy of a hand-penned example made by Frederick Goudy, himself; it contains, as a result, beautiful nuances and subtle curves not captured in Adobes version, which I feel is quite stiff and rigid.
Contains all 26 upper and lower case letters. The parentheses and question mark were extrapolated from other characters. Unfortunately, he provided no numbers in his sample, so they are not included here, either.
I kerned what I thought was necessary, and I am satisfied with the spacing results.
Much work went into the making of this font, therefore I am requesting a $15.00 user fee. After receipt of fee, I will send you an update which contains numbers (as I have recently obtained samples), ligatures, and ornaments. Also, optional question marks and explanation marks have been added. Please specify whether you are requesting Truetype or Type 1 format.
Thanks,
Marty Snyder
AOL: MartyTeach
Internet: martyteach@aol.com
601 West Mermaid Lane
Philadelphia, PA 19118
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Font converted by Mary Bloemker (gwrepmary@aol.com) from original Mac Truetype format to PC Truetype format for upload and release to the America Online Software Library with written permission from the author. This font may not be altered in any way without obtaining written permission from the author. This font may be freely distributed as long as the contents of the archive, including this README text, remain intact and unaltered.
"
You see that at the bottom there it says you can distribute it freely as long as it contains the readme. So I don't think I'll get in trouble since Glest is obviously free and I'll include that document with Dark Magic anyways.
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... dont use it ...
Openoffice comes with some fonts which you can use without trouble.
All this annoying legal stuff is the main reason for my engagement for free games ( like glest ) and free software.
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I was just wondering if how the readme says that the font can be distributed freely if the readme is included, if that means anything.
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This means that Dark Magic would get some kind of additional license only for your faction diagram.
So, what's my next job on Dark Magic?
Which unit should I make?
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This means that Dark Magic would get some kind of additional license only for your faction diagram.
Thanks for the advice, titi. But I'm not sure what you mean by getting an additional license. What are the consequences of the license? Let's suppose that viewing the faction diagram ingame was possible in Glest one day. Would that make it illegal to show my diagram?
So, what's my next job on Dark Magic?
Which unit should I make?
I think that the Acolyte would be great. Is it OK that this unit will need a lot of different animations? It needs a standing, walking, building, harvesting, mining,, repairing, standing with wood, standing with gold/stone, walking with wood, walking with gold/stone and dying. I know it's a lot, but somebody has to do it. And who better than you right now? Just tell me if you don't want to, OK? Thanks.
//Edit: You can combine some of those together, but Magic didn't, so I was just giving the option. ;)
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I'm pretty sure modman's fine on this one - as he seemed to note. The diagram is only useful to the mod creators at this point. Obviously if it were included (while using that font) as part of a manual or "Dark Magic Player's Guide" then that might be a different issue.
*and after reading that readme on the last page, I see no reason why there would be any problem in either case.
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Ok I will do the acolyte
are there any other ideas than this picture ? It looks really boring without the swords and I think it really looks like the initiates with a dark texture :/ .
[img]http://img134.imageshack.us/img134/8020/acolyte2.jpg[/img]
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what about something like these? I like the first one ( a dark version of course )
He can scratch on the stones for mining !
... or something gollum like
(http://common.allakhazam.com/images/i/d/id7886.png)
[img]http://www.freewebs.com/deathevolution/WITD%20Crawler%20Konzept.jpg[/img]or something gollum like:
(http://foreverloyal.files.wordpress.com/2008/01/gollum.jpg)
(http://common.allakhazam.com/images/9/8/98d2d0af59836852ea88afd45de7978a.png)
(http://www.ljplus.ru/img4/l/d/ldcorwin/acolyte_s.jpg)
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I don't know, you presented a good round of images. But it would definitely be best if you copied the last one. Maybe you could add some shrunken skulls...
I would check with modman first. He's the concept manager. I would recommend doing the morlock first.
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That last one would look pretty awesome I think!
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Titi, you're right on the mark. :-[ :-[ :-[ :-[ I like the last one best, but I'm trying to find my own...
I'll edit my post when I find something. The only thing I have against the last one is that Dark Magic is not undeads; the two forehead horns are cool though and could probably be added to another design. Or, we could just make the skull a human(oid) head.
I found five:
(http://i252.photobucket.com/albums/hh16/Nyghtrider/DarkWizard.jpg)
[img]http://fc03.deviantart.com/fs14/f/2007/051/2/9/Wizard_by_ulrickwery.jpg[/img](http://fc00.deviantart.com/fs11/i/2006/213/b/d/Wizard_Ver_3_by_guy64.jpg)
These last two are in for good measure. ;)
(http://fc09.deviantart.com/fs7/i/2005/230/9/c/Demon_Wizard_by_jarling_art.jpg)
(http://www.nogomi.com/memberpic/dark_wizard.jpeg)
I like the staff of the first, the head of the second (but the horns from your last one should be added), and the overall body type of the third image. On the last picture of yours, the shoulders have some kinds of pointy thingies (I don't know what to call it :-[) and there is a sort of vest in the front. I like the shoulder things and the vest in the front as well. I like how my third image kind of has spines down the back, like a monster, but it doesn't look too foreign as to be inappropriate to Dark Magic. Because you see, this faction is all about humans which have learned a sinister trade: Dark Magic. And if you guys are wondering why I haven't told you yet, it's because I just figured that out. ;D
//Edit: I forgot, but it is also important that the Acolyte not have any obvious weapon on it, because it doesn't actually attack. This is simply because I saw all of the bad things the Magic AI does with the Initiate, so I am trying to make it more like the Worker from Tech, which the AI handles better.
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I think I will try the last one of my pictures. ( everybody likes it so ...)
But I will not let him walk, I think I will let him hover like some kind of ghost ok? This will look a little bit different.
The pictures you found look a bit to powerful in my opinion whats not so good for a very weak worker unit.
Anyone has some ideas how to make him look "harvesting" or "mining". Thats something I don't like in the magic faction. You can't see by the model which order the unit has.
ideas:
- adding a saw or axe ( as usual )
- adding some kind of trailer for the goods
- adding a scythe for harvesting wood
... your ideas
And yes, I also think without attack is better for the acolyte . The AI really has some problems with it.
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Maybe for harvesting, the Acolyte could use some kind of magical energy blade/wave?
(http://tbn3.google.com/images?q=tbn:iUXjiYNednae5M:http://www.algonet.se/~longbow/zelda/wizzrobe.gif)
The curved things on the right side of the picture are what I'm getting at, here.
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If at all possible, could you wait please? I will upload an image of what I think it should look like tonight.
Edit: Here (http://img252.imageshack.us/img252/2850/acolytedrawing.jpg) it is.
This has combined our favorite elements of each image. This is what I think of it as, but if you want to add some spikes on the pauldrons, or some skulls hanging from his belt, be my guest.
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I think the skull and horns would work better as a mask than part of his head.
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It's too late I already finished the base model but ....
it looks very similar to yours :) but as john said with skull so on
I will show you something as soon as a screenshot is useful ( it has no texture yet so a screenshot doesn't give you anything now )
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l
It's from Lord of the Rings, and Tolkien is unclear on whether or not the monster has wings, but I'm pretty sure we don't want it to be able to fly.
[/quote]
In the LOTR movies the balrog has giant wings. In the battle for middle earth game the balrog has the abilty to fly short distances If you make an ability for the balrog that has a small fly animation you could make it use energy but go faster than the walk. ;D ;D
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In the LOTR movies the balrog has giant wings. In the battle for middle earth game the balrog has the abilty to fly short distances If you make an ability for the balrog that has a small fly animation you could make it use energy but go faster than the walk. ;D ;D
Hmm... we couldn't make him actually fly like an air unit, but I believe we could give him an alternative move skill that requires EP, and we could animate it to look like he's flying a few feet above the ground, like the Dark Elder's charge animation. I'm not sure how the AI would handle having two different move skills, though.
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I tried that once: I gave warp speed to the Airship, and the AI didn't use it. It seems to me the AI uses the first move command it finds.
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GAE might use it properly, since it knows how to use multiple attacks.
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Well I think Modman should decide what to do at this point.
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Personally, it sounds like more trouble than it's worth. But it would be possible to make the AI use it. The flying could be a charge animation, which would be executed every time the unit is moving as attack. Alternately, the flying could be placed before the normal move skill and the AI would use it every time they have enough EP. But again, I still say it's more trouble than it's worth.
BTW, Gameboy, how is the Gargoyle coming? Is it almost finished?
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i've just finished drawing a sheet for it and will get down to it in a few days :
BTW it looks like media fire is up again.
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That's good. Because without you, we were down to a skeleton crew :D (me and Titi and Mark). And the Gargoyle (really, a Malaphas with a different name) should be one of the most exciting units to have in Dark Magic (if not in all of Magitech). This is because it is very strong, and will look awesome ;D.
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Mm, I'm late. Definately the last one!
Mediafire may be up, but glest.110mb.com is down... Bah. I wonder if I should pay for some decent uptime...
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I can pretty much tell who voted to not have to download another faction automatically. [cough, cough, Omega, cough]. :D
I voted the first one, but I see reason in all those opinions. 1.) I like how it is balanced and made to fit in with magitech, 2.), Some parts might need to be redone, 3.), Magitech is so good how it is. Does it need to be changed? and 4.), the Glest download is like 100 MB (Its been a while since I downloaded it), and that is pretty large, especially if you have to download it often. :-\
How about a new techtree that could include Magic, Tech and Dark Magic, and any well done magitech-balanced and magitech-comparable factions that are made. This appeals to all of the above reasonings except #4, which could be solved with 7zipping or some other kind of compression. :)
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I think it would be good to have more factions as standard, maybe wait and see if FPM gets revived afterwards as two magic to one tech seems slightly unfair.
If there has been no faction changes, especially as far as models, music and the larger files go, surely it should be possible to make an update package, rather than a full download, for people who have a previous version installed. Saves massive downloads when the only changes have been to the source code (and maybe some xml tweaking to balance factions, add new abilities etc.)
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I don't want to stray too off topic here, so I will start a new topic.
I would just like to mention, kazakore, that if you think that two magic and one tech faction is unfair, we can add Dwarves as well.
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I like how Warzone 2100 does it. The installer has an option for whether you want to just install the regular content, or also download the extra mods. I'd show you how it looks, but I can't be bothered to download the whole game just for the purpose of this example. Anyway, I think Magitech should remain untouched since that's the work of the Glest Team and they are the ultimate authority on Glest canon. To use an awkward analogy (I'm famous for those), if Magitech were the Star Wars trilogy, Dark Magic would be fanfic. One comes straight from George Lucas, and the other comes from a bunch of guys who just really like Star Wars and decided to add on to it. Similarly, Magitech comes straight from the Glest Team, and Dark Magic comes from a team of people who really like Glest and decided to add on to it.
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I like how Warzone 2100 does it. The installer has an option for whether you want to just install the regular content, or also download the extra mods.
Good idea. It would be optimal if the installer had it, but also the Glest.org website. I'm not sure about the amount of traffic it gets compared to the forums, but at least to people new to Glest it would get more downloads from glest.org than from these forums.
Is there a way to contact the webmaster of it, to maybe see if links to other mods can be made there?
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I don't want to stray too off topic here, so I will start a new topic.
I would just like to mention, kazakore, that if you think that two magic and one tech faction is unfair, we can add Dwarves as well.
If it's balanced and similar sized tech tree that could be cool. Not actually downloaded them yet...
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How about a new techtree that could include Magic, Tech and Dark Magic, and any well done magitech-balanced and magitech-comparable factions that are made. This appeals to all of the above reasonings except #4, which could be solved with 7zipping or some other kind of compression. :)
This is exactly why the GAM has 'reference copy', indeed this was the catalyst to my making the GAM :)
You get a 'fresh' set of XMLs, but all the binary files are left behind, so if you need to change magic or tech a bit for balance, you can do so. But it assumes the existence of magitech, and all the paths to binary files are changed to point at the 'original' files in magitech, it's XML only, it's tiny.
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... back to topic! Here is the first shot of the acolyte, here with red teamcolor
(http://www.titusgames.de/darkmagic/acolyte/acolyte1.jpg)
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Great model titi. :)
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Good work as always, Titi. Is that the final version, or still WIP?
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Thank you titi, for bringing us back on topic! And I have to agree with John.d.h, it looks fantastic. The only thing might be that the forehead is a different texture than the head. But is that really visible in game?
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thanks, but its not the forehead, its a metal golden plate with mounted horns
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This looks good. How about taking away the metal golden plate though?
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This looks good. How about taking away the metal golden plate though?
I disagree. I think the plate looks awesome. I was thinking that the whole skull part would be a mask and the rest of the head would be human, but it seems it's a little too late for that. Besides, I don't wanna mess with Titi's artistic vision. ;)
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yes i agree with john, the plate is very good. and titi can i have the texture file i wish to add something to it.
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soon, yes, for now I am still working on the texture too.
I have very little time at the moment that's why I'm currently a bit slow.
But I will see what I can do.....
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acolyte, work in progress...
current unit ( mining, standing for modmans dark magic setup )
http://www.titusgames.de/darkmagic/acolyte/acolyte.zip
current blend file and so on...
http://www.titusgames.de/darkmagic/acolyte/acolyte7.zip ( no longer available )
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acolyte harvesting , I really liked my idea! What do you think?
(http://www.titusgames.de/darkmagic/acolyte/acolyte_harvesting.jpg)
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The acolyte:
current unit for modmans dark magic setup:
http://www.titusgames.de/darkmagic/acolyte/acolyte.zip
current blend file and so on...
http://www.titusgames.de/darkmagic/acolyte/acolyte8.zip
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here is the dark_elder ( the missing animations )
http://www.titusgames.de/darkmagic/dark_elder/dark_elder5.zip ( attention, this includes only my texture, not modmans ! )
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Sorry, but I haven't had much time lately with school and all...
I'll look at it tonight, but the screen looks awesome! And unfortunately this site is blocked at school, so I can't post there. And I have a computers class there too!
And when I get the time, maybe this weekend, I'll update the faction diagram and upload an updated version of the faction.
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I can pretty much tell who voted to not have to download another faction automatically. [cough, cough, Omega, cough]. :D
I voted the first one, but I see reason in all those opinions. 1.) I like how it is balanced and made to fit in with magitech, 2.), Some parts might need to be redone, 3.), Magitech is so good how it is. Does it need to be changed? and 4.), the Glest download is like 100 MB (Its been a while since I downloaded it), and that is pretty large, especially if you have to download it often. :-\
How about a new techtree that could include Magic, Tech and Dark Magic, and any well done magitech-balanced and magitech-comparable factions that are made. This appeals to all of the above reasonings except #4, which could be solved with 7zipping or some other kind of compression. :)
Actually, I voted to never change magitech. I'm sorry, but I don't think this should be combined. There's always going to be 'balancing issues', or at least people thinking that there is balancing issues then. Not to mention I just don't like changing magitech. Heck, even my dwarfs and elfs are in a copy of magitech named magitech2...
Titi: Nice model!
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If Dark Magic will fit with magitech I think it would be best to include it in the megapack ( and the megapack with another Name in GAE one day ). I really think its a lot of fun to play with very different factions but they must be a bit balanced. Complete balance is not needed because there are good and bad players out there which will be happy about some little unbalance ....
Other mods like Military for example, which have big techtrees will never fit with the megapack ones, so we should only include the useful ones!
With glest 3.2.2 we currently have the problem that it loads the whole techtree, even the unused factions. this currently gives us a limit for one big pack! As far as I know GAE only loads the needed factions.
But believe me, its still a long way to go until we have a poolished Dark Magic version with sound, all the buttons, balancing and so on !
So don't discuss this point too much now.
@modman: Do you include the new stuff and give us an updated version of Dark Magic?
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I think its time to include a screenshot on the first post!
Modman, will you do that?
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Really random idea I had yesterday...
How cool would it be if the acolyte morphed into the ground serpent (instead of building it).
WAIT! I know that sounds dumb... but imagine this: the morph animation would be of the acolyte summoning/calling the serpent, and then being swallowed up by the serpent as it rises out of the ground.
Only a suggestion. Feel free to dismiss it!
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Actually, I voted to never change magitech. I'm sorry, but I don't think this should be combined. There's always going to be 'balancing issues', or at least people thinking that there is balancing issues then. Not to mention I just don't like changing magitech. Heck, even my dwarfs and elfs are in a copy of magitech named magitech2...
I kind of would like a bigger tech tree with Elves, Dwarves, Dark Magic, and all of the other well-done factions inside. At the moment, for testing purposes only, I have a separate tech tree called "Neomagitech", neo meaning new, of course. This is only because of what titi brings up: vanilla 3.2.2 loads all factions in the tech tree.
If Dark Magic will fit with magitech I think it would be best to include it in the megapack ( and the megapack with another Name in GAE one day ). I really think its a lot of fun to play with very different factions but they must be a bit balanced. Complete balance is not needed because there are good and bad players out there which will be happy about some little unbalance ....
I would have to agree with this. The thing I have with balance, it's only for AI problems. But the Lua AIs should fix all of that (hopefully), and GAE already loads only needed factions from the tech tree. So my philosophy is that GAE (merged to Glest) will fix many, if not all of the problems with it.
Other mods like Military for example, which have big techtrees will never fit with the megapack ones, so we should only include the useful ones!
Yes, only factions from that time period/realm/genre should be included. So Magitech is pretty open because it is fantasy, but just nothing futuristic or historical or animals etc. Y'all get what I mean. :)
@modman: Do you include the new stuff and give us an updated version of Dark Magic?
I'm working on it...maybe I'll have it tonight. :-[ Tomorrow at the latest.
I think its time to include a screenshot on the first post!
Modman, will you do that?
Yes, I'll try to get everything that's been modeled so far done in the shot.
How cool would it be if the acolyte morphed into the ground serpent (instead of building it).
Thanks for the feedback, it is great that you're thinking about Dark Magic in the way I might! Since I created Dark Magic almost exclusively with Mark, I would not think of something so bold. But bold is good.
Madmanntis: "Please just consider my plan, oh mighty one!"
Modman: "How dare you reference call me incorrectly! The name's Magnificent chieftain over all of two continents! Get back to your wood chopping!"
;D ;D ;D
But seriously, though. It's a great idea except for the dumb AI won't use it properly. (Oh, when I get my hands on that AI, I'm gonna...Eh emm, make a 5000% better one with LUA :D) And if I put that in there, it would be unbalanced simply for that reason. Acolytes would be morphing constantly. Because, you see, the AI sees it must make some military, but doesn't care how. It just wants to make the base stable. So since there would be so many more Acolytes than Sorceresses or Oblivion Portals. Also, it would be even worse than the Battlemage problem Magic has...
Maybe after AI is addressed down the road, I'll be able to model, and I will personally fix it up. But for now, the faction is designed "safely", meaning nothing tough for the AI to figure out.
But really, Madmanntis, if you refine that idea, there are alternate ways to produce the Earth Serpent.
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My brother has the zip, its just too late to upload it, so hold your pants on people!
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Another problem with that is that you would have to make the animation stretch out over the entire length of the morph, so you would either need a) a really long animation with tons of frames, b) a normal number of frames but really slow animation speed, or c) a way to play a different animation at the end than the one that loops the rest of the time. Option a) would take up too much memory, b) would look crappy, and c) is not supported in Glest. This is the same issue I ran into with my Phoenix unit for Sun and Moon, which was originally intended to morph from a priestess with a looping chanting animation with a self-sacrifice at the end and the Phoenix rising from the corpse, but alas it was not meant to be. :(
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I would like to join the GLADE team as a modeller or animator.
I have modest experience with blender, but if you give an example of the quality of work required I think I'll try and match that.
(As a newbie in glest modding I'll need examples. :P)
I do understand how to animate, but have very little animating experience.
Thanks. ;)
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Great to hear, Laimis. We're always happy to see new volunteers. For the quality of work, here is the Battlemage for reference. He has 602 polygons, his texture is 256x256 pixels, and he is pretty much exactly the quality we're looking for. We can use a few more polygons without too much trouble since computers have gotten quite a bit faster since Glest was originally made, but we really shouldn't go over about 800 faces.
(http://i27.tinypic.com/35mr3o0.png)
If you think you can produce work of this caliber, feel free to have a try at modeling the Imp (http://www.mccrecords.com/Chupa-cristart.com2.jpg) (click for concept art). If we like it, we'll include it in the mod. According to Modman (our concept manager), the Imp should be bigger than a human. Even though it has wings, it doesn't fly. It runs "how a dog would run with only two legs."
As a side note, you mentioned modeling and animation, but how are your texturing skills?
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Great post John, right now, I wouldn't have the patience, my brain is a marshmallow!
Yes, laimis, the Glade Team could always use more modelers (all within reason, of course. I've found one person per unit is the max you should have), so it would be great if you would help us out.
You should of course probably have a little background with Glest, though, so you know what is appropriate. ;)
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I would like to learn how to texture but the tutorials I have tried appear to be for an earlier blender, so I am utterly bamboozled. :-\
Thanks for giving me a position, I'll have a go on the imp. What I really wanted as an example is an untextured (wireframe) example though, as I need to know whether details like the face are merely textured or or modeled. (I told you I'm new!).
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I've had a go on the imp, but it isn't really easy for me. I would gladly model a building if you let me.
The imp is too organic. :P
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I finally finished the Blood Fountain animations. I wanted to make the blood churn in a spiral and that was giving me a lot of trouble (the way Glest interpolates rotation distorts things a lot), so eventually I gave up and decided on a more sloshing animation. Also, the Producing animation adds in some energy star thingamajigs.
Preview (animated GIF): Idle (http://www.moddb.com/groups/glade/images/blood-fountain-idle#imagebox)
Preview (animated GIF): Producing (http://www.moddb.com/groups/glade/images/blood-fountain-producing)
Blend file, texture, and both g3d files: blood_fountain.7z (http://www.mediafire.com/file/mqdt2n3myzn/blood_fountain.7z)
Edit: The team color is missing on the previews, but the bottom circle of spikes is in team color, as are the squarish ornaments and the stars (which are 75% opaque). /Edit
I would like to learn how to texture but the tutorials I have tried appear to be for an earlier blender, so I am utterly bamboozled. :-\
Were they referring to something called "UV face select mode" or something like that? If so, that mode no longer exists. Instead, you just select the faces in edit mode.
I've had a go on the imp, but it isn't really easy for me. I would gladly model a building if you let me.
The imp is too organic. :P
Ah, I can totally relate. I'm pretty good at making buildings, but people and creatures give me a lot of trouble. The only building we still need is the Divination Crystal (http://www.lifeinfozone.com/wp-content/uploads/2007/08/crystal-balls.jpg) (click for concept image). Buildings are generally around 900 faces, so you can use that as a guideline. The concept image is basically just "food for thought". Feel free to use your imagination. If we don't hear back from the guy who modeled the Sheol Temple, we might need to have that redone as well. He has a habit of making cool stuff but then disappearing without uploading it. >:(
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Ok, had a go on the Divination Sphere and got a prototype. 8)
http://www.mediafire.com/?4vmwdmybfgw (http://www.mediafire.com/?4vmwdmybfgw)
It's a simple design, so ideas are welcomed.
:D
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Hi, I made a wyvern.
[URL=http://img269.imageshack.us/i/wyvernshot2.jpg/][IMG]http://img269.imageshack.us/img269/2816/wyvernshot2.th.jpg[/img][/URL]
[URL=http://img137.imageshack.us/i/wyvernshot.jpg/][IMG]http://img137.imageshack.us/img137/1165/wyvernshot.th.jpg[/img][/URL]
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Looks good but I would like it if the tail was a bit longer
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Ok, had a go on the Divination Sphere and got a prototype. 8)
http://www.mediafire.com/?4vmwdmybfgw (http://www.mediafire.com/?4vmwdmybfgw)
It's a simple design, so ideas are welcomed.
:D
Hmm... it has a few hundred too many polygons and I'm sure you can elaborate on the design, but I think you're on the right track. When you do the sphere, a much simpler one will look just as good in Glest, and we try to keep the face count pretty low since there will be a lot of models on the screen at once. It looks like you used an icosphere with a subdivision of 4, correct? I think 3 would be a better choice. It looks just as good and has like a quarter of the faces, so you can make other parts of the model more complex.
Personally I think the ball would look better hovering above the base pedestal, but I'll leave that up to you since you're the one making it. In addition, if you want to add some skulls and/or spikes and stuff like that to make it look more evil, that could really add some flavor to it. That's just an idea, though. Feel free to make it your own way. :)
Hi, I made a wyvern.
The model looks great, but the texture might look better if the transition between the scales on its back and the plain green weren't so abrupt. Also, the plain green part looks so... well, plain. lol
Aside from that, is it finished? It looks like you have at least the attack animation done, which looks great by the way.
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awesome this looks really cool cheers to the glade team 8) 8) ;D :D :)
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I've reduced the face count, made the sphere float and added a few more spikes. I don't really want to add skulls, as I feel it might kind of destroy the pattern. My imagination isn't really impressive so feel free to modify as required.
http://www.mediafire.com/?wm0gzmrenzm (http://www.mediafire.com/?wm0gzmrenzm)
8)
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Sorry I haven't been around much, guys. I'm taking AP Physics, and it's hard already. I also have other challenging classes.
I think I can upload Dark Magic tonight, and I'll include the new Blood Fountain. Thanks John.d.h!
Overall, I think this project is definitely coming together! Wciow, I think the Wyvern looks great. Please allow me to download (Magic's Dragon is getting a little old as a placeholder for a much more powerful unit, ya know what I mean? ;D), and also include the Blend, because we might want to scale it down/up later. But I do think that it could be improved if the snout were about a two-thirds the length it is now.
@laimis: Don't worry about imagination, that's my job! Check out the concept art for crystal here (http://www.lifeinfozone.com/wp-content/uploads/2007/08/crystal-balls.jpg). On the picture, do you see the "sea horses"? Well, sea horses aren't so cool as little demons, so could you make them demons? I have concept art for the demons below.
http://www.andreasrocha.com/tutorials/devils_fountain/step6.jpg (http://www.andreasrocha.com/tutorials/devils_fountain/step6.jpg)
The devils all look pretty cool, so maybe just use the three you can see... :)
//Edit: Oops, I downloaded the old one before. I just looked at the new one, and it is much better. On the outside, though, there is four bigger "spikes" which are not directly under the sphere. The model would be great if those were instead the demons I show above.
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Download Dark Magic v 6.0 (http://download320.filefront.com/m0lp5lxezt5g/14474823/dark_magic_6-0.zip)
(Try if hotlink doesn't work) (http://www.filefront.com/14474823/dark_magic_6-0.zip)
I have (finally :-[) got around to uploading the newest version. This is version 6.0, and I'm terribly sorry to titi, and to all others who anticipated me uploading at an earlier time.
New models for this version include (off the top of my head):
-Gods Bane by Mark
-Dark Elder by titi
-Oblivion Portal by Mark
-Acolyte by titi
-Blood Fountain by John.d.h
In addition, I think that it only makes sense to delete off of the initial post everything included in a release. For example, the titi's Sorceress is there, but it is also of course included in the release. So I think it's just redundant to have it there. I won't delete the links immediately, because 1) I think it's only fair to let others have input and 2) because I don't have the time right now.
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Here (http://i32.tinypic.com/2uyrryc.jpg) is a screenshot you can use for the first post.
Observations from the latest version: The Dark Mage isn't included anywhere and neither is the Devil Machine. The readme is outdated. Some sounds seem to be missing. The Dark Elder's morph animation isn't included in his xml. The Gods' Bane is still using the old Fury model.
That's all just stuff within the release itself, nothing on the creation/development side. Did we ever decide where the Dark Mage comes from? Personally I think it would make the most sense to spawn him from the Sorcery Runes but maybe that's just me. I know Fluffy modeled a Sheol Temple and there should be a Shadow Walker model floating around somewhere in cyberspace, but were they ever uploaded?
On the picture, do you see the "sea horses"? Well, sea horses aren't so cool as little demons, so could you make them demons? I have concept art for the demons below.On the outside, though, there is four bigger "spikes" which are not directly under the sphere. The model would be great if those were instead the demons I show above.
Hmm... that seems a bit too complicated (not too mention high-poly, even if each demon only has around 200 faces), so I was thinking of something a little different. I'll make a concept here in a bit.
Edit: Here (http://i28.tinypic.com/28akbis.jpg)'s what I'm thinking of. According to my estimates, doing this to all five sides should only add about 300 faces (the Tower of Souls' projectile is 52 faces and each spike should be about 12), which will leave the whole model at a modest 700ish. It also seems to fit closer to the feel of Dark Magic, at least to me. It isn't just a crystal ball; it's an *evil* crystal ball. :)
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Modman,
Had a go at the demons instead of spikes, but, as I have explained before, I am terrifying bad at modelling people, creatures and organic things in general.
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Well, I can relate. Just give us a link to a picture of it so we can see it.
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Here (http://i32.tinypic.com/2uyrryc.jpg) is a screenshot you can use for the first post.
Observations from the latest version: The Dark Mage isn't included anywhere and neither is the Devil Machine. The readme is outdated. Some sounds seem to be missing. The Dark Elder's morph animation isn't included in his xml. The Gods' Bane is still using the old Fury model.
Humph. :P That's what I get for not testing before I release it. I'll check those things out. But the reasons that the Devil Machine and Dark Mage are impossible to make ingame is that I just forgot to give commands to their respective producers.
What do you mean by the readme is outdated? It was the last thing I edited before zipping it up. ???
And thanks John.d.h for the screen, but I need to get the new Gods Bane in there. I'll put yours up for now.
Question: How many do you think is too many polys, John? I was just wondering, because I think computers are more advanced than when Glest first came out, so they may be able to handle more.
Had a go at the demons instead of spikes, but, as I have explained before, I am terrifying bad at modelling people, creatures and organic things in general.
I agree with Mark, let's see the screenshot! If it's too hard, we can revert to something easier, but you may be doing well!
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No offense guys i loved being on the glade team , but i am resigning lol well i really haven't been that active in it anyway , but still if you need anything ask , but for now i'm working on my own mod ;D
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Well, I have discovered the art of texturing and so I put it to good use.
[img]http://img233.imageshack.us/img233/6571/screenshotglest.png[/img]
Already you may realize my new found skills aren't exactly good, but this is just an example.
I'm sorry it's hard to make out the shape using this texture, but download my .blend file (earlier on in this thread) and take a look.
edit: I forgot to tell you what this is about! It's the divination crystal were looking at. The ball bobs up and down for now, but,
then again, I'm not an animator (officially) so I'll leave that to somebody else.
P.S. I may not have much time for GLADE, because, as you can see, I am working on my first mod: the robot faction!
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do you want to be on the glade team? is that what you are trying to show off your skills for?
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Oooo we just got a preview of a new mod. I wanna play it.
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So Laimis, does this mean that you're using the Divination Crystal model for your robot faction, or was that just for illustration purposes?
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No, I'm not using Divination for robots! :D Robots aren't "divine" enough. Mark and modman requested a screenshot so I gave them one. I couldn't be bothered to create an entire new faction for a quick picture so I slipped the model into an existing faction, which happened to be "Robots". Well, not exactly.
I must admit I DO want to show off my mod-in-progress (despite it being 3 units so far), because it is my first mod and I am very happy about it. :)
edit:
john d.h.
I have seen your new "evil" crystal ball and I love it. Keep it that way please. (Especially since I can't models skulls myself...)
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Here are the models sheol temple (which isn't greatly done , but rough enough =P) and the shadow walker not textured or animated http://www.mediafire.com/?sharekey=fc3e352c0e1cc1cfd5a101cf914073b4ecd43e0d3c327f9e
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I'm a bit behind on this board, but I just gotta say it:
HS! That wyvern is amazing!
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I made a mod like magic its called lemon magic ;D
Because it has models from sourbraton (http://www.sauerbraten.org/).
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Okay, I'll try to get started on my modifications of the Divination Crystal tonight or some time within the next couple days, so it should be done by the end of the week (but you all know how bad I am with keeping my deadlines).
Here are the models sheol temple (which isn't greatly done , but rough enough =P) and the shadow walker not textured or animated http://www.mediafire.com/?sharekey=fc3e352c0e1cc1cfd5a101cf914073b4ecd43e0d3c327f9e
Those are in *.max format. Would you mind uploading them in *.obj so we Blender-using cheapskates can use them? ;)
I made a mod like magic its called lemon magic ;D
Because it has models from sourbraton (http://www.sauerbraten.org/).
Err... I'm pretty sure the models from Sauerbraten are proprietary (the engine is freely licensed, but the content isn't), so that might be slightly illegal...
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Uhhmm where would I find a new download link or are you still working on putting everything together ???
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see the first post (click the headline )
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Some bugs mostly in the current xml setup:
- oblivian_portal_cube.tga , Cube should be written with a lower case c or it doesn't work in linux.
- The acolytes doesn't show their special animation for "going to harvest wood" and "go to mining" I made them and they should be there.
- The dark sourcery doesn't have a good attack( without the flying bat projectiles )
- the Dark Elder shows no charging animation
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Yes, well, every time I save a texture it adds either 'Cube' or 'Cylinder' to the end of it. I can tell this is because I started with that shape, but still. I have no idea why it does that or how I can fix it so it doesn't add it. And it doesn't even show up in the place I am naming it when I name it, so I can't help but include it.
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Yes, well, every time I save a texture it adds either 'Cube' or 'Cylinder' to the end of it. I can tell this is because I started with that shape, but still. I have no idea why it does that or how I can fix it so it doesn't add it. And it doesn't even show up in the place I am naming it when I name it, so I can't help but include it.
You can rename the tga and then change the texture in Blender to that new file.
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No, I mean that every time I save the texture it adds a word to the end of the name of the texture.
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I don't think there's a way to prevent that. AFAIK you just have to rename it after it's created.
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What! No way to correct it? Can someone PLEASE upload me their version so I can get a good copy? I assume that is the only option.
I don't think there's a way to prevent that. AFAIK you just have to rename it after it's created.
Well, *Heh* if I rename it, it gives me an error about not finding the texture. That is obviously because the texture is under a different name. And, the only way to attack this bug (Or maybe it is my error somewhere) is to stop it from adding words to the end of it.
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I messed around a little bit with the Divination Crystal that Laimis made. There's no texture on anything but the skulls (and they're straight from Magitech, only slightly modified), so just ignore that. Tell me what you think of the model and animations so I know if I'm on the right track.
Idle animation gif (http://www.moddb.com/groups/glade/images/divination-crytal-idle-wip#imagebox)
Working animation gif (http://www.moddb.com/groups/glade/images/divination-crystal-working-wip#imagebox)
Edit: Changed the links so they lead to the pages rather than just the images themselves. /Edit
Well, *Heh* if I rename it, it gives me an error about not finding the texture. That is obviously because the texture is under a different name. And, the only way to attack this bug (Or maybe it is my error somewhere) is to stop it from adding words to the end of it.
Ah, you missed the second part. You have to go back into Blender and re-assign the texture to the new name after you rename it.
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I can't explain this good enough, can I? EVERY time I save it it adds a word to the end of the texture it is looking for, plus the texture I assign. I have done what you say many times and it just doesn't work!
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*sigh* What we've got here is a failure to communicate.
You know what, if none of that works, than just change the names of your objects to something with lowercase. The extra word will still be there, but it won't screw up Linux compatibility.
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I am sorry, but the extra word doesn't even show up when I save the texture.
I have put a complete halt on all this modeling, until I can figure this out. It might just be my blender version.
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I messed around a little bit with the Divination Crystal that Laimis made. There's no texture on anything but the skulls (and they're straight from Magitech, only slightly modified), so just ignore that. Tell me what you think of the model and animations so I know if I'm on the right track.
Idle animation gif (http://www.moddb.com/groups/glade/images/divination-crytal-idle-wip#imagebox)
Working animation gif (http://www.moddb.com/groups/glade/images/divination-crystal-working-wip#imagebox)
They look great to me! Sorry I haven't been on at all lately :'(, because of school, but I will be on during the weekends. ;)
The Divination Crystal is looking great, John. I especially like the working animation. It's really cool. Is that too many frames (too big file size) though? Of course I don't know, but, maybe something you would consider.
I think something we want to consider is that in the original Magitech, in Magic especially, many of the buildings have no animations at all. Actually, none of them do, I think. So it was made up for in the texturing, which was, of course, fantastic. So I want Glade to remember that the textures can make or break a model, I think even more than an animation can. Please note I am not suggesting we cut any animations we have now, but just make our textures supreme. ;D
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It's really cool. Is that too many frames (too big file size) though? Of course I don't know, but, maybe something you would consider.
It's five frames and 77kb. The idle animation is three frames, but I might reduce it to two.
I think something we want to consider is that in the original Magitech, in Magic especially, many of the buildings have no animations at all. Actually, none of them do, I think.
Actually, the Library, Tower of Souls, and Wicker Behemoth don't, but all the rest do.
The Energy Source's liquid (whatever the heck it is) sloshes around, and the others have waving flags.
So it was made up for in the texturing, which was, of course, fantastic. So I want Glade to remember that the textures can make or break a model, I think even more than an animation can. Please note I am not suggesting we cut any animations we have now, but just make our textures supreme. ;D
Agreed. I'm just doing what I'm capable of. I consider myself to be a pretty decent animator, but my texturing skills aren't that great, so I'd rather leave that to someone with more skill in that area.
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What! No way to correct it? Can someone PLEASE upload me their version so I can get a good copy? I assume that is the only option.
I don't think there's a way to prevent that. AFAIK you just have to rename it after it's created.
Well, *Heh* if I rename it, it gives me an error about not finding the texture. That is obviously because the texture is under a different name. And, the only way to attack this bug (Or maybe it is my error somewhere) is to stop it from adding words to the end of it.
Oh yah are you exporting uv map from blender. because the same thing happened to me theres a thing that says to include thee name of the object after that
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yah its a option that says "object" and when you put your mouse over it it says "put object name in filename"
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Oh, that is an easy fix. I hope it will save that as some kind of preference so I don't have to do every time I save a texture. Anything else I should fix before I redo all my models?
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here is my media fire http://www.mediafire.com/?sharekey=fc3e352c0e1cc1cfd5a101cf914073b4ecd43e0d3c327f9e the .obj's should be in there and if you don't want the shadow walker to have hands you can delete them ;D
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here is my media fire http://www.mediafire.com/?sharekey=fc3e352c0e1cc1cfd5a101cf914073b4ecd43e0d3c327f9e the .obj's should be in there and if you don't want the shadow walker to have hands you can delete them ;D
Thanks dude! Holy crap, 2200 polygons on the Temple? This is gonna take a while. lol
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lmao yea its a stantionary building i just took gears and its a rough copy never got to the fine details
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I couldn't open some of the models, so yeah. I will try again.
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I'm fixing up the Sheol Temple right now.
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ok hope you like it sorry didn't texture it either and its a diamond in the rough ;D
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That's no problem. Instead of reducing the polygons, I just made a separate object and fit it to the old one, so it looks identical but it's only like 400 and something faces. I'm adding some "flavor" to it, though. (and anyone who's seen my recent models knows that when it comes to me and Dark Magic, flavor means spikes)
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cool even tho i'm not with the team i would like to see the finished product =)
Edit: i'm not on the team , but if you want a better ground texture for the serpent i can make you one =)
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I'm finished with the model (unless something needs to be changed), but it still needs a texture. It probably doesn't need an animation, but if someone wants to add an appropriate flag or some dangling skulls or something, be my guest.
Take a look at Fluffy's version (http://www.moddb.com/groups/glade/images/sheol-temple-wip-1#imagebox) on GLADE's ModDB page.
Take a look at John's version (http://www.moddb.com/groups/glade/images/sheol-temple-wip-2#imagebox) on GLADE's ModDB page.
Download sheol_temple_9_13_09.7z (http://www.mediafire.com/file/mjntyka24dm/sheol_temple_9_13_09.7z) (22kb) from MediaFire.
I can make an attempt at texturing it, but I'm sure someone (just about anyone) else is more qualified, so let me know if you wanna take a shot at it. :)
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i'll do one and post it up here no sweat ;D and ok curious did you extrude those spikes or make them and just separately put them on there cause if you extruded them , you might wanna detach them and texture them like that or the uv's will be sick if you try to just texture it like that
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i'll do one and post it up here no sweat ;D and ok curious did you extrude those spikes or make them and just separately put them on there cause if you extruded them , you might wanna detach them and texture them like that or the uv's will be sick if you try to just texture it like that
I extruded them from the sides, but I unwrapped them separately.
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woot smart move =) just thought i would ask
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The placeholder textures are in the package, so do you think you can figure it out with just those, or do you need the model in .obj as well? I think there's just the .blend in there (or can you work with that too?).
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well if you extract it with the uv's already unwrapped it should keep them , but i can work with blender enough to texture in it , but just put both files up and i'll texture it and here are the two ground textures use which ever you like the most or neither ;D (http://i249.photobucket.com/albums/gg218/Shadowfox_203/Glest/th_dirt.jpg) (http://s249.photobucket.com/albums/gg218/Shadowfox_203/Glest/?action=view¤t=dirt.jpg) with roots (http://i249.photobucket.com/albums/gg218/Shadowfox_203/Glest/th_dirt-withroots.jpg) (http://s249.photobucket.com/albums/gg218/Shadowfox_203/Glest/?action=view¤t=dirt-withroots.jpg)
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What other models have to be done, I would like to do a little modeling again.
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lol forgot we were like competitor's for a moment , but oh well :D
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well if you extract it with the uv's already unwrapped it should keep them , but i can work with blender enough to texture in it , but just put both files up and i'll texture it and here are the two ground textures use which ever you like the most or neither ;D
I think something dark and stony would be good, probably with some vines/moss/creepers/whatever growing on it. I'm not sure about the head and the horns, though. Keep in mind the concept picture (http://www.nicksoutham.com/temple_big.jpg).
Edit: If you're using GIMP, then maybe you can use some kind of mix between the amethyst, granite #1, and slate patterns. /Edit
What other models have to be done, I would like to do a little modeling again.
All of the buildings are done, but if you're feeling up to the challenge, you can have a try at the Imp, Gargoyle, Alliyp, Morlock, Shadow Walker, or Harpy.
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yea i followed the concept when i did the model , but yea just upload them and i'll give the texture a shot =)
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I'll try Morlock. :)
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Modman I need concept art. :)
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On second thought, I think I'm gonna have a try at texturing the Temple. I need the practice. ;)
Modman I need concept art. :)
It's supposed to be a furry goblinoid creature roughly equivalent to a Daemon in strength. They also have poor eyesight, so beady little eyes would probably be a nice touch. I remember Modman emphasized several times that it's supposed to be hairy. I think he said something like "a man-sized yeti".
Examples:1 (http://www.profitclinic.com/aweber/morlocks-02.jpg), 2 (http://homerderby.com/wp-content/uploads/2007/10/morlocks-2.jpg), 3 (http://wordsandwar.com/wp-content/uploads/2007/10/eloimorlocks-02.jpg), 4 (http://bobburns.mycottage.com/albumIMAGES/Tm_morlock.jpg)
Edit: Here (http://i27.tinypic.com/4mh5c.png)'s my progress on the Sheol Temple's texture for the night. Tomorrow (err... today, technically) I might touch it up a bit and maybe get started on the rest of the building.
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Ok I took the swordman model and changed it a bit.
I'm trying to get a better idea of what it will look like it Glest.
I know I still need to work on a few things but here's a start (http://upload.ps/4f3rtqhhor81/morlock_blend_file.7z.htm).
Just tell me what to change, or change it yourself.
I gave him a pickaxe as a weapon, didn't know what else to give him.
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Thanks everyone for the progress Glade is making on this faction.
I was worried about whether me being absent most of the time would kill progress, but John.d.h has kept it going, with insight, tips, and work of his own.
Also, I would like to thank Arch, Fluffy for the models. I want to check them out tonight.
Archmage101, just wondering, but do you know how to animate?
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Modman I was just trying to learn to animate in the past few hours using the Glest Guide but it doesn't seem to be working.
I will learn to texture though soon.
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ok i have a rough , very rough harpy by morphing the swordman , but its a sexy model if you want it let me know i seperated the wings uv's and have a texture for them already , but you can do whatever you want with it if you want it =)
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Where is it? And also, even though i redownloaded it, I couldn't open your Shadow Walker model.
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it is in my documents right now and idk why john didn't have a problem
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Actually, I can't get it to import either. I just hadn't tried before. :-[
Anyway, it gives me the following error:
(http://i29.tinypic.com/334j6hd.jpg)
If we can't fix it, that's not really any big deal since it was (as I recall) only a slightly-modified version of Ghost Armour that would take like five minutes to remake, or alternatively we can pursue other concepts and totally redo it.
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yea you guys can , plus i added hands didn't know if you wanted them in the first place :D
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In regards to the Morlock, I'm thinking he should attack with claws or fists, since I'm picturing something somewhat subhuman, incapable of any weaponry more sophisticated than a stick, but of course trees don't grow underground, so he'd be stuck with just his natural weapons. I might have a try at making one when/if I get the time.
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I'll improve the Morlock that I posted, then repost it.
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Ok, I have improved my model, by changing the weapon based on what john said, and altering the hair I gave him.
WILL upload soon, probably tomorrow.........
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Where is the thing to check in order to not add words to the end of it, Loronal?
I can't find it.
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Where is the thing to check in order to not add words to the end of it, Loronal?
I can't find it.
Ah, I know what he was talking about. Here you go.
(http://i25.tinypic.com/23mx37b.jpg)
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Yeah, thanks. Is there anything else I should know about exporting static models?
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As long as you remember to set the start and end frames to 1, that should be all.
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umm the units on the 1st page... I cant download the Dark Elder - every-time i click the link it says '404 not found' ??? can any1 help?
PS this is not urgent but mediafire downloads too slow for me - about 1 - 2 kb/s whereas other sites download average of above 55 kb/s so can any 1 post them in another site?
Or better still - can modman (or whoever posts the Dark Magic Faction fully no offense) post an updated version of the faction with the new units?
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Edit: Nevermind.
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umm the units on the 1st page... I cant download the Dark Elder - every-time i click the link it says '404 not found' ??? can any1 help?
Since it's hosted on Titi's website and it's his model, maybe he took it down and will upload it again when he changes it. If that's not the case, then maybe his site is having technical difficulties.
PS this is not urgent but mediafire downloads too slow for me - about 1 - 2 kb/s whereas other sites download average of above 55 kb/s so can any 1 post them in another site?
Or better still - can modman (or whoever posts the Dark Magic Faction fully no offense) post an updated version of the faction with the new units?
I'll work on a revision of it and upload it. I just need to fix a few minor XML problems (like inaccurate references) and include the new models. I'll release it as Dark Magic 6.1 tonight if I get the chance.
Edit: Not gonna be able to do it tonight. On the plus side, the Sheol Temple's texture is almost done.
You can see it here (http://www.moddb.com/groups/glade/images/sheol-temple-wip-3), but I'm kinda considering redoing the texture on the horns to make it more like the spikes on the rest of it. Not sure, though. Everybody tell me what I should change and I'll give it a shot. :)
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Everybody tell me what I should change and I'll give it a shot. :)
1. Horns need to be blended into the rest of the head
2. Try to make the texture look less uniform across the model
3. Add some smaller details
4. Whats that green bit on the front?
I was going to give this a go myself, but after seeing the UV map I decided not to.
Apologies to whoever made it, but IMHO the UV map needs to be redone before it gets textured. A poor UV map will never result in a good texture no matter how great the artist. Also there is no good reason why the texture should be split across 2 files!
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1. Horns need to be blended into the rest of the head
I was kinda thinking the same thing. I might make them so that just the tips are alpha and the rest is dark stone, just like the other spikes, since there's really more than enough team color already.
2. Try to make the texture look less uniform across the model
3. Add some smaller details
4. Whats that green bit on the front?
It was a smaller detail intended to make the texture less uniform. :P
It's supposed to be ivy creeping up the walls, but I guess it didn't work so well. Back to the drawing board, so to speak.
Apologies to whoever made it, but IMHO the UV map needs to be redone before it gets textured. A poor UV map will never result in a good texture no matter how great the artist.
Bah! That's one thing I really suck at, but I guess I'll try again. Practice makes perfect and all that. :-\
Also there is no good reason why the texture should be split across 2 files!
I plan on combining them later. I just find it a lot easier to work on one part at a time.
I appreciate the detailed critique. I'll give it a shot tonight if I have time.
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well no offense there are different ways to texture a 3-d model and none of them are wrong , but here are two ways i do it
A. The smaller clean way, but alot more time consuming is to uv map the whole object and separate the object in parts during the uv mapping.
B. The way i do it is separate the object into different objects and uv map them individually and then texture them and compile them into a scene.
EDIT: btw our mod is almost complete ;D
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Anybody got something for me to animate?
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I'm pretty sure we've got the animations covered for now. What we really need are models for our Gargoyle, Imp, Harpy, Alliyp, Shadow Walker, and Morlock. We also need textures for the Sheol Temple (but I'm currently working on that) and the Divination Crystal. If I get fed up with the Sheol Temple, I'll post it here for somebody else to try.
Here's the current version of the Sheol Temple: http://www.moddb.com/groups/glade/images/sheol-temple-wip-4 (http://www.moddb.com/groups/glade/images/sheol-temple-wip-4)
I redid the entire texture except for the head and the spikes. The horns have been altered a little bit to look less tacky and to match the other spikes a little better. I still need to add some details and currently I think there's a bit too much of the purple stone. It may not look that bad in this picture, but you see it mostly from the top in Glest, so you see a lot more purple. Other than that, what do I need to work on?
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here is the correct dark elder link:
http://www.titusgames.de/darkmagic/dark_elder/dark_elder5.zip ( Currently it's version 5 and I cannot hold every version on my website).
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Gargoyle, Imp, Harpy, Alliyp, Shadow Walker, and Morlock
you forgot the Wyvern?
well If you are making a model for either the Wyvern or the harpy I think let the harpy be as it is and upgrade the Wyvern...
I hope you agree because the harpy - well isn't that good of a unit you know - I think the better units need to look a bit different... what do you say?
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you forgot the Wyvern?
well If you are making a model for either the Wyvern or the harpy I think let the harpy be as it is and upgrade the Wyvern...
I hope you agree because the harpy - well isn't that good of a unit you know - I think the better units need to look a bit different... what do you say?
Actually, Wciow is doing the Wyvern and it looks quite good so far.
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crap no offense john , but you seem like a one man team , where is your team lol
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Actually, Wciow is doing the Wyvern and it looks quite good so far.
perhaps I have an outdated version coz it might as well be the magic dragon's twin bro you know - except its walk speed and damage
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yeah, thats an outdated version :), i don't think the new ones in the game yet
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yea its not the progress in the glade team is super slow now
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Here (http://img36.imageshack.us/img36/6964/shadowwalkervariations.png) is a drawing of all the accessories a Shadow Walker should have. This is to be mixed and matched.
I was trying to model the Shadow Walker yesterday, and I wondered what the community thought it should look like. I remember John.d.h saying that maybe we could go with a complete concept overhaul, but I will let you decide. When I envision the Shadow Walker, I imagine a once powerful beastly lord that is a servant of the Grim Reaper. He is clothed similarly to the style of his ancient origins, in the Ancient Greek muscled cuirass, with a Horned Corinthian helmet. Instead of having arms or legs he bears hideous bones. His immense strength affords him the use of a giant forked Zweihander. But in my opinion, this is too similar to the Ghost armor, espectially the chest armor. When modman and I first designed the concept he wore no chest protection, with his bare ribs showing. I don’t know what people think it should look like, but the above image shows my imaginations variations. Please, describe each part of him you think should be used if you want your opinion to be heard.
Now I will describe each part. The first section is Heads.
*Indicates my preference
*H. A.: A plain Corinthian helmet with distinctive eye holes and a nose guard.
H.B.: A plain Skull with an evil grin in its eyes. It could have“Glowing†eyes.
H.C.: A pumpkin head. Little description needed here. Just a small thought of mine, a joke really.
H.D.: A fiery flame that constantly moves. Would add a bit of evil to his look, but remove all sophistication.
H.C.: No head at all. Maybe it would look cool, one thing is for sure, it would reduce the poly count no doubt.
Head Plumes:
H.P.A.: Spartan plume. Similar to the ones worn be Greek hoplites.
H.P.B.: Simple pair of feathers attached to either side of head.
*H.P.C.: [Not drawn] A pair of large horns mounted on the helmet. This would add theme to the unit.
Bodies:
*B.A.: Muscled Cuirass with semi-decorative Linothorax-style Bronze riveted leather loin guards. I think this adds a little bit of a dangerous look to unit. To me it says “Look at me you foolish mortal, you don’t look half as good as I do!†Sadly, something similar to this is also on the Ghost Armor in Dark Magic, and really doesn’t feel right because of it.
B.B.: A simple skeleton. This is what Modman originally had in mind, but it was put aside for the Cuirass. Now I am reconsidering it.
B.C.: A skeleton with a robe and giant spiked pauldrons. This looks cool, but screams MAGE so loud I might have to hold my ears. Besides, this is what the acolyte is wearing, so it really isn’t the best option.
Weapons: I have really decided on giant swords being the weapon, because they are the mark of not only a strong and rich warrior, but a highly skilled one as well. Lately I have leaned towards the Zweihander style swords, so you are the judge.
W.1.: Giant knightly sword. Similar to the tech one, just resized twofold.
W.2.: 1400s Rapier. A narrow, slashing-stabbing combination blade that was the mark of a master swordsman.
W.3.: Flamberge. A curved bladed variation on the Zweihander, it allowed the user to catch the enemies weapon and manipulate it from a distance, as well as being able to stab, slash and hack just like a normal Zweihander.
W.4.: Zweihander. A magnificently difficult and tiring weapon to wield, the Zweihander could crack the stout shafts of pikes and do even more damage to the pikemen.
*W.5.: A Zweihander style trident/man catcher. I like how the blade is widened to provide two strong leaf-shaped blades. I like this one because it looks very cool, yet outlandish enough to be fitting.
Hilts for the sword
W.H.1.: A large hilt that has a ball of amber with a shrunken skull inside.
W.H.2.: A simple hilt with a skull attached.
W.H.3.: A claymore hilt with thin crossguards and elegant trappings.
*W.H.4.: A classic Zwei Hander hilt that has a second grip to allow extra control.
W.H.5.: A katana hilt with a network of tassels on the end. I personally just put this down as an extra option.
What do you think?
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Id think on a katana/scimitar design but long and thick(like the y as long and the z as thick not the x)
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lmfao i think you spent too much time doing that , why didn't you just model it
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Mark what do you think about something similar to the sword of the Persian sword man and the Dominion officer? Well no offense coz you might think 'FOR ALL THE WORK THAT I DID!!'
otherwise I agree with Loronal - a long and thin (if possible make it as dark black or red as possible) blade with sort of horns around the hilt - like a scimitar
I believe that should give it a very effective 'evil' look
That's what my imagination tells me.. I'll edit my post if I get another idea and if no one has posted after me
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This is totally up for discussion, but here are some possibilities for what I think the Shadow Walker could be like.
Version #1) The Shadow Walker was once a mighty swordsman until the forces of darkness corrupted his mind and warped his body, making him something not quite human. He is quite strong but has lost some control over himself, so he wields a large sword that only the mightiest of mortal men could lift, but he swings it with one hand in a clumsy sweeping motion and he walks unhindered by his armor, but with an awkward shambling gait due to his twisted body. He wears heavy spiked plate armor and covers himself in a dark cloak and hood to obscure his hideous form.
Version #2) Instead of twisting his body into a monstrous shape, the influence of darkness has turned the Shadow Walker into an incorporeal, ghostly form. His body is gone, but the dark arts allow his soul to remain on the physical plane and to manipulate his surroundings in his ectoplasmic form. He wields a ghostly sword that inflicts horrible wounds despite its immaterial nature and he hovers slowly but inexorably just above the ground. When he is destroyed, his bond with the physical plane is severed and his form disperses, leaving only a collapsed black garment lying on the ground.
Edit: Included some reference images.
General appearance (http://upload.wikimedia.org/wikipedia/en/a/a0/Nazgul.PNG)
General appearance (http://www.wesnoth.org/forum/download/file.php?id=30206)
Possible sword (http://netlinkenterprises.com/tmimages/00-7X90.jpg)
Another sword (http://www.northstarzone.com/sitebuildercontent/sitebuilderpictures/100-7X97.jpg)
Yet another sword (http://webzoom.freewebs.com/norstar1/1Protector_of_Dead_Fantasy_Sword_M.jpg)
Possible helmet (http://www.swordsofmight.com/ProductImages/armor/medieval/helms/Spiked_Gladiator_Helmet.jpg) (for version #1)
Shoulder armor (http://nodwick.humor.gamespy.com/NodwickStats/Yeagar.jpg) (for version #1)
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lmfao i think you spent too much time doing that , why didn't you just model it
Actually, I did the whole post in 20 minutes, zipped it up and then posted it here. Modeling would have taken awhile, but I have already modeled my favs. Just no texture has been either applied or attempted.
Id think on a katana/scimitar design but long and thick(like the y as long and the z as thick not the x)
I really don't want him to look like some kind of master swordsman, I was hoping for more crudeness.
Mark what do you think about something similar to the sword of the Persian sword man and the Dominion officer?
I know what the Persian one looks like, and I really don't like how it is so traceable and not fantasy at all really. I have never played dominion. Could you give me a screenshot?
Well no offense coz you might think 'FOR ALL THE WORK THAT I DID!!'
I thought that Archmage101 made Dominion? ???
otherwise I agree with Loronal - a long and thin (if possible make it as dark black or red as possible) blade with sort of horns around the hilt - like a scimitar
Okay, I like your color ideas because they sound cool and I never thought of any colorings, but long and thin completely nullifies the crude and giantness of the sword that I thought I made painfully obvious I wanted. But if the community wants it, well, they can have it for all I am concerned. :)
That's what my imagination tells me.. I'll edit my post if I get another idea and if no one has posted after me
Good... We need good posters like you around here.
This is totally up for discussion
Oh, I agree immensely. I am really at the end of my rope after spending a year trying to think it out.
here are some possibilities for what I think the Shadow Walker could be like.
I will respond in chunks, rather than all at once.
Version #1) The Shadow Walker was once a mighty swordsman until the forces of darkness corrupted his mind and warped his body, making him something not quite human. He is quite strong but has lost some control over himself, so he wields a large sword that only the mightiest of mortal men could lift, but he swings it with one hand in a clumsy sweeping motion and he walks unhindered by his armor, but with an awkward shambling gait due to his twisted body. He wears heavy spiked plate armor and covers himself in a dark cloak and hood to obscure his hideous form.
Okay, that is perfecto exactly what I had in mind, minus how he uses only one hand, and how he has a cloak. I think that since he has nothing in his other hand, he should use both. I had never thought of a cloak, but that sounds okay. As long as it doesn't conceal his skeletal features and armor. I mean, you can't have a guy wearing a cloak be supposedly heavily armored. If it was barely hanging on his body, I would like that, but if not, IDK how you would show his armor. BUT... I originally had him wearing a cape with a brooch by his neck connecting it, so maybe that is what you were saying. And anyways, I don't think any of you are really capable of animating a full body cloak and a body-though I am not much better because I can't animate at all.
Version #2) Instead of twisting his body into a monstrous shape, the influence of darkness has turned the Shadow Walker into an incorporeal, ghostly form.
I had thought of that once, but had abandoned it rather than refining it because having gnawed at flesh would be too high poly and having transparency just really ruins the powerful look in my opinion.
His body is gone, but the dark arts allow his soul to remain on the physical plane and to manipulate his surroundings in his ectoplasmic form.
Again, not too sure about the ectoplasm, but I like how he is able to control his skeletal body with some kind of dark art... Very nice! ;) Just I don't want him to be manipulating his surroundings as a ranged attack.
When he is destroyed, his bond with the physical plane is severed and his form disperses, leaving only a collapsed black garment lying on the ground.
Jeez, can't people, even in games just fold their dirty laundry, and then place it gently on the floor in a basket? What is this world coming to?! No, really, I really like that idea. Maybe he could also have his bones scattered around? But just the garment sounds cool, too.
General appearance
I really want to keep this as far from LOTR as possible. But in the book, the wraithlords are close to my idea of what a shadow walker is.
General appearance
Nice, I am digging the length of it, but again, I just can't run with that full body cloak.
Possible sword
I like the edges, but just not perfect.
Another sword
I suppose we could do that, but really, I just think that looks too frail.
Yet another sword
Nice! I love that hilt guard! That is exactly what I was thinking about.
Possible helmet
Well, I like how it is very spiky, but in bronze it would be better.
Shoulder armor
Well, perfect, but what is to say about spiked pauldrons? the name says it all. Just maybe if they were black-er and more giant and loose fitting, almost hanging off the body.
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Personally, I like the idea of a corporeal shadow walker, with a violent touch of dark purple (a color commonly attributed with evil). Of course, it doesn't need to be partially transparent, since that doesn't render well, but I kinda liked the idea. Up to you though. I'm all for an effing large sword though! ;)
I never looked at any of the pics though... :(
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You should check out the pics.
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Okay, that is perfecto exactly what I had in mind, minus how he uses only one hand, and how he has a cloak. I think that since he has nothing in his other hand, he should use both.
I was kinda thinking that his body was deformed in a way that just about any kind of movement would be painful, so all of his animations would be somewhat unconventional, but I'm open to other possibilities.
I had never thought of a cloak, but that sounds okay. As long as it doesn't conceal his skeletal features and armor. I mean, you can't have a guy wearing a cloak be supposedly heavily armored. If it was barely hanging on his body, I would like that, but if not, IDK how you would show his armor. BUT... I originally had him wearing a cape with a brooch by his neck connecting it, so maybe that is what you were saying. And anyways, I don't think any of you are really capable of animating a full body cloak and a body-though I am not much better because I can't animate at all.
I was thinking that he would have a hood to obscure his head to add sort of an air of mystery, like "what's really under all that armor?", kinda leaving that up to the players' imagination whether it was a person, a ghost, or some kind of monster. I just found this picture (http://www.wesnoth.org/forum/download/file.php?id=28905) that closely matches my concept, but without the misty aura stuff. Capes do make animations a little bit more of a hassle, but not by much.
I had thought of that once, but had abandoned it rather than refining it because having gnawed at flesh would be too high poly and having transparency just really ruins the powerful look in my opinion.
I meant that he would still be mostly covered. I think not knowing what's under the armor makes him a lot scarier.
Again, not too sure about the ectoplasm, but I like how he is able to control his skeletal body with some kind of dark art... Very nice! ;) Just I don't want him to be manipulating his surroundings as a ranged attack.
I just meant "manipulating his surroundings" in the same way a person would, but without a physical body (no flesh, no bones, nothing).
Maybe he could also have his bones scattered around? But just the garment sounds cool, too.
The concept I was going with there actually has no bones or any physical body, but scattered bones could look pretty cool too.
I really want to keep this as far from LOTR as possible. But in the book, the wraithlords are close to my idea of what a shadow walker is.
Bah! I'm ashamed to admit it, but I've never actually read the books (except The Hobbit).
General appearance
Nice, I am digging the length of it, but again, I just can't run with that full body cloak.
Yeah, I was thinking that one would go along with version #2, which is really more ghost than man and hovers instead of walking. I'll try to sketch up a concept of what I mean for both instances.
Possible helmet
Well, I like how it is very spiky, but in bronze it would be better.
Perhaps. Personally I think having his head covered by a hood would be the best option, but I guess the face of his helmet would still show.
Shoulder armor
Well, perfect, but what is to say about spiked pauldrons? the name says it all. Just maybe if they were black-er and more giant and loose fitting, almost hanging off the body.
Agreed. I guess part of the misshapen body idea is that his armor probably doesn't fit so well.
Edit: Done with my sketches. Will scan and post tomorrow.
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I'd love to model/animate something to do with the Shadow Walker.
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I thought that Archmage101 made Dominion? ???
well you got me wrong there I meant... well nvm as it's gonna take some time - just I'm happy that it didn't turn out as I feared
yeah I think a long and thin sword would nullify the effects of 'evil' and 'gruesome' and 'cruel' and so on
Geez I didn't know i had such a vocabulary lol ;)
coming to the hood I have I good idea :)
the hood partially covers his head - leaving his face which can be covered by as a skeleton-skull-looking helmet as possible,
and drops all the way down BUT covers only the middle section of his back to reveal his gruesome shoulders and his side plate armor which can preferably be dark violet as mentioned by Omega but for the effect of shoulders to be maximized I think it should be a really bright color like umm, torch-red?
though if it would make a difference add some blood to the tips of the spikes if you think a different color would look more appropriate
PS what is WOTR? or whatever that was I can't find it in the page though I remember reading it! ???
edit: Now that I come to think of what I said, it reminds me of Superman and Batman and those heroes! :'(
though isn't it a good idea?
I'll post my idea of animations later coz I'm not that confident
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That could be meant to say LOTR for Lord of the Rings.........but I searched the page........nothing.............so IDK what your talking about.
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lol am I getting hallucinations?
well do you like my idea?
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I like version number one, the one where he is twisted up. This is mostly to further differ from Magic, because if we go the ghost path, he could look very similar to the Ghost Armor.
Oh, and Mark, if the Shadow Walker was wearing a cape, you probably wouldn't see similarity to the Acolyte, because the Shadow Walker is much taller. Also, it would look more like a shadow, and also be getting at a mysterious concept.
Personally I would like a twisted body in armor, but with a cape. The twisting body, I think, is a great idea. And the helmet John showed is great, as well as the shoulder armor.
Mark, please remember we're trying to keep poly count down, so he may not have "standard" armor. But I do like how your knowledge of armor is helping with this unit. Keep up the good work.
***Also, I was in the Dells last weekend, so that's why I didn't post.***
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Don't worry about the accuracy of the armor. The way I see it, if the body is twisted, why not the armor? That might look good...
*Envisions twisted, ugly beast from hell in his twisted, ugly mind*
YEAH!
PS: I'm curious how modman feels about the new Glest developement team.
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I understand that the poly count should stay low. If the community can come to a definitive conclusion, I will model it and can hopefully expect 600 - 800 polys. I think that the real work on making this look good is in the texture, not the actual model. Maybe we can make the cape frayed with some alpha if we make it one sided.
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Here (http://i38.tinypic.com/3vrsp.jpg)'s the sketch of my two concepts. I couldn't really make the first one look as twisted and deformed as I'm imagining in my head because I traced his outline from an anatomical drawing I found, so just use your imagination on that.
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The concept on the right looks way cooler.
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Nice drawing skills john :) .... but you didn't say anything which means my idea wasn't accepted :(
anyway, if you want 'twisted bodies', did you check any zombie models from counter strike or something like that (just for the 'twists' I'm telling)
but I'm thinking.... you cannot get those minute details such as twists in the body and all those things very clearly in Glest right? (I'm not telling it's a bad idea) but what I'm telling is let's get finished with all the major details first then the minute ones eh what do you think?
you could give him the head somewhat like the head of haides in Hercules you know? the enemy of Hercules-the one with a flaming head and the helmet problem is solved ;D
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I was kind of hoping for a wrecked soul possessing a grand knight(without his steed of course)
Weapons: Kinda like this one (http://img513.imageshack.us/i/cduc1.jpg/#q=evil%20two%20handled%20sword)(a 2h obviously)
Armor: Grand looking(one on the left) (http://www.dragonfable.com/images/promo/promo-dkpali.jpg)
Body, bones.................
Well what da ya think?
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adventure quest or dragon fable? :P :P :P
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I know one of those images is from Dragon Fable or AQ, but still, it''s just for concept.
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I was kind of hoping for a wrecked soul possessing a grand knight(without his steed of course)
Weapons: Kinda like this one (http://img513.imageshack.us/i/cduc1.jpg/#q=evil%20two%20handled%20sword)(a 2h obviously)
Armor: Grand looking(one on the left) (http://www.dragonfable.com/images/promo/promo-dkpali.jpg)
Body, bones.................
Well what da ya think?
Well, I'm not at all part of GLADE or a modder anything else but... Read what was posted on the Shadow Walker from about page 17 and here are my 2 cents for whomever may want them:
My "concept" derives from the unit's name: Shadow Walker.
1. It is a shadow. None but black should be used in it! Ok, ok, I guess some very dark grey might be used in the texturing to outline some aspects of its look... but definitely NO other colors!
NO transparency required AT ALL! Opaque black means opaque/strong shadow, which conveys quite some dark evil on its own (real shadows are actually color darkening, NOT solid black!)! And also fits very well the idea of a stong warrior.
And definitely NO glow! Honestly, dark characters with glowing eyes just seem corny to me. :P
That being said, the first thing that comes to my mind is some kind of cloaked character... BUT... it can work just as well with any other form, just as long as it PITCH-BLACK (I konw I'm being repetitive and somewhat scream-like ;D ). The cloak basically conveys a sense of some indistinction, but so can something like LONGNESS - long body, long head, long arms and legs - they do not need to be thin, if the character is tall... ;)
Specially, more than any other unit, even in Dark Magic, the shadow should be Dark, Obscure and Misteriuos!
Matter of fact, the unit might just as well be all solid-black!!! Seriously!... Glest is 3d so you could already see some interesting forms just because of the model itself, even being the texture just solid black! That would really make the unit very shadowy... ;)
But its opaque-shadow (assuming you liked that idea) might also benefit from some dark grey texturing here and there. :)
2. It is a Walker so it kind os suggests some walking animation... It does not need to show the legs however. It can just show their movement like e.g. the Magic Initiates do.
It should most likely NOT run!
It may not necessarily be a two-legged walk! An humanoid upper-body might perfectly fit something like e.g. crawling multi-arms...
Now that being said, and regarding what has been discussed earlier:
- Body-type: Cloaked vs Not-cloaked (possibly armored).
I pretty much covered this in talking about "shadow". Easiest association with shadow comes from cloaking. But black armored body may be a more original aproach that still gets acceptable association.
The second pic on archmage101 pretty much resembles something I thought about while reading the above discussion: a cloak that covers only the back and lets the front display the armor. In my conception though the helmet would cover all of the head and leave only two dark thin rectangles (or such) for the eyes (or even nothing if solid-black got to be the texture!). The helmet type could be anything and I'd personally ornament it with a couple mean horns. And a droped back hud on top of the cape would look nice too.
The twisted body concept gets a great example IMO on the first image. I really liked that too. Though the thin-shadow effect kind of gets lost there, the overall picture is not bad, and being kind of folded unto itself also gives it a kind of indistinction. ;) The toes on the other hand I think are inadapted to the Shadow Walker. But the shape of the head provides good inspiration I think ... and longness! lol
- Weapon: I think a long, wide blade would be good - preferably NO scimitar likeness though it depends how (un)likely... I also like the two-blades concept. And I think it should be wielded with both hands.
On the other side, John.d.h's idea of swingin "it with one hand in a clumsy sweeping", along with the concpet behind (dark forces twisting and corrupting his body) is a very interesting one too! ;)
On a kind of side note... have you considered making it walk through usually unwalkable items like rocks, trees, even buildings (but NOT other movable units for gameplay sanity sake!).. That would be neat!...
And if you do, I guess the model and texturing should take that into acount as well. ;)
EDIT: Darn! I just thought of something: Team color! Dough!... Well, just give it bloody team-color glowing eyes (sigh!) and team-color long hilt and hope for the best! :-\
Hey, it wasn't my idea to have a Shadow Walker in the first place! :P
Edit #2: Oh, and maybe a team-color long necklace with a stone hanging over (or something like that, not very big), that shows who *owns* the Shadow Walker... ;)
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I think it should have shadow armor, just texture it so it look like it has black armor, sort of for skin or something.
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"shadow armor"? Do you mean look like Magic's Ghost Armor (but with the difference you outlined)? I guess that could do - but I'd really really really like to at least see a cape in that case; otherwise... :-\
On another matter, the download is really just so you can look at the models, textures, xmls and stuff, right? I though that although not fully playable yet, you would already be able at least start the game and see what the basic buildings and units look and "feel" like... Doesn't seem to be the case. :(
Well, as I'm too daft for anything else, guess I could just look at the xmls and see how the stats and balance look like... ;D
But I pro'ly won't... As I said before, I'm no modder, I was just curious... ;D
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No I meant in addition too what the leading idea was.
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Wow, this really seems to be quite the hot topic! Thanks to everyone for pitching in your ideas. :)
Nice drawing skills john :) .... but you didn't say anything which means my idea wasn't accepted :(
You didn't see the "skeleton-skull-looking helmet"? ;)
anyway, if you want 'twisted bodies', did you check any zombie models from counter strike or something like that (just for the 'twists' I'm telling)
Hmm... those aren't quite what I was thinking. The zombies from the Half-Life series are a bit closer to what I'm imagining.
but I'm thinking.... you cannot get those minute details such as twists in the body and all those things very clearly in Glest right?
If it's animated right, then it should be easy to see, I think.
you could give him the head somewhat like the head of haides in Hercules you know? the enemy of Hercules-the one with a flaming head and the helmet problem is solved ;D
Ehh... I'm not really feeling it. Plus, flames would be really hard to do because the g3d model format doesn't support particle effects.
Weapons: Kinda like this one (http://img513.imageshack.us/i/cduc1.jpg/#q=evil%20two%20handled%20sword)(a 2h obviously)
Armor: Grand looking(one on the left) (http://www.dragonfable.com/images/promo/promo-dkpali.jpg)
Body, bones.................
Well what da ya think?
Too cartoonish in my opinion.
Well, I'm not at all part of GLADE or a modder anything else but... Read what was posted on the Shadow Walker from about page 17 and here are my 2 cents for whomever may want them:
That's fine. We're making this stuff for the community, so it's always good to hear what the community wants.
1. It is a shadow. None but black should be used in it! Ok, ok, I guess some very dark grey might be used in the texturing to outline some aspects of its look... but definitely NO other colors!
NO transparency required AT ALL! Opaque black means opaque/strong shadow, which conveys quite some dark evil on its own (real shadows are actually color darkening, NOT solid black!)! And also fits very well the idea of a stong warrior.
I think making the whole unit pitch black would make it very indistinct and the details would all be gone.
And definitely NO glow! Honestly, dark characters with glowing eyes just seem corny to me. :P
You do have a point there. Glowing eyes are kinda played out.
Specially, more than any other unit, even in Dark Magic, the shadow should be Dark, Obscure and Misteriuos!
Agreed. That's why I proposed having him completely covered in armor and a cloak, so that no one is quite sure what it is, whether it be a human, monster, undead horror, or something else, while still retaining a form similar to a regular human, just enough to be as creepy and scary as possible. This article (http://tvtropes.org/pmwiki/pmwiki.php/Main/UncannyValley) outlines the idea quite well.
Matter of fact, the unit might just as well be all solid-black!!! Seriously!... Glest is 3d so you could already see some interesting forms just because of the model itself, even being the texture just solid black! That would really make the unit very shadowy... ;)
But its opaque-shadow (assuming you liked that idea) might also benefit from some dark grey texturing here and there. :)
I still think that it would be very hard to see details if the unit was solid black. It might work if Glest had better lighting, but as it stands now, this isn't one of its best features in my opinion.
2. It is a Walker so it kind os suggests some walking animation... It does not need to show the legs however. It can just show their movement like e.g. the Magic Initiates do.
It should most likely NOT run!
It may not necessarily be a two-legged walk! An humanoid upper-body might perfectly fit something like e.g. crawling multi-arms...
This is kinda where I was going with the "awkward shambling gait", kinda like a zombie or Frankenstein's monster.
On a kind of side note... have you considered making it walk through usually unwalkable items like rocks, trees, even buildings (but NOT other movable units for gameplay sanity sake!).. That would be neat!...
And if you do, I guess the model and texturing should take that into acount as well. ;)
Interesting thought, but we don't have a way to do that. :-\
I think it should have shadow armor, just texture it so it look like it has black armor, sort of for skin or something.
Can you clarify what you mean by that?
On another matter, the download is really just so you can look at the models, textures, xmls and stuff, right? I though that although not fully playable yet, you would already be able at least start the game and see what the basic buildings and units look and "feel" like... Doesn't seem to be the case. :(
I thought I remembered it working just fine for me, but then again I might have had to fix some things first. I don't really remember for sure.
Well, as I'm too daft for anything else, guess I could just look at the xmls and see how the stats and balance look like... ;D
But I pro'ly won't... As I said before, I'm no modder, I was just curious... ;D
If you have the g3d viewer, you can at least take a look at the models and animations.
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When you said too cartoonish for one of my ideas, I think you weren't interpreting the picture the way I was, I wasn't thinking cartoonish, I though it gave a good general look, it just needed to be made more serious, but the concept was just to show what he could look similar too.
Hey, too make a model go through things in Glest can't you make it an air unit, but put the model way lower in Blender, would that work..........?
And what I mean by shadow armor is a shade, wearing a suit of black armor, with grey/light grey trim.
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We want this shadow walker to be scary here right? and possibly WHAT could possibly make it scarier than Gleaming red eyes showing from a totally dark body background (it doesn't necessarily have to be black as such-it could even be dark violet :P)?
well I'd prefer a cape(is that what hangs down the back like what Dracula wears?) , large horns if possible coated with blood :D ,
dark armor
Now that I'm thinking... I don't like the spiked shoulder idea much now...it could do a lot better with the cape covering his shoulders and back too...
walking animation:
IDK but I kinda like the idea of the dark cape hangin behind his back - as it is like a very similar color as his armor so it looks 'cool' and 'scary' at the same time in my imagination..
but.. if he has the cape... I feel that while he is walking, his legs moving should not be seen as legs moving as a normal human's would reduce the 'anti-human' effect we are trying to put so how about minimizing the chance of seeing his legs by putting a dark area around them like the shadow of his cloak *ahem* cape so - he look more supernatural - or just leave it like that as the color of his armor should make his leg movement look cooler ???
attack animation:
I'm thinking of the same concept whether he is holding the sword in one or both hands-
not a fast attack but an animations which bellows 'I'M THE BOSS HERE' with every blow - you get the idea?
weapon: I'm still thinking of details but for general, I totally agree with Omega 'I'm with an 'effing' large sword too ;D though it could do with a spot on the hilt which would show against the color of the blade
eg : if the sword in red, there could be a dark color spot on the hilt to make the sword look very good
*out of ideas*
oh I hadn't seen the skull helmet but now I see it, it's perfect!
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Hey, too make a model go through things in Glest can't you make it an air unit, but put the model way lower in Blender, would that work..........?
Yeah...ish. But then most ground melee units wouldn't be able to attack him, right? Is it possible to set the unit size to 0, OR set the unit size to 1 and have a cell map with that single cell empty?
I have not tried either of these ideas out, so I have little or no idea as to whether or not they'd ACTUALLY work. :-\
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This should be a GAE feature, but since he is wearing real clothing, let's just have him be normal.
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Wow, this really seems to be quite the hot topic! Thanks to everyone for pitching in your ideas. :)
Well, I'm not at all part of GLADE or a modder anything else but... Read what was posted on the Shadow Walker from about page 17 and here are my 2 cents for whomever may want them:
That's fine. We're making this stuff for the community, so it's always good to hear what the community wants.
Great! Thanks. I'll go on then! ;)
Specially, more than any other unit, even in Dark Magic, the shadow should be Dark, Obscure and Misteriuos!
Agreed. That's why I proposed having him completely covered in armor and a cloak, so that no one is quite sure what it is, whether it be a human, monster, undead horror, or something else, while still retaining a form similar to a regular human, just enough to be as creepy and scary as possible. This article (http://tvtropes.org/pmwiki/pmwiki.php/Main/UncannyValley) outlines the idea quite well.
Great article! Thanks! :)
Matter of fact, the unit might just as well be all solid-black!!! Seriously!... Glest is 3d so you could already see some interesting forms just because of the model itself, even being the texture just solid black! That would really make the unit very shadowy... ;)
But its opaque-shadow (assuming you liked that idea) might also benefit from some dark grey texturing here and there. :)
I still think that it would be very hard to see details if the unit was solid black. It might work if Glest had better lighting, but as it stands now, this isn't one of its best features in my opinion.
Understood.
2. It is a Walker so it kind os suggests some walking animation... It does not need to show the legs however. It can just show their movement like e.g. the Magic Initiates do.
It should most likely NOT run!
It may not necessarily be a two-legged walk! An humanoid upper-body might perfectly fit something like e.g. crawling multi-arms...
This is kinda where I was going with the "awkward shambling gait", kinda like a zombie or Frankenstein's monster.
Ok, from the top of my head, two options (or three...):
A. One-leg limp: Make one leg (first one to move) take a normal step, then the second leg brings its foot just to the side of the first foot (the standing-still position if you will). Simple enough, I guess, maybe too simple?
B. Two-legged "limp": both legs move the same way, but each step brings the foot just a little bit forth, say the heel just in front of the other foot's tip. Make that a slightly circular motion instead of just throwing the foot in a straight line forth. Bend the upper body slightly to the oposite side of the moving leg. Those three elements combined should look rather good.
C. Mix the two above together: First step brings the heel just in front of the other foot's tip in a slightly circular motion, while the upper body leans slightly to the other side (this is exactly the same as the first in option B but in that one, the second step is just the other leg doing exactly the same). The second step is the second step in option A: bring the second foot side by side with the one that made the first step. I think this would look rather good (very awkwardly ugly actually but that's just the point :D ).
On another matter, the download is really just so you can look at the models, textures, xmls and stuff, right? I though that although not fully playable yet, you would already be able at least start the game and see what the basic buildings and units look and "feel" like... Doesn't seem to be the case. :(
I thought I remembered it working just fine for me, but then again I might have had to fix some things first. I don't really remember for sure.
I had some issues with some non-existing files (don't actually remember which now). I did try and create empty ones using the names given by glest but that just made Glest slightly change its error messages... I could probably just delete every reference to all non existing files in the xml's but that would be kind of a bore... :D
Well, as I'm too daft for anything else, guess I could just look at the xmls and see how the stats and balance look like... ;D
But I pro'ly won't... As I said before, I'm no modder, I was just curious... ;D
If you have the g3d viewer, you can at least take a look at the models and animations.
I don't have g3d viewer and if I'm not even sure it can be compiled for Linux... :-\
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The g3d viewer works fine under WINE. :)
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Yes but you can't minimize it. :D
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so.......
If you want another window, you simply click for it, besides if you keep it small then you have access to the Desktop.
It doesn't really affect me at all.
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wow jda you described EXACTLY what I had in mind :D
and that is why I owe you a big, smiling, bowing, respectful, grateful THANK-YOU! ! ;D
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so.......
If you want another window, you simply click for it, besides if you keep it small then you have access to the Desktop.
I know I was just saying it doesn't work perfect is all.
It doesn't really affect me at all.
Me ether.
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When you said too cartoonish for one of my ideas, I think you weren't interpreting the picture the way I was, I wasn't thinking cartoonish, I though it gave a good general look, it just needed to be made more serious, but the concept was just to show what he could look similar too.
Okay, I get what you're saying. I think for the sword, it looks really impractical, even if it were on a regular scale. There's a reason nobody ever made double-bladed swords in the real world. For the second one, I kinda like the armor on the torso and arms, but the helmet looks like it's trying too hard to be cool and just isn't succeeding.
Hey, too make a model go through things in Glest can't you make it an air unit, but put the model way lower in Blender, would that work..........?
He wouldn't be vulnerable to melee units then.
We want this shadow walker to be scary here right? and possibly WHAT could possibly make it scarier than Gleaming red eyes showing from a totally dark body background (it doesn't necessarily have to be black as such-it could even be dark violet :P)?
I still feel as if that's a little cliche and I'm not sure that glowing eyes would really have that same effect in Glest with the zoomed out camera and such. Plus, while we can make the eyes much lighter than the rest of the texture and have them stand out by virtue of contrast, we really don't have a way to make them "glow" per se.
well I'd prefer a cape(is that what hangs down the back like what Dracula wears?) , large horns if possible coated with blood :D ,
dark armor
Now that I'm thinking... I don't like the spiked shoulder idea much now...it could do a lot better with the cape covering his shoulders and back too...
A cape and a cloak are pretty much the same thing. I think the only difference is that a cloak has a hood. I think when most gamers see a horned helmet, they immediately think of a) orcs, b) dwarves, or c) vikings (even if that's a false association), none of which really fit this unit. Plus, I would think anyone wearing heavy armor would want to avoid putting excessive ornamentation on his head, since it would put a lot of weight on his neck. This is where the shoulder spikes come in, looking wicked and deadly without being too over-the-top.
attack animation:
I'm thinking of the same concept whether he is holding the sword in one or both hands-
not a fast attack but an animations which bellows 'I'M THE BOSS HERE' with every blow - you get the idea?
I think so. Like the Iron Knuckle monsters is LoZ:OoT (I can hardly believe I didn't think of this comparison before!). It swings its axe wide and slow, putting all of its weight into it, and it destroys anything that gets in its way. Video example: here (http://www.youtube.com/watch?v=K3k_J7_UjLI). I'm thinking of something a little slower than that, though, because the Iron Knuckle actually swings surprisingly fast.
Hey, too make a model go through things in Glest can't you make it an air unit, but put the model way lower in Blender, would that work..........?
Yeah...ish. But then most ground melee units wouldn't be able to attack him, right?
Right
Is it possible to set the unit size to 0
I think that crashes the game, but I could be wrong.
OR set the unit size to 1 and have a cell map with that single cell empty?
That has the nasty side effect of making the unit impossible to target. I found this out the hard way when I made a building with a cell map of nothing but zeroes, and my workers couldn't even build it. They just set the foundation and then stood there looking dumb. I couldn't destroy the building either. I think I could select it, though. As far as I can think of, the only unit that would work properly with a cell map of 0 would be an invisible scouting unit that can't attack.
Ah, shoot! Class time! I'll address some more points when I get back.
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Okay, I have been gone and have missed some stuff.
I have looked, and none have you have ever considered how he may be a "Walker of Shadows", not a "Shadowy Walker". The latter is what I intended it to be. I had considered that, but I didn't like it. I really don't want him to be all black, or purple, because it closely resembles red. And, I don't want a knight/paladin! If the community does, then it will be made, but the community must also be fair in considering all options. I like the first concept John made, minus the small plating. How about just have bones? I was thinking a guy with a breastplate, giant, spiked shoulder armor and a evil looking helmet. I like the idea of a skull helmet, but what if it had horns on it? I really am split here.
Is it possible to set the unit size to 0
I think that crashes the game, but I could be wrong.
Ummm, that is what the energy fountain does. You cannot select the created energy, though.
well I'd prefer a cape(is that what hangs down the back like what Dracula wears?) , large horns if possible coated with blood :D ,
dark armor
Now that I'm thinking... I don't like the spiked shoulder idea much now...it could do a lot better with the cape covering his shoulders and back too...
A cape and a cloak are pretty much the same thing. I think the only difference is that a cloak has a hood. I think when most gamers see a horned helmet, they immediately think of a) orcs, b) dwarves, or c) vikings (even if that's a false association), none of which really fit this unit. Plus, I would think anyone wearing heavy armor would want to avoid putting excessive ornamentation on his head, since it would put a lot of weight on his neck. This is where the shoulder spikes come in, looking wicked and deadly without being too over-the-top.
Okay, well, this unit is not efficient. Really, he is more a undead [sorta] demon/devil's minion that is barely hanging onto his powers. He is weak as far as his counterpart demons are, but strong to mere mortals. He is more of a morale (if it ever were implemented) helper.
About the iron knuckles, I like how his weapon sticks in the ground. That should be in the shadow walker too.
More to come, gotta go!
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I have looked, and none have you have ever considered how he may be a "Walker of Shadows", not a "Shadowy Walker". The latter is what I intended it to be.
I was mostly ignoring the name, since one of my concepts has little to do with shadows and the other doesn't walk. ;D After all, unit names on this project has so far proven to be very tentative.
I had considered that, but I didn't like it. I really don't want him to be all black, or purple, because it closely resembles red. And, I don't want a knight/paladin! If the community does, then it will be made, but the community must also be fair in considering all options. I like the first concept John made, minus the small plating.
Small plating? Do you mean like around the joints?
How about just have bones? I was thinking a guy with a breastplate, giant, spiked shoulder armor and a evil looking helmet. I like the idea of a skull helmet, but what if it had horns on it? I really am split here.
I don't feel strongly one way or the other about horns. Personally I'd like to avoid exposing any bones because that would undermine the mystery. Not knowing what you're up against can be a disconcerting feeling and I'd like to incorporate that. I haven't watched anime in a long time, but I recall a particular episode of Full Metal Alchemist in which the protagonists are fighting against these hulking armored monstrosities without knowing what they are (humans? robots? something entirely different?), and then when they defeat one and look inside the armor, they find it to be empty! It was an awesomely creepy moment.
Okay, well, this unit is not efficient. Really, he is more a undead [sorta] demon/devil's minion that is barely hanging onto his powers. He is weak as far as his counterpart demons are, but strong to mere mortals. He is more of a morale (if it ever were implemented) helper.
Good. That's kinda what I was thinking. Of course a human corrupted/possessed by demons wouldn't be as strong as a real demon, but (according to various accounts of demonic possession) would be really strong and quite vicious compared to regular humans. I think we're kinda on the same page with the "undead [sorta] demon" part, where the line between "human" and "not human" gets very blurry.
About the iron knuckles, I like how his weapon sticks in the ground. That should be in the shadow walker too.
This is one of those times when I wish units could use multiple animations for the same action. Having the weapon stick in the ground every time he swings it would get a little ridiculous, I think.
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If you set the size to 0, it cant be attacked or selected. Only use 0 for invisible 'non-existant' units like resources.
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If you set the size to 0, it cant be attacked or selected. Only use 0 for invisible 'non-existant' units like resources.
Yes, like the energy in Dark Magic.
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I tried to make it so you can trade wood for gold in a trading post that same way but you get the gold instantly add then the trading post ticks down after.
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I tried to make it so you can trade wood for gold in a trading post that same way but you get the gold instantly add then the trading post ticks down after.
I really don't understand what you are saying, but I had no difficulty with this in Dark Magic. Elaboration, please?
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I think that has something to do with the types of resources, i.e. static vs. tech, so I'm 95% sure we can completely disregard it.
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You know, Its like yours but it costs 100 wood and -100 gold.
so I'm 95% sure we can completely disregard it.
disregard it? what do you mean?
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I mean that your resource trading problem is irrelevant to our situation because it works differently than our energy buying system.
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Yes but I can't :-[ O well.
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hey what about eliminating both horns and shoulder spikes but give him the sorta graceful look -well you cant call him graceful but you know like a guy that sweeps the ground as if to say 'hey I'm quite well off without the ground too' and I have the PERFECT idea for his walking - have you watched the movie 'Alien vs Predator'? check out how the predator looks and walks - MANY ideas can be gotten
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hey what about eliminating both horns and shoulder spikes but give him the sorta graceful look -well you cant call him graceful but you know like a guy that sweeps the ground as if to say 'hey I'm quite well off without the ground too'
Would you care to elaborate a bit more on that?
and I have the PERFECT idea for his walking - have you watched the movie 'Alien vs Predator'? check out how the predator looks and walks - MANY ideas can be gotten
I couldn't find a good example of what you're talking about on youtube (the predators don't tend to stay out in the open for long) but I'll take a look later and see if I can find what you mean. It's been way too long since I've watched Predator or AVP for me to actually remember how they walk.
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The reason the trading post didn't work was because you tried to add AND subtract a resource at the same time. Generally, you'll spend all the resources, but won't get the negative valued one until AFTER whatever production going on is done.
This prevents you from getting the energy instantly from the energy source in magic. Notice you spend the POSITIVE resources to build the building, then gain the NEGATIVE resources only once done.
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I have a tank that prudes gas like your energy and it works fine but the gold one dose not,
probably because you can't use that kind of resorse.
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Dunno. There's a lot of differences though between static and tech resources. As far as I know, the Glest Team never had any plans of making tech resources producable, so never bothered with trying to make it easier.
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Hmmmm.....making tech resources producable could be a GAE feature in the future.................
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Okay, I saw what you guys are saying. I know that a faction must use tech resources (gold, stone, wood) or the game will crash on a map that has gold stone or wood. I learned that the hard way.
Is that what you meant? And you can make tech resources I think. Must check.
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Wouldn't it be so much simpler to forget about the complexity of resource types and simply have a separate skill/command such as produce_resource that could produce a resource exactly like it produces a unit, but instead you specify a resource and the amount to give. You can also set a resource requirement that is the cost of getting this resource. By setting the speed of the skill, we can also see it appear to happen either slowly (such as creating energy) or near-instantly (such as trading 100 wood for 100 gold).
Good idea? No? ;)
Of course, GAE has its hands a bit full at the moment to be worrying about petty resources...
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Is the Gargoyle done?
I have an outdated version of it being a re-skinned version of a magic behemoth - is that it?
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Is the Gargoyle done?
No. To the best of my knowledge, nobody has even started it, although Ayrin said he might.
I have an outdated version of it being a re-skinned version of a magic behemoth - is that it?
No. Anything you have that is a re-skinned version of anything isn't going to be included in the final release.
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I see the faction diagram of Dark Magic 6.1 on 1st page...
is the link for download released?
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Click on it. ;D
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Is the Gargoyle done?
I have an outdated version of it being a re-skinned version of a magic behemoth - is that it?
Gameboy was working on it...
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Okay guys, we've only got a couple more models to do, so if we can just push through it we'll be done soon. Whoever is doing the Gargoyle, announce it so we don't have more than one person making the same model. I've got a project to do for one of my classes tonight, but hopefully I can finish texturing the Sheol Temple this week. Are we okay with basing our units off of (heavily modified) Magitech models, or are we going for all originals here? I think I can shrink and modify Magic's Behemoth into a Morlock without TOO much trouble...
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I think Mark is inclined to do something, but he doesn't know how to animate. But looking at Omega's tutorial, it doesn't look too hard to do. I'll get on his case about it, but he's busy too.
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I think that the accentuation should be on the modification here, John. I think the morlock should hunch over and curl his limbs up almost, unlike the behemoth.
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i think that would be very easy to do while animating Mark. And I'm sorry I haven't done any work on the Gargoyle, but Ayrin said he would...not seen him on FB for a few days I will try to contact him :)
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It looks like I'm not going to have any time to work on the Sheol Temple's texture until around Friday, so here are the files in case anyone else wants to work on it.
sheol_temple_9_29_09.7z, 355kb, including all .blend, .g3d, .tga, and .xcf files: Mediafire link (http://www.mediafire.com/file/nlmyzgjcm52/sheol_temple_9_29_09.7z), Filefront link (http://www.filefront.com/14621951/sheol_temple_9_29_09.7z).
I think that the accentuation should be on the modification here, John. I think the morlock should hunch over and curl his limbs up almost, unlike the behemoth.
Of course. I was just going with the Behemoth as a base because it looks less human and it's muscular yet portly. Also, it seems to be the only model that actually has fingers.
i think that would be very easy to do while animating
Agreed. What does everybody think of making the Morlock a knuckle-walker?
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A knuckle-walker, no, no, no.
I think of the morlock as an orc-like creature, not a monkey, what do you picture his as?
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A knuckle-walker, no, no, no.
I think of the morlock as an orc-like creature, not a monkey, what do you picture his as?
Well...
Morlocks are humanoid creatures, said to have descended from humans, but by the 8,028th century have evolved into a completely different species, said to be better suited to their subterranean habitat. They are described as "ape-like", because they possess the ability to crawl up walls and monkey-like agility.
Morlocks wear no clothing but are covered with fur. As a result of living underground, they have little or no melanin to protect their skin, and so have become extremely sensitive to light.
http://2.bp.blogspot.com/_RD1wVpJSt_s/Rrd_yNcE6DI/AAAAAAAAAVM/3qJWdv-OLA4/s320/morlock.jpg (http://2.bp.blogspot.com/_RD1wVpJSt_s/Rrd_yNcE6DI/AAAAAAAAAVM/3qJWdv-OLA4/s320/morlock.jpg)
http://ddtko.files.wordpress.com/2009/03/morlock-eloi.jpg (http://ddtko.files.wordpress.com/2009/03/morlock-eloi.jpg)
http://www.morbidmonster.com/Horrora/Morlock.jpg (http://www.morbidmonster.com/Horrora/Morlock.jpg)
They're described as ape-like and subterranean, neither of which suggest an upright posture. If you and your ancestors all lived in a cave for the past several thousand years, your posture would probably be "ape-like" at best. I think they should at least charge on their hands and feet, even if they stand and walk in a bipedal fashion.
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I don't agree with evolution, but I see what you mean now, and still I think it should walk kind of like and orc.
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john.d.h thank you for posting it on filefront I'll try to give a crack at it - though I'm taking it largely as a sorta' exercise or practice so don't depend on it - you know I don't find time at all and my virus scan turned out clean and still blender is VERY slow ..
but I found out that if immediately after startup I don't start any other program or game then it works kinda better :)
edit: sorry I can't texture, but I made it look a lot cooler but someone unpluged the computer - lost all of it and I quite forgot how I did it! ???
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I don't agree with evolution, but I see what you mean now, and still I think it should walk kind of like and orc.
You don't have to agree with the theory. This is fantasy. :P
I guess it's up to the concept manager whenever he gets a chance to chime in. I'm not too picky about it.
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I agree with Modman. If this is fantasy, it should walk properly. Not to mention it would have to be quite small, would need two spaces, or would end up with its head stuck up another units ass (AKA: the units overlap) if it walked on its hands. Seems to make more sense attacking when it walks decently too.
(I don't happen to agree with evolution either)
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If this is fantasy, it should walk properly.
Huh? So if it weren't fantasy, it shouldn't? ???
Not to mention it would have to be quite small, would need two spaces, or would end up with its head stuck up another units ass (AKA: the units overlap) if it walked on its hands.
Ah! You do have a good point there. I might be able to get it to work, but maybe not. Hmm...
(I don't happen to agree with evolution either)
And I don't agree that fire-breathing dragons exist or that the Ornithopter could ever possibly work. So what? :P
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I don't agree that fire-breathing dragons exist or that the Ornithopter could ever possibly work. So what? :P
Ornithopters can work and there are some kind of dragons in Africa, they might be breathing fire for all you know.
I herd on slash-dot that some guy made a cannon that launches golf balls, and since it didn't have some part in a gun that makes it fire, It was legal! So if you want to have a cannon on the roof of your car...
BTW: I don't believe in evolution either.
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Ornithopters can work...
Please show me an ornithopter capable of carrying a person over any real distance.
...and there are some kind of dragons in Africa.
No, there isn't.
BTW: I don't believe in evolution either.
*Face palm*
Lets get this back on topic please ;)
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Yes, lets get back on topic!
Here is something to do:
For every building we have, we need construction and destruction models! Everyone who made a building, please create it!
@modman
Which other units are missing yet?
Please give us a list what is still missing and if its already assigned to someone, tell us who has to do what!
@all:
And for all, we should start with playing and balancing dark magic to tech and magic!
I think modman should manage this process. He should start with a new version which should be basically balanced including all units( replace missing ones with other models)! Probably its a good idea to start a new thread here in the forum to discuss the balancing problems!
Please keep the CPU player in mind, he should also be able to play Dark Magic!
When we have this new version, we should also start creating sounds for the existing models/units now!
What about the icons for this faction who will make them? Gameboy the icon god?
We should really try to finish this mod this year and there is still a lot to do!!!
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I thought I made an icon background...I could make the real ones, but i'll do that only when all the models r done. and pls don't call me "god" :P
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I think that he should be a knuckle walker.
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I'll answer for Modman since he seems to be missing in action (but that's life sometimes...).
The following units are still missing.
Works in progress:
- Wyvern (assigned to Wciow, looks pretty much done)
- Gargoyle (Ayrin volunteered for it, no idea if it's started yet or not)
- Sheol Temple (I started texturing it, but can't finish it now. Here are the files for someone else to try it: Mediafire link (http://www.mediafire.com/file/nlmyzgjcm52/sheol_temple_9_29_09.7z), Filefront link (http://www.filefront.com/14621951/sheol_temple_9_29_09.7z).)
Units that haven't been started (need volunteers!) (click links for concepts):
- Imp (http://www.mccrecords.com/Chupa-cristart.com2.jpg)
- Alliyp (http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG10.jpg)
- Morlock (http://www.morbidmonster.com/Horrora/Morlock.jpg) (click here (https://forum.megaglest.org/index.php?topic=4402.msg31266#msg31266) for discussion)
- Shadow Walker (http://i38.tinypic.com/3vrsp.jpg) (see pages 19 and 20 for discussion)
- Harpy (http://daveallsop.deviantart.com/art/Harpy-87055778)
Construction models: As far as I know, the only building with a construction model is the Sorcery Runes. All others still need to be made.
Icons: All research icons are done. Icons for Dark Elder, Dark Mage, Devil Machine, and Sorceress are done. All others still need to be made.
Sounds: We have some sounds for the Alliyp, Blood Fountain, and Oblivion Portal. All others still need to be made.
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We did the Shadow Walker, except for the texture, but I guess we're changing concept.
Also, I made a slight start on the Morlock, you can download it here (http://upload.ps/4f3rtqhhor81/morlock_blend_file.7z.htm). Someone can finish it, if I don't work on it more this Weekend.
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I will make the Imp ok?
But It will have no wings!
It will crawl on the ground like an animal. Ok?
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Small wings on the back would be perfect, but make sure modman approves first.
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Nearly all these creatures have little wings in the concept arts. I think it will not look good if they all look like crippled dark birds.
It will only look ugly ....
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Nearly all these creatures have little wings in the concept arts. I think it will not look good if they all look like crippled dark birds.
It will only look ugly ....
Just use your best judgment. I've seen enough of your work to know you'll come up with something good.
It will crawl on the ground like an animal. Ok?
I remember Modman saying it should run like a dog would run with only two legs, in case that helps. I think we were planning on making this a size 2 unit, so it can be spread out a bit and bent over. I think it will be easier to model it without wings to begin with, and if it doesn't look good, it should be easy to add them.
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The Imp looks like a kangaroo; it is about that size too. It would be nice though if it would run kind of move like a kangaroo, but less smoothly. This is because the unit is evil, and maybe has a limp, maybe not (whichever you prefer). The whole idea of this unit, though, is that in the XML it will resemble the Horseman/Drake Rider, because both Magitech factions already have quick units (I call them recon because they serve little other tactical purpose). So with that in mind, the unit is about as fast as a Drake. I think the attacking animation should be with the claws, amplifying the whole "wild animal" feel of the unit.
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Yes, but the imp could retain small wings, and very powerful hind legs, (like the kangaroo). The claws would be attached to the wings, but at the end, and the wings would be muscular. Please send me the static blend, before you animate, or texture. Maybe for running it could take giant bounds where it tries to gain air by flapping its wings.
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Alright, I’ve finally got around to zipping up Dark Magic, with a few bug fixes. I need to give John credit he deserves for spotting the Dark Mage existence bug. This was simply a failure on my part when I wanted to change how the Dark Mage was produced, and so had I deleted the Acolyte’s morph skill. I have since fixed this. The Dark Mage is now produced by the Sorcery Runes, what I think it a happy medium between morphing from the Acolyte and being produced by the Sorceress.
Personally, I have been concentrating most of my critical thinking devoted to Dark Magic to the Morlock. It is the one unit which seems rather out of place. There needs to be some rethinking of the Morlock because it is both the weakest and cheapest unit in all of civilized (standard Magitech-compatible) Glest factions. Please note that if you are modeling the Morlock, do not fret because all of this is XML-based and will not affect any modeling work expectations.
There are several possibilities around the Morlock. Right now, I still have to decide which options I like best, and think of some more. Once I do think of them though, I will share them with you, discuss, explain, and show the pros and cons of each. I’ll also make a corresponding poll, which in this case just constitutes a change of the current one.
I'll include the download link when it finishes uploading, but if not, it's at the Filefront account "Glest Files".
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Download Dark Magic v 6.3 (http://www.filefront.com/14672049/dark_magic6-3.zip)
Enjoy! ;)
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Thanks will add to
GUE
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I need to give John credit he deserves for spotting the Dark Mage existence bug.
Always happy to help. :)
Personally, I have been concentrating most of my critical thinking devoted to Dark Magic to the Morlock. It is the one unit which seems rather out of place. There needs to be some rethinking of the Morlock because it is both the weakest and cheapest unit in all of civilized (standard Magitech-compatible) Glest factions. Please note that if you are modeling the Morlock, do not fret because all of this is XML-based and will not affect any modeling work expectations.
My current concept is that the Morlock is an underground cave-dweller, so it would probably be a little smaller than a person, and very hunched over, probably a knuckle-walker. The knuckle-walking posture wouldn't make him take up too much space because it's small, maybe roughly chimpanzee size, but probably a little larger. I'm also thinking he would attack with claws, so it would probably be a fast attack but have low damage, making it very ineffective against heavily-armored units, but decent against lightly-armored ones. Its general appearance is like somewhat human-like, with three-fingered hands and three-toed feet, shaggy hair on parts of its body, and very ugly.
Like this image: http://www.morbidmonster.com/Horrora/Morlock.jpg (http://www.morbidmonster.com/Horrora/Morlock.jpg)
Where my concept differs from this image is as follows: I think the cloth garment it's wearing would be a good place for team color, and we could make it look more like an animal pelt. I also think we should not make it so blue, but more of a pale "I live underground" look since pigmentation serves no purpose in the absence of light. The more I think about it, the more I'm unsure about the knuckle-walking idea, but I think that if it's going to walk upright, it should have some sort of primitive weapon, like a club or stone axe, so I'm thinking EITHER
a) it walks/runs on its knuckles and fights with claws
OR
b) it walks upright like a human and fights with a weapon
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thanks for posting on filefront modman :)
wow wtf i cant download it! every time i press 'download now' the page just reloads! ??? it doesnt download!
it worked once then someone unplugged the modem thinking it was something else and the download got broken then i cant seem to download it!
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John, I think his pose should be in between A & B.
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thanks for posting on filefront modman :)
No problem. I set up an account for Glest Mods, called Glest Files, and I chose the file hosting service carefully.
wow wtf i cant download it! every time i press 'download now' the page just reloads! ??? it doesnt download!
Works fine for me...
Where my concept differs from this image is as follows: I think the cloth garment it's wearing would be a good place for team color, and we could make it look more like an animal pelt. I also think we should not make it so blue, but more of a pale "I live underground" look since pigmentation serves no purpose in the absence of light. The more I think about it, the more I'm unsure about the knuckle-walking idea, but I think that if it's going to walk upright, it should have some sort of primitive weapon, like a club or stone axe, so I'm thinking EITHER
a) it walks/runs on its knuckles and fights with claws
OR
b) it walks upright like a human and fights with a weapon
I like option b better because it is what I originally imagined. Besides, it might be hard to see it, and I kind of want it to have a pipe or other primitive hand held weapon.
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Important! Something I noticed about GMD's Moon Mod is that their textures aren't GPL-compatible, so I just want to make sure that ours are. So, where are each of you getting your textures (if you aren't making them from scratch)? If you're basing them on photos or something, I just need to verify that the source of the photo is entirely okay for us to use.
/Important
I like option b better because it is what I originally imagined. Besides, it might be hard to see it, and I kind of want it to have a pipe or other primitive hand held weapon.
Sounds good to me, except that a pipe or club would do impact damage, which would make the unit just about useless against other light units. I was thinking something more like a stone axe or spear, or maybe (even better) a meat cleaver, since Morlocks are supposed to be man-eaters.
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Some problems in the current release:
- There are still missing animations in the xml-setup for the acolyte.
acolyte_walking_harvesting.g3d and acolyte_walking_gold.g3d are not used yet!
- The death animation for the sourceress is much too fast!
- The attack animation of the sourceress is a bit too fast and doesn't look really good in my opinion. Why didn't you use my shot setup?
- the gods bane is much too strong and I think its too big. What do you think ?
- the wyverns are much much too strong and the whole faction currently is too strong.
For the imp:
Its nearly finished, but I have no screenshot yet. Death- charge- and attackanimations are missing yet ( I'm a bit slow, because the egypt mod steals my time :) )
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Once you get a very well balanced version, I'd like to check it's balance in my spectators map.
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A first screenshot of the imp:
The red parts are the team color beside the face which is always brown/red.
(http://www.titusgames.de/darkmagic/imp/imp.jpg)
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Very nice, but some suggestions:
1- Make the legs as round looking as possible
2- Make the feet into three clawed feet
3- Overall, try to make it look more animal like.
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Imps where reasonably straighter they have tiny wings arent capable of flying plud that looks like a mini t rex]
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I like the overall look, but I think the hands right now look more like paws. It might be good to split them into two or three fingers each. Also, the legs look very rectangular. I'd wait for Modman to give his opinion before making any changes, though.
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Yes thats all true, but this is fully zoomed in, even the techs worker will look bad in this zoomed view!
And yes it looks like a mini T-rex. All other things I tried before didn't look really good. They looked too human.
I also made two walking animations yet. One where he is creeping like a lizard and one where it runs more like he is standing.
I added the tail, because it looked too strange and human without it. The "lizard walking" animation really looks good because this should be a fast unit and this fits very well with the lizard like movement.Over all it's a very "nervous" unit and the charge animation will be a surprise :).
I also think the result currently is not really an imp and its really not my best model yet, but you should try it (I think tomorrow its done). It's an interisting and different looking unit.
But if you really don't like it, I will try another one. Or we decide to call it no longer imp. Maybe lizard ape is a name for it.
I also found this picture maybe that's a better imp. But I think in the detail level of a glest unit, it will loook like a normal human again :(
(http://www.4story.de/leximg/icons/monster/ID_MONSTER_IMP.jpg)
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Yes thats all true, but this is fully zoomed in, even the techs worker will look bad in this zoomed view!
And yes it looks like a mini T-rex. All other things I tried before didn't look really good. They looked too human.
I agree, but I still think the hands would look better with fingers/claws, kinda like the Acolyte but with only two or three fingers on each hand. The claws are this unit's main weapon and I think it's supposed to be somewhat strong, so it should be clear that his claws are dangerous, unless he's going to use a weapon (I don't think that's part of the concept, but I have no problem with a weapon). Currently his claws don't look threatening at all to me. I'm thinking something more ghoul-like, like this (http://i524.photobucket.com/albums/cc323/Arbinnn/ghoul4.jpg) (specifically the arm he's holding up high).
I also made two walking animations yet. One where he is creeping like a lizard and one where it runs more like he is standing.
I added the tail, because it looked too strange and human without it. The "lizard walking" animation really looks good because this should be a fast unit and this fits very well with the lizard like movement.Over all it's a very "nervous" unit and the charge animation will be a surprise :).
Those walking animations sound really good. I'll be glad to see when they're finished.
I also think the result currently is not really an imp and its really not my best model yet, but you should try it (I think tomorrow its done). It's an interisting and different looking unit.
But if you really don't like it, I will try another one. Or we decide to call it no longer imp. Maybe lizard ape is a name for it.
I also found this picture maybe that's a better imp. But I think in the detail level of a glest unit, it will loook like a normal human again :(
Luckily, the definition of imp is very broad. From dictionary.reference.com: "imp (noun) - a little devil or demon; an evil spirit". So basically it can look like anything. I do like the big ears in that picture, and I feel like the current model has a very plain head, so maybe you could give it big goblin-like ears like that. Also, I like that it has a tail, but it looks really thick and stubby. Maybe it could be thinner and have a joint in it? If we want to go even more for the reptilian look, we could make his feet look more like the lizard people in this picture (http://www.liztail.com/media/group_shot.jpg).
By the way, how big did you make this unit?
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Ok here it is:
The glest unit ready for dark magic:
http://www.titusgames.de/darkmagic/imp/imp_glestunit.zip
( Hint: Add this to the starting units in dark_magic.xml: <unit name="imp" amount="10"/>
)
The blender file:
http://www.titusgames.de/darkmagic/imp/imp5.zip
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Looking good!!
Aw, man, I was hoping you would give the blend to me first...
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But now you have it! Why not this way?
I didn't start from scratch to create animated models. This takes too long, and if its possible to reuse an existing blend file its much easier.
This model was already textured and rigged with bones when I started. Its a heavily modified "worker" :) .
About the imp:
I start to love those biting guys and I hope we make them a cheap/weak/unexpensive starting unit. A horde of them really looks freaky. What do you think?
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Your imp looks good but I think the animations could improve.
Particularly the attack animation - it doesn't really seem very... efective or real or ... to make any sense...? The Imp puts his hands forward with its claws pointing down and forward, then he pulls them back a little and then puts them in a straight-forward position while pulling completely back... Erm... when do exactly do the claws like... strike?...
I think it would make more sense to first point the claws forward and then trust forward in a stabbing/piercing manner OR ELSE trust forward (up-forward would be best) with the claws pointing slightly down or just straight-forward and then bring them way down in a scratching/slashing kind of attack.
Just my 2 cents... ;)
And yes, the charge motion is original and cool. ;)
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Well the claws are not really used in the attack. What I had in mind was a biting imp. Did you look at the blend file or did you checked it in the game with my setup? I think in the game its looking good ( for me ) .
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Personally, I would like the Imp better, titi, if it were a little more lanky. Right now, it looks kind of stubby. Think, "muscular, but thin", like in the concept art.
The feet should look like paws, but have sharp claws. Overall, the idea of the unit is lanky and long, because spines, limbs, claws, and body should be long. In the picture, it might be a little harder to see, because it is crouched. Also, if you neglect the wings attached to the arms, it can look a bit awkward, so please add them.
Titi, I really appreciate you testing the faction. I'll fix those problems you showed, and probably re-upload later, as v 6.4.
@ John.d.h. : The textures I use are compatible because I use Glest ones and then modify them, possibly to beyond recognition. Otherwise, I use CGtextures.com, which I checked the license of the textures beforehand, and it seems to be fine:
LICENSE
CGTextures offers photographs of materials ("Textures") on its website (www.cgtextures.com) for game developers, special effects artists, graphic designers and other professions. No payment or royalties are required to use these Textures. The use of Textures is non-exclusive, royalty free, and you have the right to modify them for the uses permitted under the clause Conditions of Use.
Most Textures on the CGTextures website are photographed by CGTextures. A small part is photographed by third party contributors ("Contributors"). CGTextures has separate agreements with these Contributors in which they grant CGTextures permission to add their Textures to the website. All terms and conditions in this License apply to both groups of Textures.
All Textures and materials remain in ownership of CGTextures or the Contributor and the Textures and materials are licensed to you, not sold.
INTELLECTUAL PROPERTY
All materials including the organization and presentation of these materials on the CGTextures website are the property of CGTextures or its Contributors and are protected by intellectual property laws. Some images contain graphic materials like wallpaper patterns, logos, names or signs. The use of these kind of images is at your own discretion. The rights for the photo lie with CGTextures and the photo has been taken in a public space, but using the patterns, logos or name in your work might not be allowed.
CONDITIONS OF USE
Use of the Textures is only allowed under one or more of the following conditions:
- Private or commercial use
- Use in 2D or 3D computer graphics, movies and printed media
- Incorporation in computer games, 3D models
- Selling 3D models bundled with modified versions of the textures, when the texture is customized for the 3D model
It is NOT permitted to:
- Sell or distribute any of these textures in an unmodified form, or where the derived product you are selling or distributing is a Texture or a collection of Textures. IN OTHER WORDS: Do not sell or distribute any of these textures (modified or not) by itself or in a texture or scrapbooking pack!
- Interfere with the security or otherwise abuse, disrupt, place excessive loads on, or attempt to gain unauthorized access to the CGTextures website or any system resources or networks connected to this website.
- Stockpile images with the goal of making a local copy of all textures on the site.
- Using a special program (spider, leecher) or script to automatically download all Textures on the CGTextures website. Users who try to mass download will be banned from the website automatically.
- bundle the images with software such as paint programs, 3D programs, photo-kiosk software.
We're doing one of the options we're allowed to do, and not doing anything not permitted, so it's fine. Titi may hove other thoughts, but still, they just don't want us selling them unmodified. And so
a) We're modifying them.
b) We are of course not selling them.
@ Titi: Sorry, but I haven't downloaded the actual models yet, I just judged from the screenshot.
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Please, no CG-Textures! I got in trouble with them! Ok, in the end they gave me permission to use what i did, but its really not a good idea!
You are not allowed to
... IN OTHER WORDS: Do not sell or distribute any of these textures (modified or not) by itself or in a texture or scrapbooking pack!...
Thats the reason why its not possible to release things made with these textures as GPL or CC-BY-SA, which would allow exactly this to others.
So, I would suggest to simply stay away from them, i'm not the only one getting problems with this, there are several other modders and free game makers which had exactly this trouble.
For the wings:
I'm currently working on the egypt mod, so I have no time to add them at this point. I will try something like this later.
Maybe someone else want to test it with wings?
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OK, I won't use that anymore; thanks Titi.
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Well the claws are not really used in the attack. What I had in mind was a biting imp. Did you look at the blend file or did you checked it in the game with my setup? I think in the game its looking good ( for me ) .
When I posted the above I'd checked in g3d_viewer only. And the head thing I then tought was a very nice thing (including that it slightly turns on one side), but I saw that turning rather like a cool quirk than anything else! ;D The going forward movement of the head I thought was just the upper-body leaning forward to atack with the claws and consequently also the head...
I did play a game with Dark Magic 6.3 yesterday (with your imp added in) - more on that below. I didn't actually catch that much of the imp's action to actually make a statement.
So I went on after I read your post and started a game with 12 imps right from the start... I hand't even seen the imp charge animation in-game before! And if it looked cool on g3d_viewer, it was just awesome in-game!! Congrats! ;)
As for the attack animation, it looked to me even more like a claw-attack than a head one/bite (in either normal view or zoomed in). In-game, the "claw-attack" actually looks pretty good as a claw attack! :)
If you want to make it a bite-attack, you definitely cannot have the hands/claws moving in beyond the head! I very much doubt it is possible to make an animation of a bite-attack look as such if you have claws "charging" in front of the head...
You could however possibly make the Imp look like it's grabbing its "prey" just before biting it (which I assume, by your post and animation, is what you wanted). Just make the claws move forward a tad less than the head - ideally I guess you could make the palms of the hands face forward and the claws slightly bent forward as well, the head going a bit further beyond the line of the clawtips, i.e. twist the hands up at the rist and throw the head forward for the bite. I think this might work. ;)
Also, I completely agree with modman regarding: Personally, I would like the Imp better, titi, if it were a little more lanky. Right now, it looks kind of stubby. Think, "muscular, but thin", like in the concept art.
I think it would look much better this way. i just didn't say anything before because I'd thought that, in spite of the picture you presented earlier on this page, the original concept differed from that... That not being the case... ;)
I'll make a different post for the game I played with Dark Magic, just to keep it more tidy ok? I do tend to write a lot... ;D
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So I played Dark Magic against Magic against Tech and against Dwarvesbeta-gimli on the Four Rivers map (like the Anarchy scenario but with four factions instead of two), on GAE 0.2.12a.
Dark Magic is fully playable now and, AFAICT, the whole diagram is implemented. Sure, some models and animations still need a lot of rework (some are actually just same models from Magitech with different names and sometimes stats) and so do the .xml's.
Overall, it was easier to win the game than it ever was before but to be honest, I think that was because I had never mixed in the Dwarves before - the dwarves being clearly overpowered (even if, apparently, the AI did not make a single FlameTeam or Bombard). Fact is, I easily got aways with doing two and a half 16-units platoons (about 40 units in total) withtout ever getting bodered with either the Magic or the Tech players (those who were closer to my base, the dwarves were on the diagonally oposite base from me); ok, there was an initiate strolling around but it did no kill whatsoever, even if it faced mainly morlocks. When I got to those almost 40 units, I sent one 16u platoon to attack the Tech base and shortly after the other one full platoon atacked the Magic one.
By the time both main buildings (castle and the Magic equivalent, I forgot the name) were down, the dwarves had basically killed all of my (by then) 16 units of my third platoon but one air-unit (the dwarves, after leaving the Tech and Magic basically defenseless, that's how my first and second platoons found them) had attacked my base... Spliting the dwarves army by attacking their base with the remains of one platoon and attacking the dwarves who were attacking my base with the remains of the other worked alright (while continuing to do more units at my base, of course).
So... in brief, I can't actually compare Dark Magic's balance against Magitech because the Dwarves (who I'd never put in that situation) did most of the work for me... But in the final confrontation, I guess Dark Magic balances out better with the overpowered Dwarves than with Magitech.
A few comments on units:
Morlock: Incredibly weak HP (the lowest I've ever seen) makes them little more than a defensive diversion... Their attack is pretty decent however and they do, unlike the Magic Daemons and for what it's worth, have HP regen. I'm unsure about their stats, but I guess they can be a relevant unit to produce (they also come cheap as hell! lol). Of course, there is absolutely NO model of its own, so no comments on that... ;D
Sorceress: A very good model IMO and nice animations too. :) It is for me one of the most finished units in the faction.
Dark Mage: Funny, very funny... Almost exactly the model I'd envisioned for the Shadow Walker! lol Other than, for a Shadow Walker it had to be more misterious, its forms more hidden (namely the front torso, arms and legs) and overall darker in colors. But the (kind of) helmet for the head and the cape (including the very nice tearings in the end, which I'd envisioned some time afterwards we discussed the Shadow Walker, as well as its up and down movement, which I would myself had done less prominent, fit the Shadow Walker very well; I would not have done the SW's cape that wide unless it actually curved sideways to the front of the body). This to say that in my opinion the Dark Mage looks more like a dark warrior/swordsman than a mage... Maybe it's a cliché but I envision any magicien-like unit as wearing some kind of long cloth, covering him to below his knees at least - if not so, at least, not have profuse colors on its cloathing (one general color + team color and that's it!).
Also, the attack animation is quite wrong! The Dark Mage moves one hand forward but its FlameThrow (or whatevet its attack is named) comes from behind the arm, actually from the center of the body.; matter of fact, if you're viewing him from the back, you can see a glow of blue flame coming from behind his back! But I guess that's just NOT the DM's attack yet, just something taken from another unit til its own animation is done...?
For the stats, it's in its present form, the best value unit in Dark Magic so far! It's utterly cheap (85 gold from a building you build quite at the begining of the game) and has (if I'm not mistaken) a damage-power of about somewhere in-between the Magic's Battlemages and Archmages...? Maybe too strong an unit to be available so cheap and soon?
Imp: Besides the model and animations I covered in my earlier post, very good HP, incredible speed but a rather weak attack... Seems maybe too expensive and late in the game to be worth it? Which is a shame, given as it's turning to be such a great and different model...
Shadow walker: well, see pages 19-20 (I think) for the discussion on its modeling and animations (and maybe also what I said in this post for the Dark Mage), none of it done yet - though it looks kind of nice already (in the Magic Ghost Armor kind of way... ;D ). Also a bit too expensive to be worth it if you can make Dark Mages... Though it is a good smooth next-unit after the morlock for the Sorceress to conjure. ;) But I would make its damage-points considerably higher (relative to the in-faction balance, overall well balanced out with Magitech, of course).
The flying thing... NOT the wyvern, the other one, the one the Sorceress conjures, I forgot the name. I think it's a well balanced aerial unit, appropriate stats, appropriate pricing, appropriate timing to start producing. Modeling, of course, to be done.
Acolyte: OMG, how did I forget to mention this one before! Amazing job on a worker-unit, the most original worker-model I've seen. Just superb! Very much like the awesome animations too! Though I think the mining-energy-pan (or whatever that is) should be displayed more forward than it currently is (maybe the havest wood too but not so much, I think). Not sure about the building animation... I guess it's still not done, but could still work, in a strange way, as it is... lol
Very nice! ;)
Dark Elder: Haven't seen much of it (late in the game in a 64x64 map) but looks just perfect: model, stats (as I remember), skills! Very good. :)
The later two units:
The gargoyle: Is that an original? I thought they'd be more like stone-statues brought to life? Or am I just messing up my concepts?...
The wyvern: I'm pretty sure I saw a completely diferent model around this topic... That was just a dragon-model I saw in-game... don't remember the stats...
The buildings: looking quite good, in general.
Though I think the crystal in the Devination Crystal has a too long up-and-down movement. I think it should hover more gently, but that's just my thinking. On some views it looks just perfect! lol
There is something about placing the buildings in the map (choosing their position) that sometimes makes them not appear complete...? Could rather be a GAE issue instead...?
And I guess that's pretty much it.
Overall, I'm liking where this is going. Congrats to all of you! :)
I
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Thanks a lot for the comments :). I would like to address a couple of things.
1) Dark Magic is meant to be balanced with Magitech. Right now, it might not be, but I'm working on it.
2) The Imp is meant to be somewhat parallel to the Horseman in Tech and the Drake Rider in Magic. Maybe it is a little far into the game for it; I'll change a few things maybe. But the stats are meant to be about equal.
3) The Gargoyle is an original unit, which is supposed to be very powerful; the kind of thing you hope never gets to your base. The reason I like it is that I will be able to produce a bunch of them and overwhelm my enemy. But of course by that time, a lot of units could be made by the enemy, and it's also a melee unit, so it's vulnerable to ranged units.
4) I don't like the standing animation for the Dark Mage. It's rather distracting. The cape should be more fluid-like and stay lower.
5) The Shadow Walker is meant to be a powerful mid-game unit which is a bit more powerful than the Guard but is slower. This goes along with Dark Magic in general, which is slow but very powerful. So kind of like lava that just creeps towards the base.
What did you think of the Gods Bane?
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For the wings:
I'm currently working on the egypt mod, so I have no time to add them at this point. I will try something like this later.
Maybe someone else want to test it with wings?
I'll see what I can do tonight. What are the purpose of these bones that I have circled? I moved them around and didn't really see them do anything.
(http://i33.tinypic.com/501u0l.jpg)
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i thought glest has already a dark magic faction, or is this an upgrade?
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@John.d.h:
The imp is a recycled model! It was already rigged and textured when I started. Those free bones are used for things like weapons and shields originally. Just ignore them.
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Cool I like this mod its going really well. Much better than the GMD team mod since you have all unique units none look alike or use the same textures
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Thank you, Pheonix. I would like to think we are doing better, since we spent much more time than they have.
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Hey, your release is 6.3 ours is BETA.
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And, we have had less modeling done than you. We only got Glade team going a while ago. You have Eliminator pumping out models, which you seem to be content with, so I feel you have an advantage. Nevertheless, we have had each of our ideas very much refined, so much that the original DM techtree looks like a whole different faction, whereas you have one of your members make a model and then you decide to nix the unit that the models are for.
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Oh no! This is no competition! I hope we are one glest community and everyone gives his best here to create a fun game experience free for everyone!
So please stop this discussion.
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Actually Titi, it is a competition....
We announced that a while ago.
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Actually, the only people who announced or even acknowledged a competition were the members of GMD and Mark. If they want to have a little competition between the two of them, that's fine. I just want the community to have the best content possible, which is why you can see me trying to give practical advice to both teams. GLADE isn't trying to win any competitions. We're just trying to provide the best content we can.
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Exactly my words. Good that we have a czar which can double as public relations. :)
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I agree with John and Titi. Theres no need to be competative.
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Yeah actually I'd like to drop the competitive thing.......because GMD works to fast, I'd really like to slow down, but I have a feeling that Eliminator is going to keep rocketing stuff out, and no I'm not content with Eliminators models, I want to change them a bit.
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Thanks a lot for the comments :). I would like to address a couple of things.
1) Dark Magic is meant to be balanced with Magitech. Right now, it might not be, but I'm working on it.
I expected that. ;) Just wanted to give you a feel (and a comparison with something other than Magitech) of what DM looks like to me now. ;)
2) The Imp is meant to be somewhat parallel to the Horseman in Tech and the Drake Rider in Magic. Maybe it is a little far into the game for it; I'll change a few things maybe. But the stats are meant to be about equal.
The only problem with that is that both the Horseman and the Drake Rider have ranged attacks (even if not long-range) which is a huge advantage... So if the Imp is to match those with only a melee attack... it should be a much stronger one, I think.
3) The Gargoyle is an original unit, which is supposed to be very powerful; the kind of thing you hope never gets to your base. The reason I like it is that I will be able to produce a bunch of them and overwhelm my enemy. But of course by that time, a lot of units could be made by the enemy, and it's also a melee unit, so it's vulnerable to ranged units.
It looks pretty good, actually (but I haven't seen it fighting as the enemy was already dead when it got there... lol). I had just not imagined it like that. Also, keeping it as it is I think is fine but... maybe replace the white with a pale colour? It's not terribly awful to have a LIGHT-colored unit in DARK Magic but I really think white is too much, actually for most any unit in any faction done or to be done! :P
4) I don't like the standing animation for the Dark Mage. It's rather distracting. The cape should be more fluid-like and stay lower.
Yes, it is a bit over the edge, IMO just like it's wideness. But then again, its magic, so it's entitled to not only do strange things which are meaningful (like throwing energy-bursts) but also completely random animations such as a cape flying way straight and stiff and high! lol But yeah, that animation didn't really win my heart...
5) The Shadow Walker is meant to be a powerful mid-game unit which is a bit more powerful than the Guard but is slower. This goes along with Dark Magic in general, which is slow but very powerful. So kind of like lava that just creeps towards the base.
Agreed but Dark Mages have higher power and it's ranged. Then again so are Magic Battlemages compared to Ghost Armors? I don't really use Ghost Armors a lot when playing Magic, but I aknowledge their usefulness. ;)
What did you think of the Gods Bane?
Ahh, I'd have liked a lot to see that one in action (only saw it on the g3d_viewer and thought "WTH is that?!" lol). But again the game ended before I had the time to.
As I usually only play the smaller 64x64 maps, seldomly a 128x128, the games are usually done pretty fast (which is why I play those smaller maps... :P). And on fast maps, quantity is definitely better than quality (you don't really have the time and resources to research and go all the ladder up to the strongest units 'cause you'll be destroyed by numbers before that...).
At least, this is how I see the game and play it. ;D
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I'm fine with no competition, as Eliminator's is rushing everything.
I'm going to have to do a lot of re-animating.
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Yup Im with Archmage I never fully joined the gmd team because it used 3 textures to make all of there buildings there are no unike textures all are the same maybe ill come back for the alien faction but the gmd team has a lot of work to do
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OT: If you want to join us join us now. Help us get more work done.
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I worked on the Imp a little bit. The only thing I've changed so far is that I added wings (and corresponding bones). Comments?
(http://i33.tinypic.com/f28suu.png)
2) The Imp is meant to be somewhat parallel to the Horseman in Tech and the Drake Rider in Magic. Maybe it is a little far into the game for it; I'll change a few things maybe. But the stats are meant to be about equal.
The only problem with that is that both the Horseman and the Drake Rider have ranged attacks (even if not long-range) which is a huge advantage... So if the Imp is to match those with only a melee attack... it should be a much stronger one, I think.
Hmm... maybe a short-range fire attack would be fitting? I think I still prefer a claw attack, though.
4) I don't like the standing animation for the Dark Mage. It's rather distracting. The cape should be more fluid-like and stay lower.
Yes, it is a bit over the edge, IMO just like it's wideness. But then again, its magic, so it's entitled to not only do strange things which are meaningful (like throwing energy-bursts) but also completely random animations such as a cape flying way straight and stiff and high! lol But yeah, that animation didn't really win my heart...
Hmm... I see your point. I'll see what I can do in terms of fixing that.
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2) The Imp is meant to be somewhat parallel to the Horseman in Tech and the Drake Rider in Magic. Maybe it is a little far into the game for it; I'll change a few things maybe. But the stats are meant to be about equal.
The only problem with that is that both the Horseman and the Drake Rider have ranged attacks (even if not long-range) which is a huge advantage... So if the Imp is to match those with only a melee attack... it should be a much stronger one, I think.
I cannot remember if I told titi that the Imp was to use extension in the arms and legs to scratch... That would make a larger range, more similar to the Horseman. Otherwise, I can always use a particle system, although I do not want the Imp to attack air; air will be the Imp's Achilles heel.
I worked on the Imp a little bit. The only thing I've changed so far is that I added wings (and corresponding bones). Comments?
I like what you've done for the wings. They look good. An improvement to the model overall, again, would be longer arms and legs, and long spines on the back.
2) The Imp is meant to be somewhat parallel to the Horseman in Tech and the Drake Rider in Magic. Maybe it is a little far into the game for it; I'll change a few things maybe. But the stats are meant to be about equal.
The only problem with that is that both the Horseman and the Drake Rider have ranged attacks (even if not long-range) which is a huge advantage... So if the Imp is to match those with only a melee attack... it should be a much stronger one, I think.
Hmm... maybe a short-range fire attack would be fitting? I think I still prefer a claw attack, though.
I'm OK with short range fire too, but I agree with you that claws would be optimal.
OT: If you want to join us join us now. Help us get more work done.
Please quit it with the off topic stuff. If you have something to say, please stay on topic when you say it, say it in a PM, or reply in another topic. This topic is meant to be a focused one where people don't have to sift through (and read) irrelevant stuff just to keep up with the real discussion. >:(
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Sorry Modman.
Idea 1-I think the short range fire attack idea would better fit the Imp, I mean, you are looking for a ranged attack, and having huge hands or arms wouldn't be a very nice looking solution.
Idea 2-Or maybe it he did have a claw attack and its range was one, then you could increase the strength(or some other stat) to make up for the shorter range.
But I think, if you want to make this unit unique from the Horseman and Drake Rider, that you would go with Idea 2.
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@John dh: It really looks better ( regarding the untextured model ), But does it really work with the wings in an animation?
how can we texture the wings without getting into trouble with glests alphaproblem when the wings get next to the body? Lets try it :) .
For the attack:
If the attack type is such a big problm, probably the imp get a new place in the techtree and another unit fitting better with the idea of a range unit takes its place?
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About the imp:
About the model: I would like to completely re-do the model. I will make it more lanky, (with a thin, muscular look), and it will have large wings, spine spikes, and vicious bat/chupacabra (http://www.virtuescience.com/chupacabra.jpg)-like claws. (in the picture, the claws are attached to humanoid arms, but I will attach them to the wings.) It will approximately be the size of a horseman, and I will tell you how to animate it. I have some really good ideas. So for the model, imagine a bat with spikes on the spine and humanoid, skinny, muscular legs.
About the animations: Attack: He will swipe his wing around, and with it his claw.
Move: He will kind of strut slowly like a bat does, except right-side up and he will tuck his arms into his body.
Charge: He will take leaps and bounds, alternating between short hops and giant strides (if there is too much of a problem where there is a huge visual gap between the charge anim and the attack beginning anim, we could just revert back to the old giant stride idea.)
stand. He will stand with his wings partially extended, looking around with it's head and slightly fanning it's body with it's wings.
Another option: You could just go back to that fantastic model you two made, John.d.h, and Titi, because that is also very cool. I just had to get that out of my head before I forgot it.
Idea 1-I think the short range fire attack idea would better fit the Imp, I mean, you are looking for a ranged attack, and having huge hands or arms wouldn't be a very nice looking solution.
Noooo! this is sounding way too much like the drake rider.
Alright, time for a new idea! Let's discuss the shadow walker.
[url=http://img527.imageshack.us/img527/2281/shadowwalker.png]http://img527.imageshack.us/img527/2281/shadowwalker.png[/url]
Okay, as you can see in the image linked above, I have made a new model of the shadow walker. It uses what I could make of the discussion (believe me, it was quite confusing), and is not quite done. For the parts I do have done, I have marked my lines and have applied a texture to the UV area screen-thingy. I am open to discussions, especially about the helmet, because right now it is just the Ghost Armor’s Corinthian helmet with extruded horns. I remember a couple images, but if someone could choose the best one... well that would be great.
Note: This model is 1002 polies, so if anyone wants to make a suggestion on how to cut it down, please do.
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Got a concept for the Imp here:
[url=http://www.deletionquality.net/assets/art/flyingimp.jpg]http://www.deletionquality.net/assets/art/flyingimp.jpg[/url]
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lol that looks like a flying unit for sure ;D
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We're trying to show the overall body type here...
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i think john's is perfect hit it dead on , thats what i would've modeled
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Cool, I like this flying imp from your concept modman. This is something that should really fit with glest restrictions regarding transparency and details. But this a completly other unit! Its a flying one. Can't we change our techtree a bit to integrate a flying imp and a cheap ground imp like I made it( with johns extension if it works )? I want to model this flying bastard :) .
Maybe lets drop another unit which is not done yet.
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We could drop the Harpy and replace it with the flying imp. I was never a big fan of the Harpy anyway.
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they would be the exact same unit anyways , just change it up a lit bit , but i still like john's model
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Again, you guys, I just want to show the overall body type of the Imp is taken from this unit. Also notable is the wings attached to the arms.
But more images of the Imp won't be necessary because Mark is modeling it now.
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I am working on an improved imp, (no offense to anyone). Also, can someone say something about the shadow walker?
they would be the exact same unit anyways , just change it up a lit bit , but i still like john's model
I can see what you mean, but I like the harpy as a light air recon, a bit like the Ornithopter in tech, but much faster. It would also have some GAE implementations...
lol that looks like a flying unit for sure ;D
Yeah, but imagine it had smaller wings and a larger body, and so would be on the ground. I mean, I think it would be ok as a flying unit, but I think the concept could use work as of yet...
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i think the imp should like hover or be like a chicken can't fly , but trys so its a like a jump or something
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Thats what I did with the dark elder. Its charge animation is done like this, but I think modman doesn't integrate it yet.
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@ Mark
About the Shadow Walker, it's not quite as I pictured it but then again it's far from being my concept to start off. ;D
However, I do remeber reading somewhere the original concept conveyed and humanoid unit but with a somewhat corrupted body, twisted-like. I guess you could easily take your model and bend his back and make his legs less straight by simply using the bone-structure, that for what I've read... I never modeled myself! ;D
For the helmet, instead of horns, you could have a different kind of "spiking". I was think maybe like three to four straight spikes (about 1/3 of the height of those horns or less!) in a straight line from the front-top of the head to the back of it, laid out pretty much as a punk/moheecan hair-do, if you get my meaning... Also, instead of that long "chin" on the helmet, maybe make it so there is NO extension of it...? (there is a line that comes from the jaw that then get more pointy at the chin - my thought would be to make the chin line the straight continuity of the jaw; would that make the poly-count get any lower BTW???).
Also I'm not too sure about the sword.
Other than that, I think it looks pretty good so far. ;)
Just keep it misterious. That is important, not to reveal too much of it. Which is hard 'cause then you can have no detail... :-\
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For the sword, I think it'd be cool to have it big, and extremely dangerous looking, but of course not too big.
I already have a good idea for it. And for the animation.
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For the sword, I think it'd be cool to have it big, and extremely dangerous looking, but of course not too big.
Ya really need to look at the [url=http://img527.imageshack.us/img527/2281/shadowwalker.png]picture[/url]. ;)
@ Mark
About the Shadow Walker
Finally! A reply!
Also, instead of that long "chin" on the helmet
Yeah, I just heavily modified the ghost armor model from magic to get this, and i really only changed the helmet by adding horns. The ghost armor wore a corinthian helmet, and ancient greek helmet, like [url=http://www.lawrensnest.com/images/GRK6058BP.jpg]this[/url] one, minus the plume.
Also, instead of that long "chin" on the helmet, maybe make it so there is NO extension of it...? (there is a line that comes from the jaw that then get more pointy at the chin - my thought would be to make the chin line the straight continuity of the jaw; would that make the poly-count get any lower BTW???).
I think I could do that, yes, but about reducing the poly count, no it really wouldn't, sorry.
About the Shadow Walker, it's not quite as I pictured it but then again it's far from being my concept to start off. ;D
However, I do remeber reading somewhere the original concept conveyed and humanoid unit but with a somewhat corrupted body, twisted-like. I guess you could easily take your model and bend his back and make his legs less straight by simply using the bone-structure, that for what I've read... I never modeled myself! ;D
Well, I was thinking about using my cloak from the weapons cache that only concealed the shoulders and head, but I like the helmet and shoulder spikes. Maybe I could add the cloak, remove the helmet, and put the shoulder pauldron-spikes on top of the cloak. What do you think? And about the twistedness, well he is really not destroyed, just stripped of power. I like the idea of concealment of features, but not the twistedness.
And for the animation.
I would like to animate it myself, but I will give instructions if you want.
EDIT!: I have a new model for the imp. Sorry for the wait.
[url=http://img197.imageshack.us/img197/836/view1o.jpg]View 1 (Side view with scale swordsman)[/url]
[url=http://img3.imageshack.us/img3/3874/view2c.jpg]View 2 (Back View showing tail and wings)[/url]
[url=http://img269.imageshack.us/img269/5652/view3z.jpg]View 3 (Front view with face)[/url]
The three images above show the new Imp model I made. It is about 8 feet tall if a swordsman is 6, and is long and lanky. I will add spikes down his back, but only after the community has their say. BTW I have the seams marked, so I can just unwrap if I get the go-ahead. What does the community say?
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I like it,it's very good but it will not be easy to animate it with these wings! Its something completly diffenrent from the thing I made :).
Maybe we now got 2 units with this.....
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I'm glad to see your skills are improving, Mark! I think Titi's Imp is good for the ground unit, and Mark's would be good for the flying unit (instead of the Harpy). We could always rename the ground one to Gremlin or something like that, and call the flying one Imp. In that case, the flying Imp probably needs to have its legs shrunken a bit (and maybe made more talon-like) and the wings should maybe be a bit bigger. I'm not sure about the tail.
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I think Titi's Imp is good for the ground unit, and Mark's would be good for the flying unit (instead of the Harpy).
Of course I am not in favor of that option, John, but if you and others see it as the best option, it's fine. I mean, I think titi has worked hard on what he's done so far, so we should incorporate that in our overall design.
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Hmm... well it probably wouldn't be too hard to turn Mark's imp into a harpy if you would prefer that. We'd basically just have to do the same changes I mentioned in my last post, and then do something about that tail.
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That would be great! Best possible option!
I'm just trying to keep everyone happy. I have had past experiences where my quality expectations are too much for some, and the team can fall apart. Then it gets ugly...
Worst case scenario, I guess if that were to happen, is that development almost halts, but I'll learn modeling and finish it myself, but it will take much longer, then.
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Hmm... well it probably wouldn't be too hard to turn Mark's imp into a harpy if you would prefer that. We'd basically just have to do the same changes I mentioned in my last post, and then do something about that tail.
I don't think it would be easier, because the harpy is a woman like body, with small wings, short legs, and other things.
I'm glad to see your skills are improving, Mark!
Thanks. I just used my new blender glest mesh, and elongated the legs and arms and extruded faces to make wings.
In that case, the flying Imp probably needs to have its legs shrunken a bit (and maybe made more talon-like) and the wings should maybe be a bit bigger. I'm not sure about the tail.
I could do that, but I like how they are long, muscular legs, but lanky ones too, but I do like your talon ideas. I will just elongate the toes and subdivide in order to allow for a curvature.
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Why do you want to change it for the flying unit?
I would try it like it is! Especially the long tail is something nice! You can do a nice "standing" animation with this, where the tail moves and curls a bit. It should look like a different flying unit! I would really prefer to see this as a flying unit, as I said, the big wings will be hard to animate in a ground unit without getting lost in the detaillevel of glest.
Maybe you have to shorten the legs, but I would try it first and see what the animation looks like. If it doesn't fit you can shorten the legs within the animation. Also try to make a flying animation with the legs downwards, maybe this also looks good.
So I would texture it now amd then I would play with the animation to decide what's best.
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that looks like the best mod yet i cant wait to try it ;D
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Hey guys i would really like the faction i'm working on to oppose your faction , so i was wondering if you guys would like that or not ;D
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It's been awfully quiet around here lately. Can I get some progress reports? Last I checked, we've got people working on the Wyvern and the Shadow Walker, so how are they coming along?
Hey guys i would really like the faction i'm working on to oppose your faction , so i was wondering if you guys would like that or not ;D
Sounds good to me. That way we'll have good (Holy Empire), evil (Dark Magic), order (Tech), and chaos (Magic) all in one tech tree. Go for it, dude! :)
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sweet i'm working on it , i'm about to post updateage for it so tell me what you guys think =)
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sorry for the double post , but is anyone still working on this? ???
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is anyone still working on this? ???
That's what I'd like to know!
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well if they aren't john , when i'm done with holy empire raw mats , such as textures , models , i'll finish this up , least the models and textures then when i'm done with the animations for holy , i'll jump back , if no one will work on it
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Last I checked, we've got people working on the Wyvern and the Shadow Walker, so how are they coming along?
Yea, wciow, I anticipate your work...
I need to find time to do testing on this faction against Tech and Magic. Anyone else, please go ahead and do testing too, but once I find a problem, I will fix XMLs often. Before Glade took over, Dark Magic was actually pretty well balanced, so it shouldn't be too hard to fix it up.
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i don't think anyone is working on it anymore personally
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Use my new Spectators map, it's a balance tool.
Also, I recommend using GAE, and setting the max speed in the ini to 10, so you can speed the game up really fast, and get the result of the game very fast.
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i don't think anyone is working on it anymore personally
Right now I am typing from a hotel in Detroit, Michigan. I have the Imp files on my Milwaukee pc...
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i was just saying , i don't really see any updates , but glad someone is working on it ;D
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Maybe I'll give the Sheol Temple a shot when I get home, but for now, I'm in Mark's boat.
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From now on, I will host Dark Magic at Google Code. It's like Sourceforge a lot, and it allows up to 2048 MB to be uploaded.
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Google?!
Seriously use sourceforge.
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Google rocks asshole!!!! no offense :P
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Since Jamin has been kind enough to make our Alliyp for us, who wants to have a try at animating it? I've got no objections to doing it myself if no one else wants to, but I'd like to give everybody else the opportunity. :)
Google rocks asshole!!!! no offense :P
lmao! Yeah, I'm sure that wasn't offensive at all. :D
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Yeah Google is AWESOME!!!
But it's a totally liberal organization, and supports all this Global warming crap. No offense to all liberals out there.......but you screwed America! Really don't take any offense, I'm just stating facts......so don't hate me either.........
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Yeah Google is AWESOME!!!
But it's a totally liberal organization, and supports all this Global warming crap.
... and so does the vast majority of the scientific community, but there's another thread (https://forum.megaglest.org/index.php?topic=4101.msg33574#new) for that. :P
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Google is cool I like it too, But where is Google coad?
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most deff google is the ish ;)
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Enough off topic. I am leaving for home today, so I will begin work on the IMP and the weapons cache. Sorry for the wait. The only good thing about this vacation I had is that I got plenty of time to post for glest, not having to compete with my parents and my brother as much.
I will upload a picture of the imp as I have it. It is about 1000 polies, but I could probably cut it down. I have the seams where I would cut the model marked and the whole layout done, I just have to go into GIMP and do the actual texture.
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Yeah Google is AWESOME!!!
But it's a totally liberal organization, and supports all this Global warming crap. No offense to all liberals out there.......but you screwed America! Really don't take any offense, I'm just stating facts......so don't hate me either.........
I really don't see how their political views affect their service. I mean, your comment obviously is not related to Dark Magic or the GLADE team, and is loosely related to the discussion at hand.
I think Google might be a little more dependable, being gigantic and all.
Oh boy, they "support" Global Warming theory. That must make them bad.... Let's all stop using Google altogether (as you type it out in Chrome :P)
Use my new Spectators map, it's a balance tool.
Also, I recommend using GAE, and setting the max speed in the ini to 10, so you can speed the game up really fast, and get the result of the game very fast.
This is a helpful hint. It is a good idea for testing. However, sometimes the slower games are good because you want to see why the faction failed or dominated. So sometimes you might want to press the <-> button a few times.
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Yes, but first you do it really fast and see which team wins, and then do the match again but without speeding up, and focus you attention on how the losing team fights against the winning team...........
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I'm in the processing of animating the Harpy model that Jamin made for us, and I was wondering... how is she supposed to attack?
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From the Harpy concept I saw, I'd think she'd attack viciously with her claws.
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That's kinda what I was thinking for an air-to-air attack, but I don't know about air-to-ground.
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How about a huge movement of wind, a weak but good attack as it would have a splash radius of 5 or something.
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I'm in the processing of animating the Harpy model that Jamin made for us, and I was wondering... how is she supposed to attack?
How about a huge movement of wind, a weak but good attack as it would have a splash radius of 5 or something.
Good question. I never thought about it before, but I think Arch's suggestion is fine. I am pondering whether it will attack ground at all, but I think it is only logical, since it will be the only air unit at the time.
So the options are a melee attack and a particle proj, eh? I like the particle proj option better, because it will look better than a claw attack. Also, it can be faster that way.
If we can make a "wind"-looking particle system for the Harpy, I'm all for it. That's my verdict. Mark could probably cook up something to look pretty good I think; he is pretty good with particle projections.
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OK since holy empire is going to be the opposing faction here i'm going to throw together a very rough alpha by maybe wensday and try to start balancing it with darkmagic :D
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Maybe the Harpy will have two different attacks: a splashing wind gust against ground units, and a high-damage talon attack against flying units.
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OK since holy empire is going to be the opposing faction here i'm going to throw together a very rough alpha by maybe wensday and try to start balancing it with darkmagic :D
It's better to balance after you finish the mod, because you will probably add new units that will throw off the balance.
Maybe the Harpy will have two different attacks: a splashing wind gust against ground units, and a high-damage talon attack against flying units.
Yea, I think that would be good.
For the gust animation, I think it should thrust both wings diagonally down towards the ground, and then the beast would go shooting back a little after she(I think) flapped her wings.
Oh BTW if anyone has trouble with the particle effect for the wing gust, I can help.
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i have all my units complete except the legionnaire lol
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Oh, well in that case, are you going to use my Spectators Map? ;D
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lol sure i don't really care which map it is , i just need to have it balanced so far ;D
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Well the best way to balance is Spectators Map, just download the spectators package here (http://download333.filefront.com/e2lx1jdfwyeg/14802675/Spectators-Package-FIXED.zip).
Be sure to read this instructions! :)
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ok thx for that ;)
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No Problem! :)
Hey John how the animations for the Harpy coming?
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I still just have standing and walking done.
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Oh ok.
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J.D.H you mean flying right?
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You can call them hovering and flying if you prefer. I was just going with the standard naming conventions.
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Just making shure he was a flying unit.
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With high damage, maybe we could settle for something around 200-350 (slashing, of course!)? Otherwise it gets ridiculous.
Another thing. I think that forums are designed to convey ideas, not be chat rooms. Thus comments like "ok" are not helpful to the discussion, and are in some ways detrimental. It's annoying because often the discussion is spread apart, so I have to search for it, reading through posts which are a waste of eye exercise. :) >:(
Additionally, enough with spectators, OK? Put it in your sig, or include something in your post besides advertisement. ::)
Finally, please, enough with the off topic.
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here is the allyp. http://www.titusgames.de/darkmagic/allyp/allyp_v1.zip
blend-file, texture and g3ds included.
But: I had to remove all the cool looking alpha stuff :'( :'(
It looked much too strange in glest. I separated the model into two parts, the transpareny part and the teamcolor part, but it didn't work.
But I think it still looks ok.
And there is another problem, I don't like the animations I made. The model is completly rigged now and there are 4 animations included too, but I don't like them. Anyone con help here?
Same with the texture, I'm not shure with the red tail and the teamcolor shines through the model everywhere, so someone is probably willing to fix this.
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I'll take a look at the anims, and possibly patch them up.
Edit:
Changed the standing and walking anims quite a bit, changed the attack a little, and redid the whole death anim, I like your idea Titi, but instead of the beast floating away, I have it being sucked into itself!
I just have to export to G3D and upload.
Exported all to G3D, testing real quick in-game.
Edit: All Tested, I think they're pretty good!
Download following shortly.
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-Download:Allyp_V2.7z - 230.3 Kb (http://upload.ps/edlbqnvosoq9/Allyp_V2.7z.htm)
Will get a pic up shortly...
Edit: And here it is!
http://img231.imageshack.us/img231/9859/allypscreeny.png
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Nicely done, both of you. I think you forgot to make the part with the tail single-sided, though. As it is, it's team color instead of transparency. Aside from that, no complaints. :)
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No, I didn't forget the transparency,as I said it simply didn't work, so I removed it. I left it like this because there is no teamcolor visible from behind. If it looks too funny, we should choose something else :)
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I think team color should be spread out lightly over the whole body, instead of focused in one area.
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We could put some team color on the spikes, like so:
http://img27.imageshack.us/img27/87/allyp.png (http://img27.imageshack.us/img27/87/allyp.png)
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Yah, but maybe spread it around on the other spikes too.
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Will do.
Edit: Gotta brush up on my XHTML for an exam tonight. I'll finish messing with the texture after I ace that sucker. 8)
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Edit: And here it is!
http://img231.imageshack.us/img231/9859/allypscreeny.png
I imagined it bigger.
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bigger is no problem :), I want it bigger too.
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Okay, I'm done messing with the Allyp. I added some team color on the spikes, but just the middle ones, and only on the back. I tried adding some to the other spikes and it just didn't look very good. Anyway, I also redid the weight painting, modified the armature a bit, and redid all the animations from scratch, except for the attacking animation, which I only modified a bit. The death and walking animations look very similar to the old ones, but hopefully mine are an improvement. If not, it won't break my heart if we end up using the old ones. I also modified the material to be 95% opaque, because that gives it a bit more of a ghostly/shadowy appearance, but not so much that you'd notice the transparency glitch.
MediaFire link (http://www.mediafire.com/file/zmzynnyddya/allyp_11-11-09.7z)
Filefront link (http://www.filefront.com/14909533/allyp_11-11-09.7z)
Attacking: 8 frames, 7 exported, 89kb
Dying: 6 frames, 6 exported, 78kb
Standing: 4 frames, 3 exported, 44kb
Walking: 4 frames, 3 exported, 44kb
Bigger? I don't have a problem with that. How much bigger are we talking about? It's a pretty high-end unit, so we could make him a size two without causing trouble.
@Jamin: Just making sure, but you're okay with us using this under a CC-BY-SA, GPL, or similar license, right?
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CC-BY-NC-SA :P
But yes, that's fine.
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@jamin: Is NC (Non Commercial) really needed? Because this doesn't really fit with GPL and a dual license is impossible in this case....
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As long as w/e license you choose doesn't allow it to be used commercially I don't care.. I doubt anyone would steal it to sell nyways.
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Well, you models are spectacular!
A few people might think about stealing them, and certainly, quite a few people would buy!
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Well in this case I either will replace the models with my own ones or I stop to supporting this mod :( .
I had so much trouble with licences I don't want to start this game again.
I'm really not interested that anyone uses this stuff commercially, but all those licenses prohibiting one thing or another and the mixup of all these licenses always ends up in something undistributable/ unreusable. Should we release every snippet of this mod with his own license?
Its really really hard to create such a project with a proper license and I'm not willing to change this.
I say we cannot change the whole license because someone made a nice model/texture/sound for it :( .
And I 'm afraid with this license this mod would not be able to be included in the megapack or a future GAE distribution.
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I generally leave all the licensing stuff up to Titi because he knows so much more about it than I do, but I'd really like to see this situation resolved in a win-win situation, so here goes. The way I see it, there are basically three options:
1: Keep the content and put everything under the GPL/CC-BY-SA dual-license. Obviously we would need Jamin to consent to this and he doesn't seem to want to.
2: Ditch these models and make new ones ourselves. I'd rather not do this because these are really great models and a lot of work has been put into them, both by Jamin and by us.
3: Keep the content, but license it separately. For example, something like "All models, animations, and textures are copyright of GLADE under GPL/CC-BY-SA, except for Allyp and Harpy, which are copyright of Jamin under CC-BY-NC-SA." The problem with this is that if we start licensing everything under separate licenses, then it gets very cluttered and harder to tell what can be used for what purposes. That makes sharing more difficult, which defeats the purpose of free content in the first place.
Option 1 would be by far the best in my opinion, so Jamin, I'd like you to reconsider.
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Option 1.
I don't mind any more.
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Fantastic. Your contributions are much appreciated. :)
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Thank you very very much! I might be strange here, but my hole intention always was to create/or work for something really free and all those license restrictions always try to stop me....
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I haven't read anything since the 17th page or something. I'm bored. Can I model something? What still needs modeling (a list please, I like to choose).
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yah this mods dead without jamin it hasnt progressed at all
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Okay guys, new goal! The Gargoyle, Shadow Walker, and Morlock still need to be made completely, the Harpy and Divination Crystal need to be textured, the Sheol Temple and Oblivion Portal textures need to be fixed/replaced, and we need icons and sounds.
If everybody hops to it, we can be done by Christmas. That's our new official goal.
Leading by example, I'll do my very best to have the Harpy animated this week.
I created a spreadsheet on Google Docs that shows Dark Magic's current progress.
Click this link to access the Google Docs spreadsheet. (http://spreadsheets.google.com/ccc?key=0AhUAF5tBNeWadFhYanlJeUtOX0pmS2U2THFSM0wwM0E&hl=en)
I'm sharing editing privileges with everyone on the team in order to better keep track of what's been done and what hasn't, so if you're a member or contributor and you want editing privileges, send me your email address over PM and I'll send you an invite on Google Docs. You have to register with Google if you haven't already, but you use your own email. You don't need to make a Gmail account. All you need is to enter your email address and make a password.
https://www.google.com/accounts/NewAccount (https://www.google.com/accounts/NewAccount)
Yellow items are WIP, red items haven't been started, orange items are a mystery. If you know the status of any orange item, fill it in. If you want to contribute, pick a red item and get to work. While you're working on an item, keep it marked yellow and put your name in the "current workers" column for the unit you're working on. When the item is done, fill it in as "done" and mark it white. The "completion" column is just a quick summary of what items are known to be completed: MTAXSI for Model(s), Texture, Animations, XML, Sounds, Icons.
Any field that is only a dash is something that is not needed, like a model for an upgrade. Any field marked as "Temp" is an item that has a completed version that's good enough to be used for a release, but should be replaced eventually.
I haven't read anything since the 17th page or something. I'm bored. Can I model something? What still needs modeling (a list please, I like to choose).
You can model the Morlock, Shadow Walker, or the Gargoyle; you can texture the Harpy, Divination Crystal, Sheol Temple, or Oblivion Portal; or you can do icons (stop, move, hold, cancel, build, harvest, attack, any others).
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Dude the Shadow Walker was modeled and animated remember, or did we decide to change it....
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Yes actually
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The Shadow Walker we had was a barely modified version of the Ghost Armor. This unit deserves much better.
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Who cares how we made the model, it fits the concept well!
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How it was made is not my concern. The fact that it look almost the same as the Ghost Armor is the problem.
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It has bones, a cape, no shield if I remember right, a different sword, horns on it's helmet, a couple other spikes on it's body.
I think we should just modify the existing one.
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I was bored a few days ago and somebody knocked out the phone lines, so no internet, but decided to randomly try to model something. The only thing I could think of was that the Sheol temple was unfinished. But I could download and finish it, so here's my complete version:
[img]http://img697.imageshack.us/img697/1488/templeimage.jpg[/img]
[url=http://www.filefront.com/14948243/sheol_temple.7z]http://www.filefront.com/14948243/sheol_temple.7z[/url]
It's nothing special, I modeled it in 20 minutes, and textured in about an hour and a half. Death and Build animations included. Dunno if that's how it's supposed to look, but I had this weird image in my mind about some sketch of this... If it doesn't fit or sucks, no need to use it. That was just me ventilating boredom.
I want to make the morlock, but there's way too many posts here to read through and I got no clue what it should look like. The sooner you give me a concept image, the sooner I can start.
LET'S GET DM DONE FOR XMAS!
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[img]http://img697.imageshack.us/img697/1488/templeimage.jpg[/img]
I hate to be the one to say no, I though the temple was going to be something other than a giant bowl on a stone mount.
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Hey... does that bowl-on-mount version of the sheol temple have a particle fire? If so... how?
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Dude, when you get a burnable building below 50% HP it catches fire.
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The Sheol Temple already has a model. A new texture is what it needs.
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A new texture is what it needs.
Right. Who is going to texture it? You maybe?
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I want to make the morlock, but there's way too many posts here to read through and I got no clue what it should look like. The sooner you give me a concept image, the sooner I can start.
LET'S GET DM DONE FOR XMAS!
http://www.morbidmonster.com/Horrora/Morlock.jpg (http://www.morbidmonster.com/Horrora/Morlock.jpg)
A new texture is what it needs.
Right. Who is going to texture it? You maybe?
I tried and it came out looking like garbage. :-[
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Oh yeah....I remember now......
HEY that wasn't garbage, it just needed to be edited a bit.
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I wouldn't mind doing some icons. they're quick, easy and fun...don't expect anything till monday though :P
btw can i have the link to the Sheol Temple, its not there on the first post :)
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Dude that would be nice, but if you can, we need textures.
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whoa ur fast! read the modified post above ;D
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I wouldn't mind doing some icons. they're quick, easy and fun...don't expect anything till monday though :P
Sounds good.
btw can i have the link to the Sheol Temple, its not there on the first post :)
Sure thing: http://www.mediafire.com/file/nlmyzgjcm52/sheol_temple_9_29_09.7z (http://www.mediafire.com/file/nlmyzgjcm52/sheol_temple_9_29_09.7z)
That includes the XCF files for the texture that I started to do, so all the layers should be there. They're not that great so far, so feel free to use parts of them, or completing start over. Totally up to you.
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Dude actually I would prefer the morlock as this(http://www.saunderscreative.com/assets/images/Galleries/Creature/Morlock.jpg)
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God, I hate to have that thing anywhere near me!!!
But since that's the general response to a man-eating creature, it's good!
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I like the proportions, but it looks way too sophisticated. I think we're going more for something that's barely more than animal... something between beast and man. That thing seems like it would have been a lot more intelligent/advanced since we're dealing with metal forging, leather tanning, complicated tailoring, specialized tools, etc. The Morlock we're going for is more of an ape-man that will break your head open with a stick and start devouring your flesh while you're stunned. I do like the posture and overall body shape, which we can incorporate into the current concept.
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I couldn't resist ....
!!modified!! model with texture: http://www.titusgames.de/darkmagic/sheoltemple/sheoltemple.7z
Maybe the eyes of the helmet can be improved a bit.
Should this building get an animation ( some kind of breathing, like its alive?)
(http://www.titusgames.de/darkmagic/sheoltemple/sheoltemple.jpg)
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Nice job Titi!
Maybe the spikes should kind of get larger and smaller, that would be kinda cool!
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I tweaked the UV map a little bit. The red stone wasn't being used for anything, so I put it on the inside part. Then I moved some of the vertices around the eyes to make them more round. Does it look better?
[URL=http://img25.imageshack.us/i/sheoltemple.png/][IMG]http://img25.imageshack.us/img25/1508/sheoltemple.th.png[/img]
Click for full size![/URL]
I'll do the construction model right now.
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You know.....Modman hasn't been on for 5 days.........
In his profiles it says he was last logged in Nov 15th.
Modman, come on stick around!
Edit: John, the image is too dark, but from what I can see, it looks good!
Edit2: Found another few morlock images:
http://4.bp.blogspot.com/_s8l-yu7AZLM/SVplOuexTqI/AAAAAAAAFbs/ZETOTXADALI/s400/weena_and_morlock.jpg
http://l.yimg.com/eb/ymv/us/img/hv/photo/movie_pix/dreamworks_skg/the_time_machine/guy_pearce/time6.jpghttp://www.profitclinic.com/aweber/morlocks-02.jpg
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Edit: John, the image is too dark, but from what I can see, it looks good!
You can see it better in the full-size view. The thumbnail automatically gets a black background, but the full-size shows it properly.
Edit2: Found another few morlock images:
I'm pretty sure the first one is what we're going for here, although of course the modeler has a fair amount of artistic license. We don't want to copy it exactly, but we want something fairly similar.
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Dude, I did look at the full size.........brighten it up!
It's not hard.
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Okay, I'm done with the construction model. I tried to do something a little off-the-wall for it, so I don't know if it looks good or just silly, so somebody give me an opinion.
File: http://www.mediafire.com/file/oonyzzdtlzq/sheoltemple.zip (http://www.mediafire.com/file/oonyzzdtlzq/sheoltemple.zip)
Note that the blend file has two layers. The regular model is still there, just in a different layer from the construction model.
Dude, I did look at the full size.........brighten it up!
It's not hard.
Picky, picky ::)
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Yay last pic of archmage is the best
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umm...i wanted to texture the Sheol Temple :(, i'll give it a try, if i don't find time to do it then whatever :P
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http://img109.imageshack.us/img109/5179/darkmagicmove.pngMove Icon, I'll do the others later
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Nice icon!
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Nice applications of Bevel. I would wonder if someone could send me the base image xcf instead pdn
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umm...i wanted to texture the Sheol Temple :(, i'll give it a try, if i don't find time to do it then whatever :P
You can certainly improve on it when you have time. I went ahead and marked it as "Temp", meaning it's good enough for a release, but should probably be improved/replaced eventually (no offense to Titi! :)), so feel free to come back to it whenever you have time if you still want to.
http://img109.imageshack.us/img109/5179/darkmagicmove.pngMove Icon, I'll do the others later
I like it. The arrow matches the overall theme of the icon very well.
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Sorry I've been gone, but I'll have more time during Thanksgiving break. I kinda, um, got grounded. :-[
Oh, and Pheonix, I love that pic you have. And the pic you showed, titi, of the temple is great. Was that yours, John? It's great.
I also like the overall body shape of the monster you showed, Pheonix. I would have to agree though, that there is too much armor and the weapon would be very hard to animate I think. We should stick to melee.
The move image is great, Gameboy. I wish you would share your secret. ;D
We should release another version soon. Someone should gather up all this work and zip it up. Titi, (I know it's kinda rediculous, but...) then could you modify my post and link to the new version if I don't first? Thanks. Of course I understand that you're not my maid, but... :)
Again, I'll be back more on Wednesday, hopefully.
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When I posted that I truly though that it would be impossible to make. I decided that the creature would be the base without weapons and simple "painted" armor. He could have clawed fingers like the ordinary horlock or a sword since for claws we already have an imp and a harpy
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I was thinking of a large stick that he would bash against his prey.
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What the Hell? Ever hear of asking first?
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I've started work on the Morlock after looking at the concepts posted on the last page. Should have a rough model by tomorrow.
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John:
Someone should gather up all this work and zip it up.
I just thought I'd put it all together. If you want me to delete that post I will, and I'll just PM the 6.4 BETA to Modman.
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Yes, that would be great. Thanks.
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Ok.
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I'm thinking this sample:
http://4.bp.blogspot.com/_s8l-yu7AZLM/SVplOuexTqI/AAAAAAAAFbs/ZETOTXADALI/s400/weena_and_morlock.jpg
It would attack with its claws and other than that, attack human-like.
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Sounds good, get the anims done good.
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Well it looks like Wciow already started on the Morlock, but the Shadow Walker and the Gargoyle are wide open.
Can anybody give me the status on the Gods Bane? It looks like the regular model is done, but what about construction and destruction? Is the texture done? Animations? Particles?
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I have a sugestion.
I noticed (when i downloaded it and tested it) the "devil's machine" (i think, the thing the devil or death makes). it had 10 armour (o.k. i guess) and does 20 damage (fail there, it only hurts enemies wth low armour (under 10) like workers, not any fighting units, see what i mean?).
Is it supposed to do that? or no? :-\
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OK, I think that unit could use some work. What I am trying to simulate is a machine which has a lot of little attacks, so you should kill it quickly. This is the best simulation of a saw I could think of.
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Since a unit's armor value subtracts a static amount from the damage of each and every attack, using a bunch of little attacks multiplies the effectiveness of armor. This makes it so it can rip through light units like they were made of paper, but heavy units are all but immune. If we're looking for a unit that can run past the enemy's front line and make mince meat out of the enemy Archmages, then we're on the right track.
Edit: Still waiting on this:
Can anybody give me the status on the Gods Bane? It looks like the regular model is done, but what about construction and destruction? Is the texture done? Animations? Particles?
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Well it looks like Wciow already started on the Morlock, but the Shadow Walker and the Gargoyle are wide open.
Ooh, well its a good thing I never got a chance to start yet (was away). Hmm, wings are nasty I remember, so no gargoyle for me. I can't remember the concept for the shadow walker good enough though, and I can't remember what you chose... Can you give me the concept and description plz?
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I have a possible concept model for the shadow walker
[IMG]http://i821.photobucket.com/albums/zz136/TrappinGlestMaps/Glest%20Other/vShadowWalker.png[/img]
[IMG]http://i821.photobucket.com/albums/zz136/TrappinGlestMaps/Glest%20Other/vshadow_mutant_blot.png[/img]
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I have a possible concept model for the shadow walker
[URL=http://i821.photobucket.com/albums/zz136/TrappinGlestMaps/vShadowWalker.png]http://i821.photobucket.com/albums/zz136/TrappinGlestMaps/vShadowWalker.png[/URL]
Whoa! Amazing concept!
I recall a great degree of mistery should be put into the unit. And that it should be humanoid but people wouldn't actually be able to tell whether it was human (or ever had been) or not. Some body-corruption (aka twistedness) was also mentioned.
My personal view (and most everyone else's I believe) was that its features should be greatly concealed through means of cloak/cape and/or armor.
But that drawing, I repeat: WHOA! It's all mentioned above and it's actually butt-naked! lol And... it only makes me laugh because of how closed-minded we all seemed to be (I sure was) on how to succeed a concept that was as I described above and none got any bit as close to that awesomeness of a Shadow Walker concept!
Yeah, if anyone can model that, PLEASE DO! ;)
EDIT: One thing that seemed to be fairly consensual on the discussion on the Shadow Walker (mainly pages 17 to 19 of this topic, if I recall it correctly) was the use of a large weapon (a large sword or a large axe or something like that, NOT a long spear although I personally...) wielded with great power but in a rather clumsy way.
So... as that concept is partially a wooden/metal cyborg... it shouldn't be too hard to change its weapon-arms into something bigger and more cumbersome. But PLEASE not at the expense of that concept's awesomeness! PLEASE!
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Let me qualify the post about the concept model. I did not draw this - its an in-game screenshot from a game called Anarchy Online. Mutilated Shade-Y42 are the product of failed experimental tests involving cloning, nano technology and technological implants.
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Let me qualify the post about the concept model. I did not draw this - its an in-game screenshot from a game called Anarchy Online. Mutilated Shade-Y42 are the product of failed experimental tests involving cloning, nano technology and technological implants.
Yeah, I actually did wonder whether you'd done it yourself or not. It's an awesome picture anyways and you deserve sincere congratulations for make the conceptual link between that and the shadow walker, for sure! ;)
Yes, being something from somewhere else, it is further more important to make a Dark Magic model in that sense though not just the same!
And if making a 3D copy of that would be hard already, making something inspired by that but different seems, to me personally, as a great chalenge.
Come forth oh brave modellers! ;D
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This is an old game - developed using DX7 during the mid-late 1990's
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I can't remember the concept for the shadow walker good enough though, and I can't remember what you chose... Can you give me the concept and description plz?
This sums it up pretty well:
I recall a great degree of mistery should be put into the unit. And that it should be humanoid but people wouldn't actually be able to tell whether it was human (or ever had been) or not. Some body-corruption (aka twistedness) was also mentioned.
My personal view (and most everyone else's I believe) was that its features should be greatly concealed through means of cloak/cape and/or armor.
EDIT: One thing that seemed to be fairly consensual on the discussion on the Shadow Walker (mainly pages 17 to 19 of this topic, if I recall it correctly) was the use of a large weapon (a large sword or a large axe or something like that, NOT a long spear although I personally...) wielded with great power but in a rather clumsy way.
The concepts we were kinda bouncing around earlier were either some twisted dark knight thing (think Iron Knuckles from LoZ crossed with Frankenstein's monster) or some Nazgul-like creature. You can take quite a bit of artistic license with it, but keep in mind some of the following: dark, armor, spikes, shrouded, scary.
My thoughts:
The Shadow Walker was once a proud human warrior, but he sought a deal with the forces of darkness. In return for gaining power and striking fear in the hearts of his enemies, the dark powers have corrupted not only his mind and spirit, but also his body. Now he is something not quite human and he lurks in the shadows, concealing himself and his horrible visage.
I have a possible concept model for the shadow walker
http://i821.photobucket.com/albums/zz136/TrappinGlestMaps/vShadowWalker.png
While that looks pretty cool and I wouldn't want to run across it in a dark alley, I'm just not feeling like it's our Shadow Walker.
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I just judge from the look of this beast, and I like it! These big spikes is something you will see in glest. Its not like the other cool concept arts which are not possible in glest due to the missing detail level and size of the models.
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I was thinking that the Shadow Walker would be a rotten twisted man inside evil armor with lots of spikes and large horns on the helmet, he would have a giant sword or battle axe, and a large cloak which hides some of his wretched body.
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A battle axe would be pretty cool.
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I was thinking the Shadow Walker was, well just that a walking shadow kinda thingy. a shadow, moves quickly, has a fast but weak attack etc.
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I wanted it to be tough and strong, but slow and expensive.
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I wanted it to be tough and strong, but slow and expensive.
Yes, modman came in the middle of the discussion about it and said it would wield a large weapon (he gave the example of a game character) in a slower than the excample and clumsy way. Hence a tough, strong unit that needs to kind of get his feet well down before he can actually make a strike... a powerful one nonetheless.
And, for hte little I know of the subject, I totally agree with titi:I just judge from the look of this beast, and I like it! These big spikes is something you will see in glest. Its not like the other cool concept arts which are not possible in glest due to the missing detail level and size of the models.
I guess we could get back to cloaking the darned thing but... I guess we can also make it look more like a former knight starting off from "trappin's" (;)) concept.
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Glest has limited features and everyone needs to conform to these limits. Glest is a very nice 1974 Volkswagen Bug but it can never be transformed into a 1974 Porsche 911se. Both cars are designed by the same man and both cars share rear engine trans-axle technology but the Bug will never perform to 911se standards.
Its a near impossible feat to code a twisted, vile-shadowknight-necromancer with stealthing/invisibility skills who wears spiked plate type armor and a flowing cape while wielding a gigantic 2hand axe or sword. No one here on the Glest board has the skill set and technical expertise to add the team colors to the specter model designed by the modeler from the star trek gaming board. Who here can model, texture and animate this grand shadow walker concept?.
Glest code will not allow such a thing to function. Agree on a simpler concept and finish the job. Settle for a nice house and forget owning a castle. Get the job done.
Don't get stuck on this.
[IMG]http://i821.photobucket.com/albums/zz136/TrappinGlestMaps/Glest%20Other/buckethead-tech_scavenger-1.jpg[/img]
A cape, some spikes and an odd worm-drive-saw-arm-hand-thing.
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What do you mean "code"?
And who said invisibility, he's just going to have a cloak.
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Somehow I think we're dwelling too much on this one unit and it's a bit counterproductive. I'm happy as long as it looks good, so let's just get it done.
I was thinking the Shadow Walker was, well just that a walking shadow kinda thingy. a shadow, moves quickly, has a fast but weak attack etc.
That would overlap a bit too much with the Imp, which is currently the fast unit. The Shadow Walker kinda fills the place of the Guard and Ghost Armor.
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If all else fails, we could make it look like trappin's first one with a cap an a body-long sword...Let's make sure it has a Corinthean helmet too or my brother'l freak!
I got a PM from Arch; I'm downloading that and incorporating some other stuff I did privately. Maybe this weekend?
SOUNDS!
We need to get going on the sounds. Mark was originally going to do them, but we'll need more help than that. Men's voices are much needed, so John and Titi will be needed. If necessary, we can fix higher voices in Audacity to make it deeper, but that usually just sounds crappy.
We also need a woman's voice for the Sorceress!
If any, this is the part we will have trouble on because they are time-consuming and you can tell righ away when they're done poorly. If done well, you shouldn't really notice them; they should "blend in" well.
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You may not need voice acting to create the desired sound fx.
http://en.wikipedia.org/wiki/Foley_artist
The Foley artist on a film crew is the person who creates many of the natural, everyday sound effects in a film, which are recorded during a session with a recording engineer. Before the session, a project will be cued, with notes kept about what sounds need to be created during the foley session. Often, the project will have a sound supervisor who will dictate what sounds need to be covered in a foley session and what needs to be created by special (audio) effects, which is generally left to the sound designer.
Bone-breaking blow - Breaking celery or twisting a head of romaine
Footsteps in snow - Squeezing a box of corn starch
Star Trek sliding doors - Flare gun plus sneakers squeak
Creative Commons license: Attribution-Noncommercial-No Derivative Works 3.0 United States
http://www.jack-kincaid.com/deadsville9/
http://www.archive.org/details/HoadsGrim-Prologue-PilotEpisode
http://www.archive.org/details/HoadsGrim-Prologue
The Narrator ....................... Jack Kincaid
Ed Hoad ............................ James Keller
Gary Hoad .......................... James Keller
Detective Broward .................. James Keller
Buffalo Bob ........................ James Keller
Ed Hoad (dark internal voices)...... James Keller
Demon voice #1 ..................... Jack Kincaid
Leprachaun ......................... James Keller
Demon voice #2 ..................... Jack Kincaid
Gibgoblins ......................... James Keller
Henry Boggs ........................ James Keller
Miscellaneous demon doubles ........ Jack Kincaid
VOICES:
The Narrator ....................... Jack Kincaid
Ed Hoad ............................ James Keller
Gary Hoad .......................... James Keller
Detective Broward .................. James Keller
Ed Hoad's dark twin voices.......... James Keller
Misc demon voices .................. Jack Kincaid
Leprachaun ......................... James Keller
Gibgoblins ......................... James Keller
.................................... Jack Kincaid
Henry Boggs ........................ James Keller
"Barbara Hoad"...................... Jane Eastman
"Buffalo Bob" ...................... James Keller
"Ed's Mother" ...................... Jack Kincaid
"Judge Frewin" ..................... Jack Kincaid
"Ed's Father" ...................... Jack Kincaid
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Mark volunteered to be our foley artist a long time ago and I know he's made a couple sounds so far (I think they were for the portal and the Blood Fountain) as well as the voices for the Allyp, but we've still got a long way to go. Very few of our units should sound even remotely human, so getting good monster sounds is going to be a challenge. We've got about five units that should sound human or near-human, so those should be easy enough to do, but as for the rest I'm at a bit of a loss.
Bone-breaking blow - Breaking celery or twisting a head of romaine
Footsteps in snow - Squeezing a box of corn starch
Star Trek sliding doors - Flare gun plus sneakers squeak
Yeah, I've always thought it was interesting how two completely different things can sound a lot alike. The footstep sounds for the Trandoshans in Republic Commando was made using pineapple slices, and of course there's the old trick of using coconuts to simulate horse hooves.
Creative Commons license: Attribution-Noncommercial-No Derivative Works 3.0 United States
I'm afraid that's gonna be a no-go. Attribution is fine, but the other two restrictions kill it.
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I have a pretty deep voice and when I ear it recorded, it actually sounds utterly strange to me (that's normal for everyone but mine really does sound different!).
I also have some amateur drama experience (between 2001 and 2002 I was almost always rehearsing or playing some university drama group play).
I have a kind of a speech problem though: sibilantism. Say my S and Ch are sometimes mistakeable as well as my J and Z (I actually had a guy tell me he had never understood what I said til he heard me on stage! lol. But that's also because I have a pretty "bodilly" type of voice, I can easily fill a large room with it and it actually sounds clearer that way than in a "one on one" conversation; I also had a few tricks tought to me and including some script-text change to replace words with sibilant letters with synonims which had none or few).
Still, some sibilantism might actually be good for Dark Magic characters! ;D
I can do quite a bit with my voice, so I don't really have the time to make a "voice-portfolio". If you want, just ask me to record and send you any sentence or whatever, together with a brief description (one sentence, a couple adjectives) of the character's voice and speech intention.
Any sound-editing will be up to anyone else, though.
I'm a 33 yo man, BTW. :P
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My mom's boy-friend has a deep voice, problem is I don't think I have anything good to record with............
Mark hasn't been on for quite a while............sounds aren't that big of a deal, let's just get it over with!
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Yah this is like what madmanntis said "Get all the models and textures done!!! Then get the sounds over with!!!"
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Actually jda, your speech "problem" might actually sound really cool! You should do the voices for the Dark Mage, unless you prefer another unit. For what to say, look at what some of the units in Magic like the Archmage say when you select and command them. If you want to make up statements too, that's always good. The key here is to record a lot.
Make sure it is quiet and leave silence at the beginning and end of each recording and that you are not to close to the microphone. ;)
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http://www.moddb.com/groups/glade/images/harpy-attack-animation-version-1 (http://www.moddb.com/groups/glade/images/harpy-attack-animation-version-1)
Comments?
Edit:
http://www.moddb.com/groups/glade/images/harpy-death-animation-version-1#imagebox (http://www.moddb.com/groups/glade/images/harpy-death-animation-version-1#imagebox)
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The animation looks very good, John. ;D I like how it spins 360 degrees before attacking. ;)
Is there a place I can download everything completed so far? I know I'm supposed to be in charge of that, but I'm ... not on top of things.
Arch sent me a link but it doesn't seem to work; maybe it's this "skipscreen" add on for Firefox. Disabling... :)
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Send that link back to me and I'll try it.
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The spinning one is actually the death animation. I could do something similar for the attack, but I don't really like the idea of air units meleeing with ground units, because the ground units can't fight back.
Anybody know off-hand how far a flying unit hovers about the ground? As soon as I figure that out, I can finish up the death animation, and then all I have left is the wind gust attack.
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well approximately not as high as the old tree of life in elves (it maight have been scaled) so take comparison to that (scaled put it exactly under the ground line or if not place a bit higher).
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Uh.... ????
I'll just test it out in the game.
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Don't worry about testing it because as long as it is high enough, it'll be fine. There is actually a height variable.
I am strongly in favor of the Harpy attacking ground units. It would be very cool because it's never been done before. Also, think of the alternative: only attacking air, or ground with a particle system. The Harpy is basically a hawk-woman, and how do hawks catch mice? With their talons. If it only attack's air, it would be a useless unit until much later in the game unless against other Dark Magic... but... isn't that what balancing is supposed to solve?
Additionally, Archers can attack air units, and so can Battlemages. By the time you have the Harpy, other factions may also have later game air, like Air Ballistae and extra Summoners. And if it's a big map against an AI ultra, maybe Archmages and Battlemachines too.
I have to download the Alliyp and Imp and Sheol Temple models and then upload the faction soon with some XML changes.
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I'm in favor of the Harpy attacking ground units, but just not with a melee attack. If a hawk swoops down at you and you've got a baseball bat, you can swing at it. There's not really a way to simulate that in Glest, though. Somebody earlier suggested that she have a talon attack for anti-air and a sort of wind gust for anti-ground. Sound good?
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Yes, sounds good.
I can't seem to be able to download anything from Mediafire OR FileFront. It's odd, though, because I downloaded the Sheol Temple from Titi's site perfectly. ???
Mark is in the process of redoing the Divination Crystal. It will have spikes which impale Daemons as the main feature. He says the poly count won't be too high.
//Edit:
Downloading fine now. It was an add-on to the Fox. ;)
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Okay, I'll see what I can do. It's finals week, but I'll try to squeeze that animation in there between exams.
Don't worry about testing it because as long as it is high enough, it'll be fine. There is actually a height variable.
Well I kinda wanted to make the Harpy hit the ground in the final frame like the owl unit in Woodsmen. Judging from the G3D viewer, it looks like it falls about six units.
Mark is in the process of redoing the Divination Crystal. It will have spikes which impale Daemons as the main feature. He says the poly count won't be too high.
I thought the other version was fine, but I guess it couldn't hurt to have an alternative.
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Ok, I didn't see any 'official' concept that you guys gave for the shadow walker, but I really liked that one that trappin posted. Like Titi said, it would be easily visible in Glest, and isn't too complex. I can give it a fairly large sword as well, though that'll be last.
So that nobody needs to go back and see those concepts again, this is what it looks like:
[img]http://i821.photobucket.com/albums/zz136/TrappinGlestMaps/vShadowWalker.png[/img][img]http://i821.photobucket.com/albums/zz136/TrappinGlestMaps/vshadow_mutant_blot.png[/img]
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[url=http://img527.imageshack.us/img527/2281/shadowwalker.png]New Shadow Walker Model[/url]
Okay, as you can see in the image linked above, I have made a new model of the shadow walker. It uses what I could make of the discussion (believe me, it was quite confusing), and is not quite done. For the parts I do have done, I have marked my lines and have applied a texture to the UV area screen-thingy. I am open to discussions, especially about the helmet, because right now it is just the Ghost Armor’s Corinthian helmet with extruded horns. I remember a couple images, but if someone could choose the best one... well that would be great.
Note: This model is 1002 polies, so if anyone wants to make a suggestion on how to cut it down, please do.
[url=http://img197.imageshack.us/img197/836/view1o.jpg]View 1 (Side view with scale swordsman)[/url]
[url=http://img3.imageshack.us/img3/3874/view2c.jpg]View 2 (Back View showing tail and wings)[/url]
[url=http://img269.imageshack.us/img269/5652/view3z.jpg]View 3 (Front view with face)[/url]
The three images above show the new Imp model I made. It is about 8 feet tall if a swordsman is 6, and is long and lanky. I will add spikes down his back, but only after the community has their say. BTW I have the seams marked, so I can just unwrap if I get the go-ahead. What does the community say?
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Actually jda, your speech "problem" might actually sound really cool! You should do the voices for the Dark Mage, unless you prefer another unit. For what to say, look at what some of the units in Magic like the Archmage say when you select and command them. If you want to make up statements too, that's always good. The key here is to record a lot.
Make sure it is quiet and leave silence at the beginning and end of each recording and that you are not to close to the microphone. ;)
Ok, I'll try and do some recordings for the Dark Mage til the end of the week. I'll then upload and do readjustments if needed before I record the rest. ;)
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Whoever is the boss for the sounds,
give me a list of words or whatever I should say...
Like this:
... Yes
... at your service
and try to find some words which are typical for the unit. Then try to describe me a bit how to say it.( if possible )
for example:
( say it slow and a bit mystical with a deep dark voice: )
The dark Lord orders, I follow .....
or ( say this some kind of fast and hectic ):
yes yes of course .....
will do it yeah will do it.....
Oh my Lord yes yes instantly...
and if possible try to build in some jokes/fun/sex :). Even the dark guys can say something funny.
for example the sorceress can say
"of course darling ..."
"Batgirl will do it for you ..."
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Regarding the voices, that's not really my forte, so if anybody wants to toss out some ideas, go for it.
Ok, I didn't see any 'official' concept that you guys gave for the shadow walker, but I really liked that one that trappin posted. Like Titi said, it would be easily visible in Glest, and isn't too complex. I can give it a fairly large sword as well, though that'll be last.
I'm not a huge fan of it, but everybody else seems to love it, so we'll go with it. I do kinda like the spikes, but giving the whole thing a more armored look would be good. I like the skull face, so I would like to keep that.
Okay, as you can see in the image linked above, I have made a new model of the shadow walker. It uses what I could make of the discussion (believe me, it was quite confusing), and is not quite done. For the parts I do have done, I have marked my lines and have applied a texture to the UV area screen-thingy. I am open to discussions, especially about the helmet, because right now it is just the Ghost Armor’s Corinthian helmet with extruded horns. I remember a couple images, but if someone could choose the best one... well that would be great.
Note: This model is 1002 polies, so if anyone wants to make a suggestion on how to cut it down, please do.
1002? Yikes. That's a bit much, really.
The three images above show the new Imp model I made. It is about 8 feet tall if a swordsman is 6, and is long and lanky. I will add spikes down his back, but only after the community has their say. BTW I have the seams marked, so I can just unwrap if I get the go-ahead. What does the community say?
Hmm... I think I'd really rather go with Titi's Imp. It's already textured and animated and ready to go.
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Once, you get all the models done, I'll play a game and give a critique.
I think the Shadow walker should be just what Mark made, but with maybe a bigger cape.
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I think the Shadow walker should be just what Mark made, but with maybe a bigger cape.
Ehh... it lacks character. I'll wait and see what Omega can come up with for us, and then we'll go from there.
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Lacks character?!
That thing is perfect, I imagine it being dark and doesn't like to talk much, and is fierce in battle! That thing has got character! But that little mutant zombie looks kinda stupid to me, I'd think that would be about equal to a daemon, and to stupid to have much character at all.
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That would fit in will to arcturus by nihilirian
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The shadowmutant would fit in well to Arcturus, but we don't care about that well. I personally am 100% for the concept that Mark showed, because we have personally discussed it off of the forums, and it is our compromise.
Personally, the shadow mutant in Omega's post (and originally from before that) looks too much like what the Imp was to look like. Anyways, the Shadow Walker is supposed to be slow and powerful, sort of like a watered-down Behemoth from Magic. Obviously it is less powerful than the Behemoth because it is available relatively early, but the Behemoth still encompasses much of the concept I had in mind. The Shadow Walker is to be paired with the Dark Mage because they go well together.
To compromise with the community, I don't think it would be too horrible if we added the spikes from the shadow mutant to Mark's concept.
For sounds, I'll have to come up with a comprehensive list later.
I wanted to upload last night, but I seem to have misplaced my jump drive... The version has XML changes and includes all models made so far (to the best of my knowledge).
John, I know you asked this earlier, but I like your Sheol Temple construction model. The only thing which could be improved is that it could be scaled up to the proper size and the zig-zag in the middle could be "invisible" (gone ;D).
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I personally am 100% for the concept that Mark showed, because we have personally discussed it off of the forums, and it is our compromise.
Personally, the shadow mutant in Omega's post (and originally from before that) looks too much like what the Imp was to look like. Anyways, the Shadow Walker is supposed to be slow and powerful, sort of like a watered-down Behemoth from Magic. Obviously it is less powerful than the Behemoth because it is available relatively early, but the Behemoth still encompasses much of the concept I had in mind. The Shadow Walker is to be paired with the Dark Mage because they go well together.
Isn't it supposed to fit roughly into the same niche as the Guard/Ghost Armor?
To compromise with the community, I don't think it would be too horrible if we added the spikes from the shadow mutant to Mark's concept.
It's already has a few hundred too many polygons. The last thing we need is to add even more.
I wanted to upload last night, but I seem to have misplaced my jump drive... The version has XML changes and includes all models made so far (to the best of my knowledge).
If you don't mind, can you keep all the releases within GLADE (i.e. closed to the public) until our Christmas release? I feel like players don't really notice the improvements when it's only one or two things at a time, so going from 6.3 straight to a final release will be a noticeable improvement. No big deal either way, but that's just how I feel about it.
John, I know you asked this earlier, but I like your Sheol Temple construction model.
Ah, about time somebody gave me a critique on that.
The only thing which could be improved is that it could be scaled up to the proper size and the zig-zag in the middle could be "invisible" (gone ;D).
I thought it was the proper size already. ??? I guess I'll check and see. I was going for kinda of an energy thingy with the zig-zag, but I guess it looks more like a ribbon. If I can't find a way to make it look cool, I'll ditch it.
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What the hell? I just spent all weekend making the shadow walker. I thought I was going to make it?!?
Then again, I suppose armor is how its supposed to be... My version has no armor, and the texture is very rough for the time being, but a blank is included incase anyone wants to retexture it. In game looks better than viewer, and I included the xml with proper speed settings (though no other changes other than making the attack slower and more powerful, changing the armor type to organic (obviously not metal), and slightly decreasing armor to 20 (and slightly increasing HP to offset that). It wields a large golden sword based off of the weapon kit, drags it behind him when he walks because of the immensive weight, then swings it clumsily over its shoulder with ONE HAND in battle. The walking animation is the best I've done yet, and the rest of the animations are much better than some of my past ones too (although the death is short and simple, falling to his knees, then falling forward).
His walking is SLOW, not being a fast unit by any means whatsoever. All animations are done, here's a wireframe picture with statistics below:
[img]http://img46.imageshack.us/img46/7552/wireframec.jpg[/img]
Best way to view is to simply copy and paste the contents of the unit folder into the shadow walker's folder. None of the previous files are needed except for the sounds. Testing worked very well. Blend files are included with the download for every animation so that if you don't like any parts, you can change what you want.
Download [url=http://www.filefront.com/15121191/shadow_walker.7z]here[/url] (476 kb)
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Okay guys, the ides of December are upon us so we've got less than two weeks before Christmas. Time to hit it hard!
What the hell? I just spent all weekend making the shadow walker. I thought I was going to make it?!?
Personally I like your version better than Mark's. It's lower-poly and it's already textured and animated. I'll download and check out the animations in a minute.
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That looks awesome. Nicely done Omega. hah, too cool!
What good is an internet response without a complaint?
die animation -
1)drop the sword
2)then ragdoll/death animation
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The model seems a little scrawny, the texture has no team color as far as I can tell, and I find the animations to be lacking. However, I'm not expecting perfection here and overall it's decent, so as soon as the team color problem is fixed, I'll declare it good enough for our Christmas release. We can always go back and tweak it later.
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Omega, you went ahead and worked on it before a concept could be decided, and we're still not done discussing the concept! So you can't blame any of us.
I would love to help Mark with his Shadow Walker model, Mark's model strikes me as a Shadow Walker, and with some compromises we can have less polies and have it looking good!
Omega's model strikes me as a weird zombie with a two-handled sword, nothing more... It's a good model but doesn't seem to fit in DM!
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Omega's model strikes me as a weird zombie with a two-handled sword, nothing more... It's a good model but doesn't seem to fit in DM!
I'd say it fits in DM way better than the skeleton.
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I'd say Marks model isn't complete yet, but it makes more sense, and fits the original concept better, which I really liked.
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!!! 10 DAYS !!!
Official DM progress spreadsheet (http://spreadsheets.google.com/ccc?key=0AhUAF5tBNeWadFhYanlJeUtOX0pmS2U2THFSM0wwM0E&hl=en)
Goals:
- Have all models done by 12/16
- Pending - Gargoyle, Morlock,
Pain Tower (destruction and construction only!), Sheol Temple (destruction only)
- Textures by 12/17
- Pending - Divination Crystal, Gargoyle, Harpy, Morlock,
Shadow Walker (needs TC), Sorcery Runes (needs TC)
- Animations by 12/18
- Pending - Gargoyle, Morlock, Wyvern
- Icons by 12/19
- Pending - I don't know, but it seems like most units still need icons.
- Voices by 12/20
- Pending - As far as I know, only the Allyp has voice sounds.
- Other sounds by 12/21
- XML by 12/23
- Pending - I have no freaking clue. Somebody throw me a bone here. ???
- Compiled, uploaded, and posted to the Glest forum by 11:59pm GMT 12/24 Christmas Eve
I know this seems like it's asking a lot, but we can do this! Let's all start calling dibs on stuff and get it done!
PS: For the fourth time, will somebody please tell me what's up with the Gods Bane? >:(
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I guess I'll try to get something done for DM today.
Modeling, animation, you name it I'll do it.
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call it dark magic instead of dm dm means Dungeon Master reffered to in both dungeons and dragons and NWN 1
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We call it "DM" not "dm". :D
DM is a Glest mod and were talking about it on the Glest Forums.....really why would we talk about another game. ::)
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I guess I'll try to get something done for DM today.
Modeling, animation, you name it I'll do it.
Okay, can you do construction and destruction for the Pain Tower?
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I'll do at least one of those. :)
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Sorry folks, for professional reasons, I won't have time to be around anymore. At least for a good few months. :(
Also, I couldn't find any of my two microphones so I couldn't record anything for the Dark Mage, as I'd said I would. :(
Still all the best for you guys! Keep up! ;)
My last couple cents go to the Shadow Walker model:
Mark's model is too plain standard. That could be any knight for any faction. The horns or a couple more spikes don't change that.
Omega's model is much better but:
1. It looks too much like the original concept-model (the one Trappin posted).
2. I'd make it much bulkier. It just looks utterly ... well ... silly? (sorry!) being skinnier than the acolyte (I looked at it ingame) wielding that immense sword. I guess simply scaling it up a bit along the X axis, and maybe the Z too, would make it a lot better.
3. The back spikes' twists are too much like the original - twist'em some other way. ;)
4. Team color would go very nicely where Omega currently put those blueish tatoo-like things. ;) ;)
Again, you're all great modders, keep it up! :)
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Dude, Marks model is a prototype!
We can fix it up!
See yah later Jda.
BTW, I'm done with the Pain Tower destruction model.
Download (http://www.filefront.com/15134675/Pain%20Tower%20Destruction.7z)
Problems: 1- Like the built model the skull is messed up. (nothing else.....)
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I went ahead and fixed the UV map and did the construction model.
Download link: http://download872.mediafire.com/mjburjslwmfg/neytt0d2dkj/pain_tower.7z (http://download872.mediafire.com/mjburjslwmfg/neytt0d2dkj/pain_tower.7z)
(http://media.moddb.com/images/groups/1/2/1673/pain_tower_destruction.png)(http://media.moddb.com/images/groups/1/2/1673/pain_tower_construction.png)
Omega's model is much better but:
1. It looks too much like the original concept-model (the one Trappin posted).
2. I'd make it much bulkier. It just looks utterly ... well ... silly? (sorry!) being skinnier than the acolyte (I looked at it ingame) wielding that immense sword. I guess simply scaling it up a bit along the X axis, and maybe the Z too, would make it a lot better.
3. The back spikes' twists are too much like the original - twist'em some other way. ;)
4. Team color would go very nicely where Omega currently put those blueish tatoo-like things. ;) ;)
I agree with all four points. I went ahead and added team color on the Shadow Walker's texture. Eventually I'd like the texture to be redone completely, but I think this is good enough for the Christmas release.
Download link: http://download774.mediafire.com/ykybb03vmgvg/nwweomcjdym/shadow_walker.7z (http://download774.mediafire.com/ykybb03vmgvg/nwweomcjdym/shadow_walker.7z)
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Geeze man, those pictures are WAY dark! Don't use the G3D viewer, it tends to screw shadows BAD, use Glest.
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!!! ONE WEEK LEFT !!!
Official DM progress spreadsheet (http://spreadsheets.google.com/ccc?key=0AhUAF5tBNeWadFhYanlJeUtOX0pmS2U2THFSM0wwM0E&hl=en)
Goals:
- Have all models done by 12/16 (Damn it! Make that ASAP, I guess. :()
- Pending - Gargoyle, Morlock,
Sheol Temple (destruction only)
- Textures by 12/17
- Pending - Divination Crystal, Gargoyle, Harpy, Morlock
- Animations by 12/18
- Pending - Gargoyle, Morlock, Wyvern
- Icons by 12/19
- Pending - I don't know, but it seems like most units still need icons.
- Voices by 12/20
- Pending - As far as I know, only the Allyp has voice sounds.
- Other sounds by 12/21
- XML by 12/23
- Pending - I have no freaking clue. Somebody throw me a bone here. ???
- Compiled, uploaded, and posted to the Glest forum by 11:59pm GMT 12/24 Christmas Eve
I know this seems like it's asking a lot, but we can do this! Let's all start calling dibs on stuff and get it done!
We need somebody to get started on the Gargoyle --like RIGHT NOW-- if we're going to get it done!
Geeze man, those pictures are WAY dark! Don't use the G3D viewer, it tends to screw shadows BAD, use Glest.
That would take longer. I'd rather spend my time creating stuff instead of showing it off, especially now that we're so pressed for time. As long as you get a decent idea of what it looks like, that's all I'm going for.
Edit: Here's the Harpy. She's fully animated and I went ahead and applied a material, so all somebody needs to do is modify the targa file, no exporting required.
(http://media.moddb.com/images/groups/1/2/1673/harpy.png)
Download link: http://www.mediafire.com/file/dmjjdr0ymln/harpy.7z (http://www.mediafire.com/file/dmjjdr0ymln/harpy.7z)
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Sweet!!! thnx for doing the Pain Tower, i ht making des/con models :D
btw nice Harpy ;)
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I fixed the Sheol Temple's construction model and did a destruction model as well.
Download link: http://www.mediafire.com/file/dzzngoxdftt/sheol_temple_12-17.7z (http://www.mediafire.com/file/dzzngoxdftt/sheol_temple_12-17.7z)
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What other work needs to be done?
Just tell me here, what one of the priorities is.
Also, I'm quickly learning audacity, and can definitely change my voice to sound manly, besides I have got my mom's boyfriend as another sound source, he has a very deep voice.
Here's something I made from just my own voice, and some fiddling in audacity.
|Download| (http://upload.ps/97qehjgatbvq/Zelda_Temple_Singing.wav.htm) Note that I did make this, and I named it for what I meant it to be.
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If you're feeling up to it, you could start on the Gargoyle. If not, then feel free to do sounds for the Acolyte, Dark Elder and/or Dark Mage. Those should probably be the easiest.
If somebody wants to put together some kind of script for me, I'll start knocking out some voices as well.
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I think I'll try some sounds.
I'll just do some random sounds, and you decide what you need, because I can't really get all of them the same way.
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I've created a small set of sounds that may be useful in DM,
I was thinking of different units, and trying to make sounds based on what I thought, these (http://upload.ps/rbb5514ubca8/Sounds.7z.htm) are among the best I could make.
Just realized that I made them at the highest quality possible in audacity, hopefully you can still use them.
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I think you're on the right track. Could you maybe do about 10 selection sounds and 10 acknowledgments? Whatever effect you used on the grunt sound is probably about right. I think it's better to use the .ogg extension instead of .wav.
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For the grunt I just changed the pitch.
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I guess everybody's busy with other stuff. :-\
Well, I don't really have much of anything planned for Christmas, so I guess I'll try to finish up as much of this project as I can. If it gets done, fantastic. If not... oh well.
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I'm not at my Mom's house anymore, can't record any sounds...
But I have Blender!
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What about GIMP? Do you wanna have a try at texturing the Harpy?
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No, I'm good with GIMP, but I suck with anything organic.
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Oh, the Divination Crystal still needs a texture. Think you can handle that?
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I can try. :)
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Okay, cool. I'll start on either the Harpy texture or the Gargoyle tomorrow, but I suck at organic stuff too... so I guess we'll see how that goes.
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Just a quick update to say the Morlock is coming along soon. Model and uv mapping is complete and I've started texturing. I'll upload a blend file when I'm done so someone can animate it because I don't have time to do good animations atm.
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You guys know a lot more about what you want the sounds to sound ike, than I do, so why don't I just record myself saying a bunch of sounds, and you guys can change the pitch and stuff do get my voice to sound like whatever you want it to?
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Just a quick update to say the Morlock is coming along soon. Model and uv mapping is complete and I've started texturing. I'll upload a blend file when I'm done so someone can animate it because I don't have time to do good animations atm.
Fantastic. I guess I'll have a shot at animating it. It shouldn't take nearly as long as the Harpy since I'm already used to animating humanoids.
You guys know a lot more about what you want the sounds to sound ike, than I do, so why don't I just record myself saying a bunch of sounds, and you guys can change the pitch and stuff do get my voice to sound like whatever you want it to?
As for myself, I know approximately nothing about sound editing, so I'm just gonna say "use your best judgment".
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Yo-k, I'll try.
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Less than three days left... Come on, you can do it guys... ;)
What's left? Anyway I can help?
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You want to take a shot at the Gargoyle
[url=http://img198.imageshack.us/img198/9295/malphas.png](click for concept)[/url]? ;D
Edit: Progress on the Harpy texture:
[IMG]http://img41.imageshack.us/img41/2779/harpyflat.th.png[/img](click for full size) (http://www.moddb.com/groups/glade/images/harpy-flat-texture)
Edit 2: More progress, mostly on the wings:
[URL=http://www.moddb.com/groups/glade/images/harpy-wip-texture][IMG]http://img198.imageshack.us/img198/7964/harpywip.th.png[/img][/URL]
Unfortunately, this is about the extent of my texturing abilities. I've done pretty much all I know how to do.
If somebody else wants to take a crack at it, here you go: [url=http://www.mediafire.com/file/izmniotmmzd/harpy_12-22-09.7z]harpy_12-22-09.7z[/url] (includes all blend, g3d, xcf, and tga files).[/s]
Edit again: Never mind. I'm gonna work on it a little more.
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please tell me why is the alliyp a summoner??? and not the model jamin created
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Hey, you don't realize that a release will be made soon with many updates. ::)
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please tell me why is the alliyp a summoner??? and not the model jamin created
The version you have is pretty old. We're going to release a finished (or very close to finished) version really soon, with all new models.
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[url=http://www.filefront.com/15205913/gargoyle.zip]http://www.filefront.com/15205913/gargoyle.zip[/url]
I haven't the time to make a good post. I made a new gargoyle model and above I have a zip file with the model in *.blend and *.G3D, a comparison of heights between the gargoyle and swordman, a couple concepts, and an image explaining what each UV bunch correlates to as far as body parts of the model. I have made a UV map, but it has no actual created texture, just the lines showing where to go.
Edit: I just noticed that I maligned the texture-the way it was previously some stuff would not be able to show up. So for this reason I have edited the above link to include a better version. It has these files: comparison of heights.png (an image showing the malphas next to techs swordman. The malphas is 8 feet tall), gargoyle.blend and .g3d, gargoyle. png and gargoyle2.png (both of which showing concepts from a game), texture_explanation.png which explains what each mesh grouping corresponds to and texture_gargoyle.tga, which is the raw texture file with no added texture--just the lines showing where things go. Forget the first paragraph.
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Nice model! :D
Maybe I could make a rig for it or something?
(In the morning)
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Mark, I'm impressed! We can definitely use this! We can save some polygons if we flatten out the bones in the wings, but honestly it should be fine the way it is since we're not really expecting any player to have more than a few of these on the screen at a time.
I've improved the Harpy texture a little bit. It's still not great, but I've done all I can.
Download link: [url=http://www.mediafire.com/file/n3wwmzkqezn/harpy_12-23-09.7z]harpy_12-23-09[/url]
Are there any buildings that don't have construction and destruction models yet? I don't know if the Divination Crystal, Gods Bane, or the Oblivion Portal do and I'm pretty sure I never made a destruction model for the Blood Fountain.
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Thanks! I don't have time: I have been banned from glest by my parents. Gotta go. Sorry.
BYE
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Jeez, banned from Glest!
I hope not for long.....
I'd take a look at your Harpy John, if I could download it....
Your link sends me to a connection reset page.
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I'd take a look at your Harpy John, if I could download it....
Your link sends me to a connection reset page.
Works for me. ???
Alternative link: [url=http://www.filefront.com/15208993/harpy_12-23-09.7z]http://www.filefront.com/15208993/harpy_12-23-09.7z[/url]
Edit: I'm tentatively done with the Gargoyle texture and working on animations.
[URL=http://img38.imageshack.us/i/gargoyleo.jpg/][IMG]http://img38.imageshack.us/img38/2603/gargoyleo.th.jpg[/img][/URL][URL=http://img38.imageshack.us/i/gargoyleblue.jpg/][IMG]http://img38.imageshack.us/img38/6105/gargoyleblue.th.jpg[/img][/URL]
Don't worry; I'm not neglecting my family. We're doing Christmas on New Year's. :P
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My Aunts partner got my laptops wireless working! :D
The link works now, thanks.
Nice work with the Gargoyle, I think I take a shot a the Harpy.
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I've really screwed around with the Harpy texture, all that's left now is to make the skin look a little more lively, and maybe tweak it a little more.
[url=http://upload.ps/wl9afx3pzb7x/harpy.zip.htm]Download[/url]
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That does look a little better. What did you do to it?
I think it's safe to say we didn't make our Christmas deadline, but we've gotten a lot of good work done. I'm sure we'll be finished soon. It's mostly sounds and icons that we need now.
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I put some patterns on different parts of it with light opacities, and then I shaded the different colors a little to fix unwanted changes of the patterns.
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John, can you release a new version with all new models and all existing stuff included?
This would be good to create the sounds. This must not be balanced, it's just needed for the sounds.
I have some time now and would be happy if I can help.
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I think that the sword and belt should be metal, that is how I imagined them. and the horns should look like bull horns-like this (http://witchdoctor.files.wordpress.com/2008/02/bull.jpg). I know you probably just did a quick job, but still.
Also, I have endeavored to make sounds for the sorceress. She has a russian accent and says 'darlink' a lot. Think boris, the female companion of rocky and bullwinkles archnemesis on the show Rocky and Bullwinkle. It has been a while since i last watched and since my parents are in the next room, I can't check a youtube vid, which sucks, and I could be wrong in my accent. But what i really want to know is what she should sound like when she attacks. Anybody?
I don't want to go off topic, but my ban is apparently distracting.
Jeez, banned from Glest!
I hope not for long.....
As my parents word it, indefinitely. (forever). But since I have my own desktop computer with my own password and no internet and I can ask permission to use the internet-connected laptop, there is a way: I can do all the glest I want on my desktop, but I have to sneak in glest forum stuff and downloading by using a homework ruse. So I really have to make small posts.
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I'm curious to know why you were banned from Glest, you've been doing Glest stuff for a while......
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John, can you release a new version with all new models and all existing stuff included?
This would be good to create the sounds. This must not be balanced, it's just needed for the sounds.
I have some time now and would be happy if I can help.
I don't have everything, I'm afraid. I think Modman has the most complete version right now, as I'm completely missing the newer Gods Bane (the one I have is the old stone head one) and probably a few other things.
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almost the new year and its not done :'( ???
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:'( Was hoping to see this out before christmas... Oh well. I do think that some of you guys need to work harder, especially modman, since this is your mod. XMLs need to be done and there's still a unit or two in need of modeling (I haven't kept track). Sounds shouldn't be priority yet. Release a beta with all the models and XMLs, then the full version can come out with the sounds, etc later. I wish you'd at least released a beta on christmas for what you'd had so far, but the XMLs aren't finished.
XML is the simplest part, and for the most part, you have them completed with the place holders. Please do find time to work on this. I know it's christmas, but you are almost done and this has been going on for so long that I lost count...
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It looks like me, John, Mark, and you Omega are the only people that have done work on this recently........
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True. I'd LIKE to help right now, but CAN'T because once I'm done with my Christmas stuff (gotta install my new Windows 7!) I have a ton of homework that heartless teachers dished out (can anyone possibly understand shakespear's Julius Caesar?). Maybe if this isn't done when school resumes I'll help, but I'm personally hoping this will be done by then and everyone can move onto a new project.
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(can anyone possibly understand shakespear's Julius Caesar?)
My Dad......at least I think.........he has an interest in Shakespeare...................
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i agree with omega it has been far to long :'(
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My brother has modeled and textured the Pain Tower construction and destruction models. He has also modified Gameboy’s Pain Tower model.
[url=http://www.filefront.com/15235999/pain_tower_models.zip]Download[/url]
I hope to upload what I have of Dark Magic so far. Hopefully it can be updated far better than how I have been able to.
//EDIT: I have uploaded a readme, and the Dark Magic zip is in the process of uploading (~15 minutes)
[url=http://www.filefront.com/15236381/Readme.zip]Download Readme[/url]
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We've already finished the Pain Tower con/destruction models, they are textured as well.
You need to keep updated, this is your mod! :-\
Also, you may want to 7-zip it instead of zipping it.
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Ok Morlock is modelled and textured.
658 polies
512x512 texture
Texture was a little rushed and I wouldn't mind redoing it at a later date but it should be okay as a place holder.
(http://img705.imageshack.us/img705/787/morlock.th.jpg) (http://img705.imageshack.us/i/morlock.jpg/)
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Beautiful Morlock. I'm not so sure about the hair on its arms, but otherwise it looks great.
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Dark Magic v 7.1 (http://download861.filefront.com/zmdptaxmmomg/15236513/dark_magic7-1.zip)
Wciow, I love the morlock, by the way. I can’t wait to play with it.
Arch, I didn't know there was already construction and deconstruction models, but download what Mark made and see what you think. I really like it, anyways.
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Here is what's missing from that release:
http://download889.mediafire.com/ko3cbcmrcz9g/zzfmiyyhjmm/missing_12-29-09.7z (http://download889.mediafire.com/ko3cbcmrcz9g/zzfmiyyhjmm/missing_12-29-09.7z)
Sheol Temple (destruction model and new version of construction), Shadow Walker (complete unit), Divination Crystal (the version that doesn't suck), Harpy (complete unit), Sorcery Runes (with the useless polygons removed and team color added)
Models we still need:
Blood Fountain: construction and destruction models
Divination Crystal: construction and destruction models, texture
Oblivion Portal: construction and destruction models
Also, the Gods Bane has some garbage polygons on the bottom that need to be gotten rid of on it's regular and construction models.
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I will do the divination crystal
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The 7.1 release seems to be missing the pain tower? :-\
I fixed up about 15 errors and added John's extra stuff but the tech tree is screwed and half of the units are unavailable because of the missing pain tower.
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That's the reason this is behind, the releases have lots of issues and never seem to be up-to-date.
Then people act on old information, and do something that's already been done.
You guys are in control of the mod, not the other way around.......right? :-\
Although Marks Pain Tower models are quite nice.
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Divination_crystal slightly modified model, including construction, destruction and with new texture now.
http://www.titusgames.de/darkmagic/divination_crystal/divination_crystal.zip
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I will take a look at all of this stuff, and thanks, John, for making it easier for me with the download there.
I also will have to look at the divination crystal you made, titi, but I expect to be pleasently surprised. ;)
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oh nooo
I used the old divination model .... damn, the first post isn't up to date any more
Who ever made this new model, its much much better, so my work is useless ....
I have no blend file for the new model and I cannot make texture and models without it.
Please, can someone make a new up to date release and update the model downloads on the first post?
I cannot help you if my work is based on old things.
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Don't worry. I'm currently using your new texture for the improved Divination Crystal model.
This is what it currently looks like in the g3d viewer (so it may be a little less dark in Glest):
(http://img19.imageshack.us/img19/5130/divinationcrystal.th.jpg)
Click for full size. (http://img19.imageshack.us/i/divinationcrystal.jpg/)
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I splitted the original object into 2 objects. The ball/crystal was made transparency by lowering the alpha of the material. This looks a bit like a soap bubble. Inside was some kind of skull/devil/monkey head. You should do the same here ( maybe without the skull ) to make it look better.
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(http://img19.imageshack.us/img19/971/divinationcrystal2.th.jpg)
You know the drill. (http://img19.imageshack.us/i/divinationcrystal2.jpg/)
Like that?
And for some reason, the stone shows up behind the bubble, but the skulls don't. Maybe because they're one-sided?
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Bloodfountaine with construction/destruction. ( construction isn't really looking good :/, maybe we should use original glest ones )
http://www.titusgames.de/darkmagic/blood_fountaine/blood_fountaine.zip
@john: did you use alpha channel in the texture, or did you lower the material alpha in blender? That's a big difference, because alpha textures doesn't work well in glest, but transparent objects work! Here you can get an idea of it: https://docs.megaglest.org/Transparent_teamcolor
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Whoever has it, please send me the current oblivian portal so I can finish it ... (email: info att titusgames.de )
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New Harpy texture. I just finished making a new harpy texture. It was kinda complicated since I didnt have the original map but I works well and adds a new level of detail onto johns model with a few modifications. The hair is now something like the initiates hat the orange clothes are now black and we have new details made with dodge/burn
download:
http://www.filefront.com/15253623/texture_harpy.tga (http://www.filefront.com/15253623/texture_harpy.tga)
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Just tested dark magic and there are 42 errors in its design. WTF???!?!?!?!?!?!
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New Harpy texture. I just finished making a new harpy texture. It was kinda complicated since I didnt have the original map but I works well and adds a new level of detail onto johns model with a few modifications. The hair is now something like the initiates hat the orange clothes are now black and we have new details made with dodge/burn
download:
http://www.filefront.com/15253623/texture_harpy.tga (http://www.filefront.com/15253623/texture_harpy.tga)
I'll implement it ASAP. I'm now in the process of uploading each individual model sorted in .zip's by unit. Then the OP will be updated to make everyone's life easier. ;)
Just tested dark magic and there are 42 errors in its design. WTF???!?!?!?!?!?!
Calm yourself. I've had a hard time staying updated, but the next release will be better. I promise. :-[
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Bloodfountaine with construction/destruction. ( construction isn't really looking good :/, maybe we should use original glest ones )
The destruction model is definitely usable, but I agree that the construction could use some improvement.
@john: did you use alpha channel in the texture, or did you lower the material alpha in blender? That's a big difference, because alpha textures doesn't work well in glest, but transparent objects work! Here you can get an idea of it: https://docs.megaglest.org/Transparent_teamcolor
I tried both, actually. I settled on changing the alpha value in Blender, though.
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Do you like the texture? I like it, although its very colorfull for this faction. Keep in mind that its only one building which looks like this and I think by this its ok.
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I'll have to take a look at it in Glest when I'm done animating it, since I lost the original blend and had to use the g3d. Luckily the animations were really simple, so I should be able to redo them very easily. I think it will look fine, though.
I'll be heading out of town for a day or two for New Year's, so I trust the rest of you to keep things from falling apart while I'm gone. :)
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Good texture.
However, it seems to me that the biggest thing punishing dark magic is the lack if organization. Things are behind, new models/units/etc can be released but won't make it into the new Dark Magic simply because nobody knows of them. When GLADE does its next mod, we definitely need a better method of communication, etc;
(Speaking of next projects, count me in, since I still am unsuccessful with GAE, which prevents me from go to FPM like I originally planned).
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Omega, you still have to finish military.........
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I know. I have ONE more scenario to do, but the fact that GAE doesn't work hinders me severely. See my post in the military topic (seeing this is the Dark Magic topic, this is very OT and I appologize).
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Is the wyvern open for work? Id be happy to help you guys finish up
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Nope! Have you seen Wciow's (Was that who it was?) model? Gorgeous!
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Do is anything open ;)
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Sounds and XMLs should be (ask john), but I'm not sure about models. Hard to keep track.
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Do is anything open ;)
http://spreadsheets.google.com/ccc?key=0AhUAF5tBNeWadFhYanlJeUtOX0pmS2U2THFSM0wwM0E&hl=en (http://spreadsheets.google.com/ccc?key=0AhUAF5tBNeWadFhYanlJeUtOX0pmS2U2THFSM0wwM0E&hl=en)
Everything that's marked in red. Mostly sounds and icons. When I'm done with the Gargoyle, the texture will probably need some improvement.
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Nice if possible Id like to practice my texturing a bit on the gargoyle.Ps:
John I hope you liked my harpy texture
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I liked your Harpy texture, it was a great improvement of my improvement! ;)
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Joined today (woho! :o) and, yeah, this was somewhat the first better post i saw, need finished product soon!! :)
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Thanks arch ;D. And for Gabbe
Don't call this a product it just doesnt fit with something using a gpl license
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Nice if possible Id like to practice my texturing a bit on the gargoyle.
Good, I'll be sure to post it when I'm done animating it.
John I hope you liked my harpy texture
Yeah, I think it was a bit better than mine.
Joined today (woho! :o) and, yeah, this was somewhat the first better post i saw, need finished product soon!! :)
You won't have to wait TOO much longer, hopefully. :)
Don't call this a product it just doesnt fit with something using a gpl license
product (n) - a thing produced by labor
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Alright, I confess to being a little confused. Is the Divination Crystal uploaded anywhere? I want to keep the initial post updated; it is so far to the best of my knowledge.
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Alright, I confess to being a little confused. Is the Divination Crystal uploaded anywhere? I want to keep the initial post updated; it is so far to the best of my knowledge.
I'm finishing it up right now. Titi said he wants to work on it when I'm done, so I'll be uploading it and sending it to him in a few minutes.
Update: Here it is, fully textured and animated, but still in need of construction and destruction: http://www.mediafire.com/file/mwnzevywtjk/divination_crystal_1-3-10.7z (http://www.mediafire.com/file/mwnzevywtjk/divination_crystal_1-3-10.7z)
Edit: Progress on the Gargoyle:
(http://img691.imageshack.us/img691/797/gargoyledead.th.jpg)
Click for full size. (http://img691.imageshack.us/i/gargoyledead.jpg/)
(http://img691.imageshack.us/img691/9724/gargoyledeath.th.gif)
Click me; I'm animated! (http://img691.imageshack.us/i/gargoyledeath.gif/)
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I myself wouldnt anything I mod as labor yah sorry Ill go with john definition
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Ok I finished the animations for the Morlock.
The aren't very impressive but should suffice for now.
Download the zip file here: http://www.mediafire.com/?mamyz4xytnn and merge it with the morlock folder of the current DM release.
Whoever is doing the XML for this unit should probably tweak the walking and death animation speeds as they are a bit off.
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(http://www.mediafire.com/imgbnc.php/b17e05c08914a2fdac60585d5dbc2e4f4g.jpg)
I made some particle systems for the Dark Elder (left) and the Harpy (right). Do you like them? I like the one for the Harpy because it is supposed to be a wind attack, and it looks like wind. I also like the Dark Elder, because I've never made a pure yellow before, and I was kind of running out of colors for particle systems.
//EDIT: Yea, I know I don't have the updated Harpy texture. I was having trouble downloading it last time I think.
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I was just about to post here and ask if everybody died or something. Good to see somebody's still alive and kicking. :P
@Wciow: Anyway, regarding the Morlock, I like the overall appearance and it seems you got the alpha parts working (which makes me want to go back and fix up the Alliyp...), but I feel it could be tweaked and improved in a few areas. Namely, I think the mouth could be better if it were articulated (i.e. an actual mouth like the dragon has, instead of just being painted on), the texture of the feet could have a lot more detail, and some of the animations are a bit awkward, as well as having an overlap where the loincloth doesn't move with the legs (instead passing straight through). I'd take the time to fix these up myself, but I've just had classes start. I might not be modding much for a while. :-\ (Edit: Team color would be nice, too.)
@Modman: I really like the Harpy particle effect, but I'm not so sure about the Dark Elder. It just doesn't strike me as looking very sinister. I'm not too picky, though.
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Could I try to make a particle system for that? I know you have no idea who I am, especially because I've just made this account to post here. I know that you aren't actually disapointed with his animation and are just unexpectant of what it is.
I don't know if you'll let me, but I want to help make particle systems, any that are left, as I am good with xml in general and have after experimenting a lot with projectiles figured out a lot of potential magical spell projectile attacks. For instance, though this isn't very complex, you could have a meteor fall down from the sky shortly after casting, with a splash that is spread out rubble from the attack. You could have a projectile that appears above the target and entwines them into a magical cage (that wouldn't prohibit movement in any way). A projectile could strike the target from behind. You could even have simply auto-damage, with no projectile involved. I could make anything this complex or more complex even given the time and resources.
It seems that many people aren't doing much, so can I help with any projectiles that are left?
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No offense, but I have to comment that the Morlock kind of looks like a frog when it moves in game, and I'm not really sure what kind of attack to give it either. The body movements on the animation personally don't really look like they would really hurt very much.
Could I try to make a particle system for that? I know you have no idea who I am, especially because I've just made this account to post here. I know that you aren't actually disapointed with his animation and are just unexpectant of what it is.
I don't know if you'll let me, but I want to help make particle systems, any that are left, as I am good with xml in general and have after experimenting a lot with projectiles figured out a lot of potential magical spell projectile attacks. For instance, though this isn't very complex, you could have a meteor fall down from the sky shortly after casting, with a splash that is spread out rubble from the attack. You could have a projectile that appears above the target and entwines them into a magical cage (that wouldn't prohibit movement in any way). A projectile could strike the target from behind. You could even have simply auto-damage, with no projectile involved. I could make anything this complex or more complex even given the time and resources.
It seems that many people aren't doing much, so can I help with any projectiles that are left?
Yes! Those sound awesome, and I was getting a bit tired of the same ol, same ol. Show us what you can do, and welcome to the forums! :)
I know what you are talking about, though, will require some negatives in some places. I started trying out with that stuff, but it took too long.
What is a reasonable timescale? One week for at least 5 options? Number them and then post the code, please. If you know how, take a screen shot of each, and number the picture. Otherwise, you can just describe what is going on. Thanks a lot!
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That seems like a good enough time scale to get a few particle effects down. I hope you don't mind if I use a different testing tech tree to test the effects faster, so if you're wondering about there being other units in a screenshot, I'll have used that. I'll simply transfer an effect over if it's good.
I'm thinking of making a sudden combustion of dark smoke-like energy at the enemy, it'd be simple, but look nice.
EDIT: Quick question, I've never actually seen this before, but do splashes work the same and look the same on air units?
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I can help with particle effects as well if needed.
In my 'Particle Effects' topic I asked for a little more detail.
EDIT: Quick question, I've never actually seen this before, but do splashes work the same and look the same on air units?
Yes, and no.
Yes, it is the same splash, simply placed in the air or ground, also reading and acting off the off-set in the particle's XML.
No, the users perspective is different, and you get to see the bottom of the splash as it doesn't go into the ground(sometimes they don't go into the ground anyway).
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PLEASE ......
Can anyone(Modman?) publish a new and !!fully working!! version of Dark Magic which includes all the things that are done?
It should be nearly completed now, only the sounds are missing and some destruction/construction models are not there. But what we really need are xmls with a useful setup. I think John d.h. had problems with its harddisk, so I hope modman still has all the stuff that was done!
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I have everything except the harpy texture Phoenix did, because I couldn't download it. I'll release without, but I need to transfer some files first.
Expect it tonight (before the moon is high over Wisconsin :))
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Hold on a sec, you can't leave out Phoenix's texture, I know I have a copy of it, I can send it to you, jeez, don't leave poor Phoenix's work out! ::)
Edit: The link he posted works fine, here (http://download857.filefront.com/hcyica9d5llg/15253623/texture_harpy.tga)'s a direct link, try it.
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Could you email that, and the latest version of the Divination Crystal (both I cannot download) to glestisgreat *att* gmail.com please? Thanks.
//EDIT
Never mind. I got them now.
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BUAHBUAH I forget to back up my own god damn texture. If possible arch please upload I'd like to see my texture in dm ;)
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If you were wondering, I changed the numbering system to an easier one, because I really wasn't sure what to number this version. I am sure it is updated with all of the new models, and I made a lot of icons for this version too. There are a lot of icons to go, though.
Maybe I should discuss icons, if anyone is interested.
The Alliyp is a little weird in this version because I was expecting to get some particle systems from Leetskillz, but he seems to have died. :( That's ok, because I know how to do some of that stuff myself. I was just hoping we would get a newer member to the team. So to do for the next version.
You may notice that I removed the Wyvern. I think Dark Magic should be more defense-based. Anyhow, there are already a lot of offensive units in Dark Magic, more than most other factions. Also, the Wyvern is unfinished, and so in a sideways sort of way, it got us closer to finishing. 8) Objections?
I also added a defensive unit. After testing Dark Magic, I soon realized that the Gods Banes were more of a bane to themselves than any other unit! Melee units get right next to it, and then they kill themselves with their splashes. So I added a ground-defense unit, which remains to be named. I could get help there. I also removed the ability of the Gods Banes to attack ground units. So the two defensive units will sort of be sister units.
Please read the READMEs. I listed the changes, so we can backtrack if necessary, and I also gave people credit. No one talks about that stuff here, so I have to assume no one noticed it.
I stopped putting the text documents in *.txt form. They are in *.doc form, which you can open in Open Office if you do not have Microsoft Office.
All of the blends are in the readme download now, because I want to try to keep the download for the non-modders as light as possible. Dark Magic is already 40 MB when zipped, and 70 otherwise! This may have to do with the 16 MB soundtrack I made.(http://img718.imageshack.us/img718/3370/eusawhistle.gif)
Download Dark Magic v. 10.01.22 (http://www.filefront.com/15407401/dark_magic.10.01.22.zip)
Readme Folder (Necessary for Modders) (http://www.filefront.com/15407511/Readme.10.01.22.zip)
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I voted on the poll, and I voted yes, because in Magitech-Refit, I gave the Summoner a meeting point, and it made her easier to use.
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Very nice. :)
It seems liked there was no attack sound for Dark Mages... but I checked and there was...couldn't here anything...
http://www.youtube.com/watch?v=UXc4sxbpQMM
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Thanks for the cool video !
downloading dark magic......
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Excellent!
Downloading now and will report back when I've tested :)
EDIT: looks like we are almost there!
Harpy animation needs to be slowed down about 50%.
Also there seems to be some sort of defensive machine gun thing ???
I might have a go at modelling the Gargoyle for the next release if no-one else is already doing it.
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We have a model for the Gargoyle. I just haven't gotten off my ass and finished animating it yet. :P As I recall, I have the standing and dying animations done, but still need to do the rest.
I probably could stand to redo some of the Harpy animations when I have time. I think the attacks look decent (just needs to be sped up), but the flying animation deforms the wings in kind of a weird way.
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Wciow, have you tried out the Morlock in game? It's fine if you like it like that, but to me it looks a bit like a frog walking (if frogs walked :))
And the machine gun is the thing I talked about in my long post. I think Dark Magic could use a machine-gun defensive unit to accent the high-damage/splash of the Gods Bane.
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No, because wen she moves the meting point is reset.
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No, because wen she moves the meting point is reset.
That doesn't matter. ::)
The whole point of the meeting point is so you can put her somewhere safe and put the meeting point somewhere else, you're not supposed to move her all the time like the AI. :P
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OK, thanks for the new version, but....
Always the same errors in the xmls and nothing is fixed in the last 5 month!
https://forum.megaglest.org/index.php?topic=4402.msg29738#msg29738
xml-Problems:
- several problems with uppercase letters which make it linux incompatible
- The acolytes still doesn't show their special animation for "going to harvest wood" and "go to mining" . I made them and they should be there.
- The dark sourcery doesn't have a good attack( where are the bats that I made? See here: https://forum.megaglest.org/index.php?topic=4402.msg26902#msg26902 )
- dark sourcerys death is played back much too fast!
- dark mages shot setup has wrong timing and position!
- the Dark Elder shows no charging animation
- Allyps shot is too early for the animation
- Dark Elders Airshot should come from his stick ( By the way does really everyone think the current black/white texture is better than the original one with color? See here: https://forum.megaglest.org/index.php?topic=4402.msg28032#msg28032 )
- imps charge attack is too fast ( and the animation speed doesn't fit for this speed either )
- imp has an attack range of 2, this looks really ugly for his kind of attack!
.... and some other things
I'm a bit angry about this! Should I do the xml-setup?
other problems:
- where is the colorful texture of the divination crystal?
- morlocks teamcolor is not visible in the game
- divination crystal has teamcolor, but it should be a bit more visible, maybe the base color should be a little bit lighter
- harpy is too big ( model resize is needed ) and has a strange standing animation :/
- walking animation of the dark mage is bad :/
....
And I don't like the machine gun thing, it doesn't fit to this faction. We have the earth serpent thats enough( I prefer earth serpents original green texture too ).
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Wow Titi........THANKS! :D
I'm really glad you posted all those errors, because I was going to download this soon, now I'm not even going to bother.
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Well, at least this version "works" compared to the last version... :)
I agree...the machine gun thing doesn't really fit in :-\... reminds me of the Nihilirian Mod...
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other problems:
- where is the colorful texture of the divination crystal?
- morlocks teamcolor is not visible in the game
- divination crystal has teamcolor, but it should be a bit more visible, maybe the base color should be a little bit lighter
- harpy is too big ( model resize is needed ) and has a strange standing animation :/
- walking animation of the dark mage is bad :/
Several of these are my fault. Unfortunately, it's going to be a while before I'll be able to fix them. :-\
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Well, at least this version "works" compared to the last version... Smiley
Yes, but only on Windows!
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Gee, titi. I'm genuinely sorry about all of this. I tested for several hours, and I really thought XMLs were finished, if not close to it. Thank you for testing, because it gives me another perspective. Those models I left out on accident, which is what I am most sorry for. You made them, so the least I could do to oblige you would be setting them up right for the game.
I toyed around with the Divination Crystal texture for a while, and unfortunately, the ball is one-sided. I'll make it gold, I think, unless we think tie-dye is better. I like gold better myself.
I made a new particle proj and splash for the Alliyp, and I think it is sweet! Hopefully I can post a screen tomorrow.
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Off to work. However, I say let Titi finish the XMLs, since he can test them in Linux. Linux is more strict, so if it works on linux, it must work on windows.
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The only uppercase letters are on the Portal, which Mark fixed today. The other ones were on the Nihirilian unit, which was deleted anyways.
I did a ton of icons, and I also fixed up those errors titi showed.
I decided not to show the Alliyp particle proj because I don't have enough time.
Mark has done the blood fountain's construction and destruction models. Any other modeling?
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I decided not to show the Alliyp particle proj because I don't have enough time.
Just change the start time to something higher in the unit XML. Takes two seconds (plus five-ten minutes of testing). BTW: one question if anyone can answer: is the start time in seconds or as a percentage?
Machine gun thing? There's a maching gun thing?!? What's that? I never played this version for the same reason as arch.
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Any updates here? If not, can I make the xml-setup?
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I will update soon, and if it is not good enough, you should take over.
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Download Dark Magic v 10.02.04 (http://www.filefront.com/15505187/dark_magic.10.02.04.zip)
List of changes after version 10.01.22:
• Fixed some bugs titi found:
o Acolytes now show unique animations when walking unloaded to harvest or mine
o Added bats to particle proj for Sorceress
o Slowed down Sorceress death animation to ¼ of before
o Fixed Dark Mage proj to be timed correctly
o Fixed Dark Mage proj offset the best I can (it seems that it is impossible to modify the z axis in practice for a parabolic type)
o Dark Elder now has charge animation implemented
• Added meeting point to Sorceress
• New icons:
o Generic melee attack
o Re-did Acolyte (original was hard to see)
o Cancel orders
o Dark Elder air attack
o Dark Mage attack
o Shadow Walker
o Imp
o Earth Serpent attack
• Changed Divination Crystal texture to have a golden sphere, and to make team color easier to see.
• Implemented construction and destruction models for the Oblivion Portal
//EDIT:
Screenshots
Alliyp Proj (http://img109.imageshack.us/i/screen83.png/)
Alliyp Splash 1 (http://img40.imageshack.us/i/screen84c.png/)
Alliyp Splash 2 (http://img40.imageshack.us/i/screen85f.png/)
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Cool. :)
Downloading right now...
EDIT:
Video(s)
http://www.youtube.com/watch?v=UXc4sxbpQMM
Thanks! I'll probably make a better one later when I have time... :)
I also updated the wiki.... https://docs.megaglest.org/Dark_Magic_Faction :)
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Yes, this version is much better!
Ok now for some problems I see:
1. in gods_bane/models are still 3 linux inkompatible units.
2. the way dark magic produces energy
If the energy tower blood_fountain is killed, there still is an unvisible unit which has a view size. Whatever it is exactly but you can see enemy units at this point although there is not even any of your units.
Another problem is the behaviour of the AI. It always trys to attack these unvisible units! Though when your teammate is killed the enemies will no longer attack you. All attack waves which are started from now go to the point with the unvisible units. Maybe we should think about the way energy is produced. I would vote for a classic energy production...
3. Is there only the dark mage which can attack air units? Maybe I didn't played often enough yet, but in the game i played all cpu player and me had problems with defending airattacks.
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@ultifd: Thanks for the video. One way to improve it would be to also show the base, and all of the cool buildings there. So basically a whole game from start to finish.
@titi:
1. This is a problem, but we should have that fixed soon. I’ll not upload all of Dark Magic with it, only those three in a separate download.
2. This is a serious long-term problem. I was hoping GAE would have a way to fix this when I first implemented that energy-creation method, but maybe I’ll have to revert back to old-fashioned methods until then. Tell me, does GAE already have a solution? If so, we can easily make this GAE compatible, and also release a vanilla version too.
3. This is odd. A lot of the units in Dark Magic should be able to attack air. Early in the game, Sorceresses should be available as well as Dark Mages. Harpies also attack air. I think I restored the Wyvern, too. The Dark Elder and the Alliyp also attack air, just as the God’s Bane does (but you said that unit gave you troubles, for which I apologize).
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EDIT: Here's a new video... in the end Youtube sucks... but it's alright... (the quality) :-\
watch here: http://www.youtube.com/watch?v=kF6Pjc5IR94 :)
the quality of the original video was great...then when Youtube... :(
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No problem,
I'm going to upload another video, showing the base for a second or too...
The problem was the CPU Ultra Dark Magic was too slow... they didn't do much.
So I finished them of in 2 minutes...
but I thought I was going to have a big battle...
I'll probably try to make another one... :)
but I need to find a better video converter...a high quality one.
Mine(s) are just ok.
Not bad, but ok... :P
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Does the energy have negatively recharging health
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Does the energy have negatively recharging health
That is an available idea, which I could consider. The problem with it, though, is that it would become a pain in the arse if your energy was constantly degenerating. Also, it means you have to constantly spend resources on attaining energy, which are not returned once the energy unit dies.
Another not-so-annoying thing is that once the energy unit dies, it will count as a death in your statistics.
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call me a newb but.. I can't find the wyvern! ???
I checked in game, in the files of the faction and no folder for Wyvern in the units folder..
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We decided the Wyvern should be left out since there are too many units and Dark Magic is already too powerful in the air.
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Besides, Wyvern's aren't evil! :D
I've always wondered why you made this, because Magic is already dark.......... :P
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Besides, Wyvern's aren't evil! :D
Wyverns are often associated with death, starvation, disease, etc. They may not be evil themselves, but they seem like the kind of creature evil forces would love to have on their side. :P
I've always wondered why you made this, because Magic is already dark.......... :P
Magic isn't really overtly evil. Destructive, sure, but not necessarily evil. Some people might think of Tech vs. Magic as good vs. evil, but I think of it as more like order vs. chaos. Technology is predictable and follows a set of rules (i.e. physics), whereas magic is more of an intangible force, unpredictable and chaotic. Just my take on things.
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Well, first of all they deal in necromancy, second of all they have a skull on their Mage Tower, and third of all they produce and summon daemons and behemoths.
Any mage(s) that aren't evil, would not have/do any of those three things.
BTW, do you think the GLADE Team was a success or a failure?
I don't really see how you guy(s) are going to get to another project......... :(
Since when wasn't chaos bad, and order good! :D
Magic as 'mages' know it is not chaotic at all, you just don't understand it, not that magic exists or anything..... ::)
Just making some points and responses. ;)
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ok guys finish this up!
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I'm gonna devote some time tomorrow to doing a few improvements to DM and submit them for inclusion then call it a day on this project.
BTW, do you think the GLADE Team was a success or a failure?
I don't really see how you guy(s) are going to get to another project......... :(
I think it has been a success since we have (almost) achieved what we set out to do :) . I can't really say much for myself since I only contributed one model, but some of the other guys have worked really hard on this.
I think we should continue to a new project and try to keep a tighter rein on deadlines.
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I'll TRY to make some time to finish up the Gargoyle animations, and maybe tweak the Harpy a bit. Is there anything else I was supposed to do that I haven't finished yet? We just need to call this sucker done already. :P
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Once you call this done, I'll give this mod a full set of evaluations. :)
Graphics
Details(like armor types and attack types)
Overall
Edit: Amazingly enough as it is the first post is out-of-date. :P
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I got inspired and completely redid your idle animation(from scratch) for the Harpy John, if you like it I could do some more work maybe?
Download (http://www.filefront.com/15580469/Harpy_2-14-2010.7z)
BTW, if you do make changes, upload the .blend, texture, g3ds and anything else, I don't want to have to keep combining things to get the latest stuff, anyway it's a small package so it doesn't matter. ;)
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Thanks for the reminder Arch. I've updated the first post now. The only thing which is not updated is the faction diagram with new images.
Sounds are another thing which will need to be completed at some point. I will need a variety of voices for that.
I've always wondered why you made this, because Magic is already dark.......... :P
Magic isn't really overtly evil. Destructive, sure, but not necessarily evil. Some people might think of Tech vs. Magic as good vs. evil, but I think of it as more like order vs. chaos. Technology is predictable and follows a set of rules (i.e. physics), whereas magic is more of an intangible force, unpredictable and chaotic. Just my take on things.
I think the whole Tech/Magic thing was an interesting take in medieval Europe. Some pockets of people literally believed the Devil lived in the forest. This is actually the irony of the Salem witch trials, because the Puritans were so scared of the evil in the forest, but there was evil all around them (and to be clear, not necessarily in the form of witches) !
The first time I played a real game in Glest, I had my speakers turned way up, and I sent a couple archers into the forest to attack my enemy. When I neared the Magic base, two Battlemages emerged. It freaked me out! The sounds they made were so unnatural. This, to a lesser extent, is a simulation of what medieval people were afraid of: gatherings in the forest. Some of these gatherings were called Sabboths]http://en.wikipedia.org/wiki/Wheel_of_the_Year]Sabboths (http://en.wikipedia.org/wiki/Wheel_of_the_Year) (sabbats). Sabbaths usually involved dancing, singing, and inappropriate sexual conduct. And they were sometimes also worshiping archaic deities, like Dionysus. This, by the way, was how the Church declared all of these things evil (sexual promiscuity, dancing in the woods, magic, summoning, etc.) Remember, though, that forest people weren't the only ones who tried necromancy. I doubt you would call Jesus evil for breathing life into Lazarus of Bethany (http://Lazarus of Bethany).
Anyways, the idea of Dark Magic is that what Magic is for Tech (scary and mysterious), Dark Magic should be this for Magic. Dark Magic is the evil twin of Magic.
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This is Dark Dark Magic, and original Magic is just a very evil Magic! :D
They're evil twins.
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That's an interesting take on the Magitech Magic, Sir!
I actually ageed that Magic was evil, not because of the mages, but because of stuff like Daemons (but which are used in the numbers of legions in Linux and I'm so very glad they are! ;D), Ghost Armors (but hey, a ghost is just the spirit of someone who died, right? Maybe they are good spirits...), and Behemoths (maybe they are just grumpy, hey?...)... I never held any prejudice against Dragons though - they were revered for their immense wisdom in China, after all ...
So yeah, I guess Magitech's Magic can be neutral after all. :)
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Magic deals in Necromancy, therefore it is considered evil! :D
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Necromancy (pronounced /ˈnɛkrɵmænsi/; Greek νεκρομαντεία nekromantía) is a form of magic in which the practitioner seeks to summon "operative spirits" or "spirits of divination", for multiple reasons, from spiritual protection to wisdom. The word necromancy derives from the Greek νεκρός (nekrós), "dead", and μαντεία (manteía), "prophecy".
http://en.wikipedia.org/wiki/Necromancy
And Linux summons Daemons too!
Just look at your /etc/init.d folder! It's swarmed! :P
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And Linux summons Daemons too!
Just look at your /etc/init.d folder! It's swarmed! Tongue
There's a difference... ::) :P
To sum it up for you Necromancy is the 'art of death magic'. ;)
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Remind me, why is necromancy innately bad again?
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one little bug... the imp still has an attack range of 2! It bites the air ::) .
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It's good that you found that. I neglected to test that...
For the next release, what should we aim at it containing? I think that all of the placeholders should be gone, and all of the models with animations should be implemented.
Oh, and I'll bother my brother about the Gods Bane models today. ;D
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Did you look at my new idle animation for the Harpy? :D
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Necromancy is a half assed work of ressurection which will bring a body to life but not there soul so they can be controlled. Necro meaning death and mancy meaning magic relates to Death Magic. Necromancy was developed by dark paladins that betrayed gods will and lost there full power of life. Using evil powers with there weakened powers of light the created the undead. The undead have the capability to think for themselves and can brake there curse but wont have any memories of who they where. Necromancy is considered a dark art because of its origin but there are many good necromancer through out the worlds books.
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Yes, sometimes Necromancy is used to do good things, but in the case of the Magic faction it's used for evil because they are stealing ghosts(bodies, or whatever.....) to use in combat.
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This to me will never get done, you say by Christmas no too short, in 1 more month no also too short, a year.... Possibly...
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Whether necromancy/magic/whatever is good or evil really doesn't matter.
Anyway, I'll be working on some stuff for Dark Magic tonight. We'll see how much I can get done.
This to me will never get done, you say by Christmas no too short, in 1 more month no also too short, a year.... Possibly...
I don't think you understand what it takes to complete a quality faction, not to mention organizing a team of volunteers doing this in their spare time. Some of us do have lives, jobs, school, and/or other obligations, and can't devote a lot of time to this hobby. One well-made mod beats the pants off of thirty crappy ones that were put together with complete disregard for model, texture, and animation quality --you know, like yours-- and good work takes time.
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I completely agree with John, down to every letter.
Sorry if what John says offends you, but it's the straight truth.
EDIT: John did you see this (https://forum.megaglest.org/index.php?topic=4402.msg38784#msg38784) post?
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Yes I know, so Who ever is saying a dead-line or posting the polls should stop unles they plan to have it out by then.
Right?
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Well, I say keep making deadlines, because it gives people a drive to work on this. :)
Should the GLADE Team want or need more "manpower", or some help feel free to call on me. ;D
(Just letting you 'GLADE-eteers' know that.. :P)
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For titi and other Linux users:
Download Gods Bane Models 10.02.15 (http://www.filefront.com/15588899/Gods%20Bane.zip)
You know what to do. Overwrite the Gods Bane models in the main download, and I think there may be some blends you might delete if you want in it too. This fixes the capitalization bug I believe.
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I am learning animation, so once I have that mastered I will be able to do the anims for the humanoids. Until then I can do the simple building ones(I think).
BTW John: What is a good frame count for a human animation? I know that you have probably done lots of work on this in the past, so you would know.
Also, how many bones should be in a humanoid skeleton? I am thinking 4 in legs + 4 in arms + 1 in torso + 1 head + 2 feet=12 bones? Is that good? And does the number of bones in the rig make a lot of difference in file size?
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The number of bones doesn't effect the filesize of the result. Use as many as you want. ( Only the number of frames is interisting because for every frame the whole mesh is stored.)
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EDIT: John did you see this (https://forum.megaglest.org/index.php?topic=4402.msg38784#msg38784) post?
Yes I did, but I didn't get to look at the animation until just now because the G3D viewer on my machine is being a pain, but I have it installed on this university computer so I'm looking at it now. It's an improvement over the one I made and it's plenty good enough to use, but there are still a few things I'd change about it. Namely, the torso seems a bit too stationary and the wings seems to fold strangely. Look at it from behind and you'll see what I mean. If you don't want to fix it yourself, I'll have a look at it eventually when I'm done with the Gargoyle... or we can leave it the way it is. It's good enough; I'm just a critic. :P
BTW John: What is a good frame count for a human animation? I know that you have probably done lots of work on this in the past, so you would know.
It depends on the animation. As a general rule, use as many frames as you need for it to look good, but no more. For Idle, you usually won't need more than two or three. For walking or attacking, feel free to use up to nine or so. While most machines can handle more than that, I'd like to keep DM fairly consistent with the rest of Magitech.
Also, how many bones should be in a humanoid skeleton? I am thinking 4 in legs + 4 in arms + 1 in torso + 1 head + 2 feet=12 bones? Is that good? And does the number of bones in the rig make a lot of difference in file size?
What Titi said about the file size is correct. The bones I normally use are head, neck, torso, lumbar (lower torso), and master, and then left and right shoulder, upper arm, forearm, hand, hip, thigh, knee, shin, foot, toe, and leg handle.
Try these two videos for (in my opinion) a pretty darn good guide on building a Glest-worthy humanoid armature:
- Part one. (http://www.youtube.com/watch?v=KROzdvOksEA)
- Part two. (http://www.youtube.com/watch?v=EEegdfGkagE)
In about 12 minutes, you'll be walked through how to completely build an armature from scratch, and there are plenty of annotations to make it easier to follow along.
Edit: Gargoyle's done. :)
Get it here (MediaFire link) (http://www.mediafire.com/?yihh2mkyzm2) or here (FileFront link) (http://www.filefront.com/15598499/gargoyle_2-16-10.7z).
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Mark, please limit your frame-count to about 20, you don't need more, and more only uses more graphics power.
@John:
Yes, I know it looks somewhat strange, but the rig and the mesh are a bit hard to work with, I did turn AutoIK off and that made the job a lot easier, I get why it looks strange but it took me a while and I was tired, so I just got it done, and sorted out a few obvious errors before going to sleep, I just had one of my late-night irresistible urges to work on something, so I got inspired and started working, problem is, I never finished it completely in the morning. :P
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Mark, please limit your frame-count to about 20, you don't need more, and more only uses more graphics power.
I covered this one recently when mictes posted asking about frame counts and showing off a rather awesome 'chaos obelisk', but it apparently needs repeating.
More frames will not put one iota more strain on your graphics hardware. It will merely use more memory (system memory, not video memory)... Nor will put more strain on your CPU, the interpolation happens between two of the frames, interpolating for a model with two frames requires exactly the same amount of calculation as interpolating a model with 20 (assuming the same vertex count). The only bad thing more frames will do is consume more memory.
It depends on the animation. As a general rule, use as many frames as you need for it to look good, but no more.
Good advice. Use what you need to use, not more, and not less.
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Apparently I forgot what you said, sorry.
Wow, I wish I knew that, because most people including myself, have enough memory to handle that!
Good now I can use more frames without feeling like I'm doing something wrong. :D :P
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If I'm not mistaken, higher frame counts means longer load times, right? I have no qualms about making long animations (and I fully intend on using an egregious number of frames for some of the units in Solunar), but I was kinda hoping to keep the load time for DM comparable to the other Magitech factions, which is already longer than I would like, at least on my machine.
Did anybody look at the Gargoyle animations I posted? Give me some feedback so I know if anything needs to be changed.
For reference:
Edit: Gargoyle's done. :)
Get it here (MediaFire link) (http://www.mediafire.com/?yihh2mkyzm2) or here (FileFront link) (http://www.filefront.com/15598499/gargoyle_2-16-10.7z).
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I did, and I've already made another Attack animation and a Walking animation, my Walking is similar to yours, and not much better, I just had a feeling that something wasn't right with your walking anim, so I made a whole new one, and like an idiot, I forgot to make a new action......
But I have to say I found your attack animation was very lacking in strength, and looked weak, also a little rigid, so I made a new one!
Mine looks a bit more powerful and more realistic, although, the way the wings worked on your model confused me, so I didn't work on the wings, I'll leave that to you, I feel kind of guilty redoing your work, but I justify it with I'm just trying to help and improve what's already been done. :)
<{[=Download my work on the Gargoyle (http://www.filefront.com/15606299/gargoyle_modified.7z)=]}>
I would also love to work on your dying animation, no offense but it's not so great. :-\
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Maybe I replaced the files wrong... or maybe I didn't setup it right.
12: XML Error in techs/magitech/factions/dark_magic/units/gargoyle/gargoyle.xml:
Exception caught loading 3d file: techs/magitech/factions/dark_magic/units/gargoyle/models/standing.g3d
Error opening 3d model file
I was using GAE.
It loads file with the g3d viewer in the glest tools package though.
I left the blend files and the xcf alone...
I guess I'll try Archmage's Gargoyle now...
EDIT: the samething.
It's probably my fault though.
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Looks cool.
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Well, it look like the Gargoyle XML doesn't point to the correct names......... :P
It's all your fault!!!!!!!! JK ;D
Instead of:
standing.g3d
walking.g3d
attacking.g3d
dying.g3d
The XML should point to:
gargoyle_standing.g3d
gargoyle_walking.g3d
gargoyle_attacking.g3d
gargoyle_dying.g3d
That should fix it! 8)
I'm hoping Modman will make a new release, or let me make one, that will have all the updates since the last release!
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I did, and I've already made another Attack animation and a Walking animation, my Walking is similar to yours, and not much better, I just had a feeling that something wasn't right with your walking anim, so I made a whole new one, and like an idiot, I forgot to make a new action......
I thought my attacking animation was pretty good, aside from the lower body being a little too stationary. What was wrong with my walking animation? I thought it was pretty good, and conveyed the immense weight of the monster (i.e. each step is slow and his whole body moves from the recoil). I wasn't quite sure what to do with the wings, though. Be that as it may, I'll take a look at what you've made in a little while.
But I have to say I found your attack animation was very lacking in strength, and looked weak, also a little rigid, so I made a new one!
Mine looks a bit more powerful and more realistic, although, the way the wings worked on your model confused me, so I didn't work on the wings, I'll leave that to you
There are two sets of wings: the ones that stand up and the ones that lay down. Whichever set I'm using for the animation, I keep on layer one, and whichever one I'm not using, I move to layer two. Same with the two different swords.
I feel kind of guilty redoing your work, but I justify it with I'm just trying to help and improve what's already been done. :)
Isn't that the whole point of open source? :P
<{[=Download my work on the Gargoyle (http://www.filefront.com/15606299/gargoyle_modified.7z)=]}>
I'll take a look later, after I finish my anthropology paper.
I would also love to work on your dying animation, no offense but it's not so great. :-\
No offense taken. I'm not too happy with that animation either.
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There are two sets of wings: the ones that stand up and the ones that lay down. Whichever set I'm using for the animation, I keep on layer one, and whichever one I'm not using, I move to layer two. Same with the two different swords.
???
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Wow, I wish I knew that, because most people including myself, have enough memory to handle that!
Good now I can use more frames without feeling like I'm doing something wrong. :D :P
My point exactly :) Modern machines have much more memory than Glest will typically require, a few extra frames isn't going to hurt anyone (no point overdoing it though!).
If I'm not mistaken, higher frame counts means longer load times, right?
In theory, yes of course it will take longer to load. However, loading binary G3D files is not taking long. The load times being the length they are is because of all the XML, it needs to be read (as per a text file), then 'parsed' by an XML parser, and finally all the useful numbers and paths and what-not pulled out of the parsed data. This will dominate the loading time.
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In theory, yes of course it will take longer to load. However, loading binary G3D files is not taking long. The load times being the length they are is because of all the XML, it needs to be read (as per a text file), then 'parsed' by an XML parser, and finally all the useful numbers and paths and what-not pulled out of the parsed data. This will dominate the loading time.
Ah, gotcha (I think).
Semi-OT:
There are two sets of wings: the ones that stand up and the ones that lay down. Whichever set I'm using for the animation, I keep on layer one, and whichever one I'm not using, I move to layer two. Same with the two different swords.
???
In Blender, you can move objects to different visibility layers, which allows you to work on a specific thing and get everything else out of the way (without getting rid of it). It also allows you to separate different projects in the same file, like in sheol_temple.blend, which has the idle model in one layer, and the construction model in another.
(http://img521.imageshack.us/img521/7554/blenderlayers.th.jpg)
Click. (http://img521.imageshack.us/i/blenderlayers.jpg/)
In this image, the section circled in red is the layer selection tool, which allows you to switch between different layers. To move an object to a different layer, space > object > move to layer. It's actually really simple once you get the hang of it, and it can make your projects much less cluttered.
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Thanks! :)
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Okay, I looked at your animations. I can't even tell what you changed about the walking animation, as it looks just about the same to me. ??? The attacking animation seems off-balance, though. Consider a few things: the gargoyle is very top-heavy, he's leaning far to one side, and he's got a lot of force going in that direction. For a real-life demonstration, try wearing a backpack full of books, leaning to one side, and swinging a baseball bat. On second thought, don't do that, or your parents might sue me when you fall and break something. ;D
Edit: Okay, so according to the spreadsheet (http://spreadsheets.google.com/ccc?key=0AhUAF5tBNeWadFhYanlJeUtOX0pmS2U2THFSM0wwM0E&hl=en), the only models that we still need are construction and destruction for the Divination Crystal and Oblivion Portal. Is this correct, or did someone make those? There's a lot going on, so I could have easily missed it if they did get made.
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I love the new particals! very cool!
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Yah, I know there are a few balance issues with the animation, but those can be fixed, and I was mainly trying to get a better swing, I didn't really take care of the problems........
Sorry about those balance issues, are you gonna fix 'em or should I?
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I am unsure on when to make a new release. Weekends are always good times for me, because I can test it out before I zip it up (and then spare myself humiliation when the damn thing crashes!).
The construction and destruction on the Oblivion Portal are done, it's just that I always forget to edit the Google spreadsheet.
If I'm not mistaken, higher frame counts means longer load times, right?
In theory, yes of course it will take longer to load. However, loading binary G3D files is not taking long. The load times being the length they are is because of all the XML, it needs to be read (as per a text file), then 'parsed' by an XML parser, and finally all the useful numbers and paths and what-not pulled out of the parsed data. This will dominate the loading time.
I always wondered about this. It seems like XML work is more processor-intensive (because there is more hunting and less wrote copying), and the G3Ds are more memory-oriented (because I think Glest just has to copy the model to memory).
Did anybody look at the Gargoyle animations I posted? Give me some feedback so I know if anything needs to be changed.
I like them. I still have to try it out in-game, but a few XML anim-speed modifications will make this unit a true menace. Switching to XML, I think that I'll make the Gargoyle about 50% stronger than the Battle Machine, making it by far the strongest land unit in the tech tree. This is because the unit has no air attack. Basically, 2 Gargoyles should be equal to three Battle Machines.
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CHANGE THE DARK MAGIC LOGO TO THIS
https://forum.megaglest.org/index.php?topic=5060.0
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Here are a few more DM videos, they are not great, but I think they are OK.
+, There aren't any others... but atleast there are some wallpapers and new logos now... :)
http://www.youtube.com/watch?v=UEY8WQQUqmE
http://www.youtube.com/watch?v=lF8o8TXwbuw
http://www.youtube.com/watch?v=kF6Pjc5IR94
Here's a playlist of DM videos... http://www.youtube.com/view_play_list?p=96C3562927D57E35
If there are any more I will add it to the playlist.
Please rate, it helps. :)
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Thanks, ultifd! Now I have something a lot easier to show my friends. :D
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No problem.
Too bad they kinda suck. :-\
Please rate, it helps. :)
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Great! I'll update the initial post!
I think I have watched almost all of the videos, and they look awesome. I feel a little guilty for not rating, but this is because it annoys the hell out of my facebook friends. My YouTube is hooked up to my facebook, so everything I do shows up on people's feeds. It gets annoying, then, that half of the entries are mine, from YouTube.
Seriously, though! I could spend all day on YouTube.
>>>END OFF TOPIC>>>
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I see now. :P
I find it weird that you associate your Glest Youtube profile with your Facebook though. You should have just associated it with one that isn't associated with Glest.
That's one of the problems with Facebook. ::)
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As a side note, whoever did the particles for the Harpy and Dark Mage did a good job, judging from the videos. Those are just the ones I noticed; I'm not dissing any of the others.
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As a side note, whoever did the particles for the Harpy and Dark Mage did a good job, judging from the videos. Those are just the ones I noticed; I'm not dissing any of the others.
Thanks for the complement.
I would like to discuss what versions we are aiming for this mod to be for. There is a poll to go along with this (for the silent majority :P). I really like the particle effects titi is doing, so we may want to work for MegaGlest. I also think that GAE has a lot of features that could really make Dark Magic gameplay very interesting. I especially like the aura options we still have as possibilities. An example of its use would be that units which are built in the Oblivion Portal have this aura.
The third option would be to wait for a while and release a final version when MegaGlest and GAE are merged. This gives us the best of both worlds, I think, and would also give us time. In the circumstance that we finish before then, we can complete Dark Magic and work on something else (whatever that may be). This is my favorite option because it gives us time to work.
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I say Mega_Glest, There in no way of knowing if GAE will merge with Mega and I think the particles are cool!
(Also Mega_Glest will get most of the stuff that GAE has eventually.)
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I'd say first we need a vanilla release, and then if you want to add in some GAE/MegaGlest features, be my guest (it would all be XML stuff anyway).
I don't know about everybody else, but I'm ready to put this thing to bed. :P
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I'd say MegaGAE...Mega/GAE. That's what I voted for at least... ::)
------------------------
New* video http://www.youtube.com/watch?v=cdGB6350wxE
shows some closeups* (kinda) for Harpies, Morlocks, Dark Mages, Shadow Walkers, and some Imps...
:)
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In this video: http://www.youtube.com/watch?v=lF8o8TXwbuw
Modman, you said that Notice that you can hear water sounds earlier, before you were attacked. This is a bug in Glest!
Well, when is that? Can you please post the time when it happened? Cause I only noticed the skipping of the music...both when I was playing the game and watching the video... Thanks. :)
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Both GAE and MegaGlest are (should be?) backwards compatible with vanilla Glest. So I guess that would be the best first choice.
Later, add some XML coding modifications, as John.d.h mentioned.
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I think that it should be released for all engines. :)
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I think you can add megaglest features without problems.They will simply not show up in normal glest, but there should be no parsing errors.
And especially for DarkMagic the new particle possibilities will be a big benefit!
But don't use black particles in shots and splashes, they will probably look a bit ugly in normal glest ( test it! )
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So is it Vanilla Glest or MegaGAE? :P
Wait what's vanilla...glest? ::)
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I seriously doubt that there will be a MegaGAE, they will probably stay separate trade features like they've been doing.
Vanilla Glest is Glest, while vanilla being a absolutely delicious flavor, I believe 'Glest' should be called 'Plain Glest' or 'Original Glest', Original Glest is the most clear of all terms and that is my favorite term!
As far as I know Modman hasn't decided yet...
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I seriously doubt that there will be a MegaGAE, they will probably stay separate trade features like they've been doing.
Vanilla Glest is Glest, while vanilla being a absolutely delicious flavor, I believe 'Glest' should be called 'Plain Glest' or 'Original Glest', Original Glest is the most clear of all terms and that is my favorite term!
As far as I know Modman hasn't decided yet...
Yeah, we'll see.
Oh, I see now. Vanilla.
Thanks.
:)
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Come on moodman!
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Come on moodman!
Moodman? He's in the mood?
Joking, and what stuff would actually be changed/different if DM was for Orig Glest, or Megaglest, or GAE?
::) :P
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A few infos on GAE (MegaGlest probably has some info like this too, somewhere): https://docs.megaglest.org/GAE
(I don't know how up to date / outaded this is though, GAE is still being actively developped).
BTW, "vanilla" is the usual geek-slang for "original/plain/source project". ;)
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At this point, a MegaGlest release for Dark Magic would likely just have more particle effects. A release for GAE would probably have a ton of attack effects that would be a heck of a lot of work and make it unbalanced with Magitech.
@Modman: You incorporated the Gargoyle and the new idle Harpy animation, right?
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At this point, a MegaGlest release for Dark Magic would likely just have more particle effects. A release for GAE would probably have a ton of attack effects that would be a heck of a lot of work and make it unbalanced with Magitech.
This is true. I'm already looking into new particle effects for a couple of units (the Gargoyle, Sorceress and the Gods Bane), and these effects should be small work amount, high payoff. The benefit is that the particles have no effect on the strength of the units, so we can add all the effects we want without worry about balance (graphics usage, though, is a different story).
I really am excited, though, to add a few GAE features into Dark Magic; auras and leeching for example.
@Modman: You incorporated the Gargoyle and the new idle Harpy animation, right?
Yup. :)
A new version of Dark Magic is available (uploading ATM). From now on, I think it would be better to have separate downloads for all of the little stuff (icons, mostly), and then have a major release which collects them all periodically, for the lazy of us. :D
Download Dark Magic 10.2.28 (http://www.filefront.com/15709687/dark_magic.10.2.28.7z)
I also seem to recall a change or two to the readme, so modders may want to grab that too, just to be on the safe side.
Download Readme 10.2.28 (http://www.filefront.com/15709871/Readme.10.2.28.7z)
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Sweet, downloading, and then I might test it out. :)
Wait, for the Dark Elder why do you have 2 sets of models... ???
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Sweet, downloading, and then I might test it out. :)
Wait, for the Dark Elder why do you have 2 sets of models... ???
Oops. There should only be one set. But this should not affect the gameplay, just the download size.
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Sweet, downloading, and then I might test it out. :)
Wait, for the Dark Elder why do you have 2 sets of models... ???
Oops. There should only be one set. But this should not affect the gameplay, just the download size.
I see, good to hear.
(http://img709.imageshack.us/img709/5738/72142071.jpg) (http://img709.imageshack.us/i/72142071.jpg/)
Which one(s) are actually used though?
Oh yeah, you should update the first page if you have time.
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Wait...I just made a biggie. Some of the animations aren't actually used! Sorry titi, I will fix this ASAP.
When I fix it, the download will just be the dark_elder, so don't worry too much.
//EDIT: Done. I hope it doesn't crash (I can't try it out on this computer).
Download Dark Elder 10.2.28b (http://www.filefront.com/15710341/dark_elder.10.2.28.7z)
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About the readme...
The readme.doc, has all kinds of extra crap in it....
Same with the changes.doc, also, I didn't do the Shadow Walker, Omega did.
I helped with some animation and texturing, and maybe I did something else that I can't remember, I dunno...
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The readme.doc, has all kinds of extra crap in it....
Same with the changes.doc, also, I didn't do the Shadow Walker, Omega did.
I helped with some animation and texturing, and maybe I did something else that I can't remember, I dunno...
At least you read it. I'll make sure to fix all of those errors, and thanks for pointing them out. :)
Now please elaborate on what exactly this "extra crap" is in the readme. I would not type anything I thought was extraneous (no, I do not enjoy typing as a rule). So what is it? Mysterious symbols? A hit list? Lotto numbers for the next 30 years? :D
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WEll, download the readme package you provided, and open it in Notepad++, if you don't see all the thousands of strange unknown characters mixed in with some of the words, then I'll show you, I tried to copy the symbols but I couldn't. :P
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WEll, download the readme package you provided, and open it in Notepad++, if you don't see all the thousands of strange unknown characters mixed in with some of the words, then I'll show you, I tried to copy the symbols but I couldn't. :P
I think that's because you're trying to open a word processor file (*.doc) with a text editing program (Notepad++). What you're seeing is essentially the extra stuff that tells a word processor how to format the text, in the only way Notepad++ knows how to interpret it (as seemingly random garbage). Try opening it with OpenOffice, or whatever your preferred word processor is, and see if it looks better.
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Yah, I know........ :P
I just wasn't sure....
Please make it a .txt file.
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Yeah, .txt or .rtf for sure, that way everybody can open it even if they don't have a fancy word processor.
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I think it says to download Open Office in the tutorial if you don't have it. If you don't, you can be assured I'm not the only person who uses .doc files.
I like *.doc files because they allow me to use formatting. Also, they are easier to work with.
If you don't have MS Office or Open Office, what would you write a report with? Notepad++ ? :P
Update: I think rtf is a good alternative also. It'll be that way for the next release, 'k?
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I like *.doc files because they allow me to use formatting. Also, they are easier to work with.
If you don't have MS Office or Open Office, what would you write a report with? Notepad++ ? :P
Update: I think rtf is a good alternative also. It'll be that way for the next release, 'k?
Sounds good. (I use Google Docs, by the way. :P)
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Well, there was an error while loading the faction...
(http://img40.imageshack.us/img40/8347/dmerror.jpg) (http://img40.imageshack.us/i/dmerror.jpg/)
Maybe it's related to me placing the faction in the megapack but I don't think...
BMP and it can't load the energy.
:-\
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have you checked if the .bmp file is in the folder?
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have you checked if the .bmp file is in the folder?
Gee I forgot to put in the updated Dark Elder, thanks. :)
Then there are other errors...weird. ::) :P
(http://img13.imageshack.us/img13/6936/gareng.jpg) (http://img13.imageshack.us/i/gareng.jpg/)
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You're welcome.
The other error is maybe because it can't find the .g3d file. Re-check your file(s).
If the error, persists, just reply ^^
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Check to see if the file referenced in the XML is the same name as the actual file.
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Exactly like He and I said. Check to see if your models folder have the same path and name as your error.
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Yeah, he just forgot to edit it... ::)
Thanks.
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You added the alliyp? like when you start... ::)
WTF? Like in one hit it destroyed my earth serpent. ::) :P
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Damn. I learnt my lesson, I guess. That is: that I should always always always test out a release completely before uploading.
It seems that this version is un-salvageable. I'll revert to the older version because it at least ran correctly. For those that downloaded the cruddy version, you probably know how to fix it, it's just a pain. Otherwise, revert to the old version. I'll change the initial post as well.
EDIT: Again, sorry for the let-down. If you want, just add the Gargoyle in yourself; you will have the same as what v 10.02.28 was supposed to have.
EDIT: Well, at least only four people downloaded the newer version. We know at least one is ultifd, and I really appreciate the fact that he tested it out though. Better the heat comes from him than from titi (lol just kidding titi ;D).
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The new version is not that bad, it's just that you didn't actually finish/patch it up... ::) :P
Like with Dark Elder and then Gargoyle... :P
One thing I like is that you added an alliyp to help us in the beginning... ::) :P
Was there actually anything else added? Besides the startup of the alliyp and changing the Gargoyle...?
Thanks. :)
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The new version is not that bad, it's just that you didn't actually finish/patch it up... ::) :P
Like with Dark Elder and then Gargoyle... :P
One thing I like is that you added an alliyp to help us in the beginning... ::) :P
Was there actually anything else added? Besides the startup of the alliyp and changing the Gargoyle...?
Thanks. :)
I was one of the other four who downloaded it. :P
Didn't have a prob with the Elder because Î only downloaded after the patch was uploaded so... it was good to start off with. ;)
I did encounter the problem with the XML referencing other filenames than the ones actually in the models folder.
Something weird: NO prob at all with the Energy source in my install! :o (running Linux here).
First comments on very short try:
:o Isn't all of that sliglty OVERPOWERED?! 12000 HP for the main building? That's 50% more than the Magic one!... (isn't this meant to be balanced out with Magitech? Or did that change?)
And fast units (275) to start up with (much faster than tech and significantly faster than magic) as well as an actual archmage equivalent (the hallyp) only with almost double that one's hp?...
I suppose you're not thinking of balancing out right now... Just... balancing in? (would make sense ;))
Also... the hallyp walking anim... does he have to wag his "tail" around...? ::)
Now you wish the heat was coming from Titi, huh?... ;D
P.s.: .rtf can be read even by WordPad (just in case you don't write reports or actually write them with WordPad... Possible. ;) )
EDIT:
Psoitive feedback: The particle systems look great! And so do the models! ;) 8)
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much faster than tech and significantly faster than magic
Dude, in Magitech the feet move way too fast anyway! :P
Also... the hallyp walking anim... does he have to wag his "tail" around...? Roll Eyes
Yah, I looked through the .blends, I don't have them all, but I'd like to modify the anims on the ones I have(came with the readme package).
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If you're going to fix up the Allyp, you can put the alpha stuff back on it, since we figured out how to make it work without screwing up the stuff behind it. :)
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You know guys......I'm not even sure if I have the latest .blends, because someone isn't organized... ::)
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much faster than tech and significantly faster than magic
Dude, in Magitech the feet move way too fast anyway! :P
That's 'cause someone in the Glest Team forgot to sync the Move and the Animation speeds on Magitech... ;D Being that the latest hasn't any effect in actual gameplay... I missed your point. :P
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It wasn't really a point...
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You know guys......I'm not even sure if I have the latest .blends, because someone isn't organized... ::)
I think the best animations were from Titi's *.blends, but then I screwed them up but improved the texture. If you want to get the best of each, you can take Titi's animations, my texture, and Jamin's original model with the frilly alpha stuff.
MediaFire link (http://www.mediafire.com/file/zmzynnyddya/allyp_11-11-09.7z)
Filefront link (http://www.filefront.com/14909533/allyp_11-11-09.7z)
here is the allyp. http://www.titusgames.de/darkmagic/allyp/allyp_v1.zip
blend-file, texture and g3ds included.
Here's da model in .obj format.. dunno if it'll mess up smoothing/unweld verts.
Also couldn't remember how glest handled team col, so I save out a few versions of the texture.
http://www.filefront.com/14817241/upp.rar/
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As always, you welcome. Again, Please remember to check it!
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As always, you welcome. Again, Please remember to check it!
Huh? ???
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lol, sorry if i confused you. I meant the fact that he had so many errors, he should try checking it before releasing it! xD
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lol, sorry if i confused you. I meant the fact that he had so many errors, he should try checking it before releasing it! xD
Oh, right. In that case, I agree!
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YYAYYYYY :D HIGH FIVE!
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The Alliyp is like "God" like.... like... ::) :P
"1 hit KO" maybe 2 hits...but...
1 hit for it vs a sorceress... at least.
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The Alliyp is like "God" like.... like... ::) :P
"1 hit KO" maybe 2 hits...but...
If you try it out where it is supposed to be in the tech tree (pretty much the last unit you can get), you will agree with me that it is as strong as it should be. How do you think it does against late-game Tech or Magic?
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The Alliyp is like "God" like.... like... ::) :P
"1 hit KO" maybe 2 hits...but...
If you try it out where it is supposed to be in the tech tree (pretty much the last unit you can get), you will agree with me that it is as strong as it should be. How do you think it does against late-game Tech or Magic?
Yeah I know. ::) It's really "splashy"... :P
I still have megaglest problems so I can't really answer that/test it out... :-\
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is this dead?
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yup
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Not really... "dead"... :bomb:
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that just sucks , took them more than a year to get where they are
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At least Dark Magic is still playable and is almost basically finished, I think, .... :bomb:
I mean, it's better than a lot of other... ::)
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Everything is done except XMLs and sounds. The XMLs are currently in the very capable hands of Modman, so we're basically just waiting on him.
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Everything is done except XMLs and sounds. The XMLs are currently in the very capable hands of Modman, so we're basically just waiting on him.
That's what I thought. ::) :O :P
:thumbup:
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Everything is done except XMLs and sounds. The XMLs are currently in the very capable hands of Modman, so we're basically just waiting on him.
I stil don't know where my microphone went (you know, I'd offered to do the Dark Mage voices) but I could try the laptop's inbuilt! ;D Only I'm currently almost voiceless... But... if it doesn't get finished before, I might try it in a few weeks time...
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I can record some sounds!
I know I'm only 12, but I have a pretty deep voice for a 12 year old. ;D
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Does anyone have the models for the dark mage? Or did they got lost and we only have .g3ds?
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Does anyone have the models for the dark mage? Or did they got lost and we only have .g3ds?
I don't know if this is the most current version or not, but it's the only one I have.
http://www.mediafire.com/file/ydytmgco5mw/dark_mage_full.7z (http://www.mediafire.com/file/ydytmgco5mw/dark_mage_full.7z)
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Thanks ! I'm working a bit on the animations. I really don't like the current idle animation!
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Good idea; I don't really like it much either. Do you have much experience with using physics in Blender? Applying a cloth modifier to the cape and adding a wind source could potentially make it easier and better-looking.
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I never did something like that :confused: I didn't even know its possible :look: ...
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I know how to use physics. ;D
And I can take care of the Dark Mage if you want...
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I think mine is already looking good now, will upload tomorrow.
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Cool! 8)
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I never did something like that :confused: I didn't even know its possible :look: ...
Yes, I just recently discovered it myself when animating some flags for Sun and Moon. Really, the g3d just remembers where each vertex is in each frame, so anything that moves the vertices (armatures, shape keys, physics, etc.) will work. It actually works great, but takes some practice. Anyway, as long as it looks good, that's what counts. :)
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here is the new version:
http://www.titusgames.de/darkmagic/dark_mage/dark_mage.zip
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I uploaded again, if you already downloaded the dark mage, please do it again ( new walking animation )
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Looks good, but I wonder "what is he looking at?"
[URL=http://img714.imageshack.us/i/20427027.png/][IMG]http://img714.imageshack.us/img714/7122/20427027.png[/img][/URL]
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thats which animation? Standing?
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That was "titi_dark_mage.g3d".
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oh, it shouldn't be in there. Simply don't use it
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Hey Modman, when is Dark Magic going to be "finalized" ? ::)
I was just reminded about Dark Magic since you edited the DM part of the wiki... :|
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I've been talking with Modman behind the scenes and we've planned things out a bit more. Without going into too much detail, we're going to release the final GLADE version shortly, and then after that Modman will continue to work on Dark Magic on his own (or at least without GLADE, that is). The GLADE version will be for Vanilla, while Modman's continuation may have enhanced features for another engine if he so chooses.
I intend for GLADE to take on other projects in the future, but seeing as most of the key contributors are busy with other projects and IRL things, I think the team as a whole will be on hiatus for a while, waiting to be reformed when another promising project comes along that needs our attention.
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Just for a quick update,
I am now on spring break. This will continue until April 12. There will definitely be another release before my spring break is up.
For the past week or so, I have been churning out icons. There are only a couple left. :angel:
My brother Mark has modeled the Blood Fountain construction model (John, I think the one you gave me recycled the Energy Source one).
I have also been testing Dark Magic a bit. To me, I don't see any problems, although it would be best to do some faction balancing before the release. The Morlock is still on shaky ground for me (can't decide between weak and cheap, and a bit stronger but more expensive).
Any suggestions as to when I think I should release it? I mean, all that is left are sounds. The faction may be a bit strong or weak, but it is certainly playable!
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Considering the Morlock is unarmored, unarmed, and not particularly big or menacing, I'd go with weak and cheap, probably roughly equivalent to the Daemon.
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I was always confused about the Morlock. Were not the Imp and Devil Machine both cheap/swarm units? Or am I mistaken? If I am correct, maybe they'd be good as slow, cheap, high/med attack, high hp, low/no armor...?
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I think the Imp is supposed to be like the Horseman, basically. The Devil Machine is supposed to be a late-game unit for... err... um... something. :confused:
Anyway, I think the Morlock is like the Swordman/Daemon.
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I was always confused about the Morlock. Were not the Imp and Devil Machine both cheap/swarm units? Or am I mistaken? If I am correct, maybe they'd be good as slow, cheap, high/med attack, high hp, low/no armor...?
The imp isn't really cheap... I think it costs 150 gold to produce one... ::)
I think the Imp is supposed to be like the Horseman, basically. The Devil Machine is supposed to be a late-game unit for... err... um... something. :confused:
Anyway, I think the Morlock is like the Swordman/Daemon.
Yeah...basically. :|
devil machine is like... a morlock right? just it looks cool...ish ::)
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I was always confused about the Morlock. Were not the Imp and Devil Machine both cheap/swarm units? Or am I mistaken? If I am correct, maybe they'd be good as slow, cheap, high/med attack, high hp, low/no armor...?
Morlock Early swarm unit. Needs to be engineered to be at least as effective as the Daemon, but weaker and cheaper individually.
Imp Recon unit. Roughly equivalent in stats with Horseman or Drake Rider.
Devil Machine Late-game swarm unit. Possibly a pet of the Dark Elder in the GAE version. Attack should be modified as to rip through early ground units the AI (or human enemy) has in the late-game.
Admittedly, the Morlock and Devil Machine are very similar right now, especially in vanilla and Mega versions of Glest. That is one thing which should be fixed with the next (10.04.xx) release.
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I tried it and i liked it but i think you should work on the textures on the earth serpent a little more its kind of boring. But any way nice mod ill give it 8/10
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I tried it and i liked it but i think you should work on the textures on the earth serpent a little more its kind of boring. But any way nice mod ill give it 8/10
Thanks, and welcome to the forums. :) I always appreciate feedback, and we welcome new users.
The Earth Serpent's texture could probably use some work...I should make it more scaled and a little brighter. One thing that bothers me a bit is that the units' textures are so dark in this faction that it is kinda hard to see them. :look:
//EDIT
I guess you're not new, but still, thanks for the feedback. :)
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So...modman...
I have to release Dark Magic, and homework I procrastinated over spring break...
Keep your promise. :thumbup: ::)
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The devil machines attack is too low to do good damage.
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The devil machines attack is too low to do good damage.
That is because they are supposed to be produced in "large amounts..."
-just like daemons, right? :|
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Well maybe, but ten attack can't even beat a morlock.
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Well maybe, but ten attack can't even beat a morlock.
Really? Weird... make sure you have the latest version.
::)
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Yep I have the current version but I think that the attack needs more to beat the armor on most of the units.
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Yep I have the current version but I think that the attack needs more to beat the armor on most of the units.
I see...I will test... :|
Weird... Just because of my Aliyp, I won... ::) But...anyways Modman...c'mon we need an update...even though ::)
[URL=http://img704.imageshack.us/i/ss110.jpg/][IMG]http://img704.imageshack.us/img704/4849/ss110.th.jpg[/img][/URL] [URL=http://img13.imageshack.us/i/ss111n.jpg/][IMG]http://img13.imageshack.us/img13/9559/ss111n.th.jpg[/img][/URL]EDIT: ...
http://www.youtube.com/watch?v=OfDVELXE4Nc
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Yea, sorry about the let-down. I'm...in the process of balancing out the Morlock and Harpy. Ideas are welcome, as well as black particle systems (damn, harder than I thought; but I should try again later...).
I'm having computer problems. My computer works fine until I open up a reasonable sized application (like Glest) and then my computer gives me like 2 FPS until I restart it.
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Aww...that sucks :(
-----------------------
Anyways I played a game with Dark Magic...2 vs 2 vs 2 vs 2 :thumbup: :P
http://www.youtube.com/watch?v=VWzfoo3MkIc
(When I recorded the video, my settings were incorrect, so it caused a large audio delay ::) sorry)
[URL=http://img338.imageshack.us/i/ss4f.jpg/][IMG]http://img338.imageshack.us/img338/9013/ss4f.th.jpg[/img][/URL] [URL=http://img413.imageshack.us/i/ss6v.jpg/][IMG]http://img413.imageshack.us/img413/2839/ss6v.th.jpg[/img][/URL]Can Gods Bane attack/defend both against land and air units? ::)
[URL=http://img146.imageshack.us/i/ss3f.jpg/][IMG]http://img146.imageshack.us/img146/4807/ss3f.th.jpg[/img][/URL]I thought it was changed so it could only defend against air units...maybe I have a messed up version of DM... ::) Then again, the last/latest version was already messed up...so... :|
Then after that the CPUs destroyed it and a earth serpent or too... after that I couldn't "make/produce" a earth serpent or gods bane since it said I did not do do the upgrades that were required...even though I obviously already did... ::) Then after I won it was ok...so that was weird... :|
Overall, Dark Magic is still pretty good... ::) But I haven't really produced any gargoyles when I go into battle, only dark mages, imps, dark elders, and harpies... ::) Still they are good, and they also look cool too. :thumbup:
Thanks and Good Luck. :) :thumbup:
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On what map?
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On what map?
4kingdoms2kings...I think. ::)
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Cool! I made that map. :) fun? dose it need any changes?
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THis is getting off topic.........
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It seems like this mod is very close to finish at first, but only 5 of 26 units is done....
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Well, you also have to consider that a few of the models need to be re-done, and many need animation upgrades. :look:
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Well then arch get to work ;)
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First it would be nice if we could have an up-to-date release with NO bugs, and then we need to have a full source file release, with all .blends and .tga files included.
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Is this mod for MG or GAE? I did a model with particles and I don't know if fluffy wants it, He said that he liked it...
I am doing the weapon base right now.
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Well, you also have to consider that a few of the models need to be re-done, and many need animation upgrades. :look:
I wouldn't say any of this needs to be done. What needs to be done is to make a final release and put this mod to bed.
Is this mod for MG or GAE? I did a model with particles and I don't know if fluffy wants it, He said that he liked it...
I am doing the weapon base right now.
Wrong thread. ::) The alien invasion mod is for GAE.
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Well Modman is going to do it...um...someday :look: right ::)
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I'm puzzled as to why so many people think this mod should be included in vanilla glest, and not megaglest.
Great mod btw.
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I'm puzzled as to why so many people think this mod should be included in vanilla glest, and not megaglest.
Adding the extra particles and stuff would be a pain, but any mod that will work with vanilla will also work with Megaglest and GAE. Basically, once we make a vanilla release, then the GLADE team's involvement ends and Modman will be taking over the project. He can then add the Megaglest or GAE stuff if he wants, but the rest of the team is just sick of working on this and I'm ready to put it to bed. :P
Great mod btw.
Thanks 8)
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why is it a pain to add particle stuff? It will make the mod look much much better and it will still be compatible with vanilla and GAE, you only will not see the particles.
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wish i could use particles from my software , but they aren't supported in the exporter =(
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Particles aren't made in blender, they are in xmls like the particle_progs .
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@ ElimiNator
Blender does allow for particle systems. There's a button "Particle buttons" to the right of Object buttons and Physics buttons... I just don't think they're made of triangle-faces... :P
Besides, Fluffy uses 3DS Max, remember? :P
@ Titi
Not sure this is related but...
The Dwarf Warriors Hall has a flame animation wciow made for vanilla (Archmage more recently improved on that one) but Archmage wanted to use MegaGlest particles. I'm alright with that myself ... just as long as the current flame animations are kept there for vanilla and GAE.
So if Archmage got the particles looking good in MG without making the current flames not look so good in vanilla and GAE... you might need to compromise here and there to have both animations and that might be the pain John.d.h was talking about... "Modelling" the same thing for two different engines being that one of them (MG) will have both aproaches on at the same time... :-\
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I think some of the icons need to be better, since there's still a few magictech icons.
Also, I'm all for particle projs, but it needs to be GAE comp too, since I can't download MG... :(
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I know about blender particles they don't work in Glest. I was telling fluffy about the particles in MG.
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I think Fluffy knows his software particles don't work on Glest, I think he was venting he wished they did. :look:
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Yea i was venting , i had to cry for a minute cause it would be so much easier to make great effects if they were supported or if animated textures were or more than just diffuse texture maps , ok this list can go on forever so i'll save my venting :'(
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Why does this have sticky status?
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No one seems to be working on it...
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And therefore it has sitcky status? lol nah just jking around [don`t feed the trolls!] i propose unsticky...
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Unstickied. (Can always be re-stickied...)
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It's one of the best projects, kinda high quality, nice, fun...etc.
but it's ok. ::)
Someone can sticky this once modman gets back to finishing this... :thumbup:
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the aliyp model download doesnt work properly:(
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the aliyp model download doesnt work properly:(
where? :|
EDIT: NVM, but still...maybe old models? :|
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its in the main post, but the download link links to a filefront location that doesnt exist anymore
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its in the main post, but the download link links to a filefront location that doesnt exist anymore
Yeah,I know... well, I think modman is busy...err... :|
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I'm working on this again now , trying to make a MG version.
first screens:
(http://www.titusgames.de/tmp/dm.jpg)
(http://www.titusgames.de/tmp/dm2.jpg)
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You added particle effects to the Shadow walker, didn't you?
I must say I never was that big a fan of unit particles but those shadow walkers finally do look shadowy! 8) :thumbup:
(sorry, Omega, your model is great but it was way too skinny IMO; those particles add not only an etherial feeling but some volume too, which was highly needed! ;) ).
Good work, titi. :)
Still... the fire-reddish does look very good but I'd try something darker, indigo maybe?
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Very nice, titi.
When do you expect to release this as a MG faction?
Dark Magic is Creative Commons cc-by-sa v3 / GNU General Public License?
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Good work, titi. :)
Still... the fire-reddish does look very good but I'd try something darker, indigo maybe?
Seconded. :thumbup:
Dark Magic is Creative Commons cc-by-sa v3 / GNU General Public License?
Yes, the former of the two.
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Looks cool :o :o
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Hmm, as I have said before, somewhere else, looks great. ::)
Still... the fire-reddish does look very good but I'd try something darker, indigo maybe?
Third? :|
Hmm, I find no reason for this topic to be unstickied anymore...well there are the same reasons... ::)
Modman, do something... ::)
I think he will tomorrow, or on the 12th... ::)
Cause he is finished tomorrow on his studies I think...school.
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Maybe Shayco2 can help with new or improved model voices and background sounds?
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He is working on a improved MegaPack why not if this is going to be there...? ::) :| :|
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New sounds and voices are always welcome. :thumbup:
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Maybe Shayco2 can help with new or improved model voices and background sounds?
Maybe, I think he is going to help on the egyptian faction first...though.
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To respond to the stickying this topic thing: I'll sticky it if Modman asks me too and gives or I see a good reason to do so. Of course, if Titi wants, he can sticky it.
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I realize that with this post I am bumping this topic up a great deal. But I have good reason. Tonight I played Megaglest with Dark Magic installed, and I thought the faction played pretty well. I changed something, and then I was uploading earlier tonight. There was some kind of server error though ("IO server error" or something like that) and so I will try again tomorrow. The biggest enhancement this version will have is almost all of the icons are done. Hopefully there are no bugs.
If the release is any good, I don't think it would be unreasonable to sticky this topic for a while.
So again, new release coming tomorrow; most icons are finished. Download and give feedback please. ;)
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Tonight I played Megaglest with Dark Magic installed, and I thought the faction played pretty well. I changed something, and then I was uploading earlier tonight. There was some kind of server error though ("IO server error" or something like that) and so I will try again tomorrow. The biggest enhancement this version will have is almost all of the icons are done. Hopefully there are no bugs.
Yeah, I also had that error too before, when trying to upload something. But it should work...
Cool, DM might even be in the megapack later, if someone/people think so, and of course if so needs to be balanced.
If the release is any good, I don't think it would be unreasonable to sticky this topic for a while.
Yeah, which reminds me. The "week" for sticking Malv. Rising is over...oh well I got nothing against that, just point out.
So again, new release coming tomorrow; most icons are finished. Download and give feedback please. ;)
Awesome, once you do, I'll try to find the time and try it. I hope it won't have any problems like there was in
v 10.02.08...
Thanks, awesome. The bumping of this thread was ok IMO, it isn't like other usual bumps. :thumbup:
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Sweet, been waiting for this. :thumbup:
Yeah, which reminds me. The "week" for sticking Malv. Rising is over...oh well I got nothing against that, just point out.
Good catch.
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Download Dark Magic v 10.07.27 (http://www.filefront.com/17153600/dark_magic 10.7.27.zip)
Oh yea. Particles. Well, I never really understood the particle effects when I tried to do them, but if others want to give them a try that would be great.
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Sweet, downloading! EDIT: I see you changed some of the names...of the units/buildings.
Yeah, which reminds me. The "week" for sticking Malv. Rising is over...oh well I got nothing against that, just point out.
Good catch.
Yeah,
point>pointing*
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I could do the particle effects, as I did develope a great understanding when playing with them for the MG page at the Glest Guide, but I think it's easier to point out how to help you, since I have no time on my hands :(.
First of all, see the MG article on the Glest Guide.
Second, did you know that the MegaGlest G3D viewer has a way to load particle XMLs? This ONLY works for particle projectiles and unit particle systems (not splashes as of 3.3.5.1). However, it is the ULTIMATE way to learn, since copy my default XML from the MG Glest Guide article and play around with the values to see what they do can be very fun and very educational. Enjoy.
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Hmm...Regarding particles, I think titi "worked" on that already, if not finished. We probably just need to wait after he is back, around Early August...
Not sure if he did for all of the units/defensive buildings, but at least the shadow walker.
He told me on IRC too sometime before he left...
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Good stuff Modman :)
DM actually plays much better than I remember it! Its almost at Magitech quality now, jsut a few things need improving. I really should dig up the old .blends for the morlock and have another crack at the animations.
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whos the troll voting painfull?!?!?
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Well titi is back. He did do some if not all the particles stuff. Hmm...
(I asked him.)
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Yes, I will download the current version and will put in all the particles I made. I hope its all done until next sunday so you can test it.
And by the way, its not only particles, its some model/texture/xml work too....
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* tscharn (~tscharn@188.108.156.127) has joined #glest
* tscharn is now known as titi_linux
* ChanServ gives channel operator status to titi_linux
<titi_linux> hi all, I think I have bad news
<titi_linux> I accidently deleted alöl my Dark Magic work some minutres ago
<titi_linux> I had 3 backups but my boys carfully deleted them all manually, I can't believe it!
<titi_linux> ok maybe I have a chance to recover it with ext3grep .......
<titi_linux> cya later
* titi_linux has quit (Quit: Verlassend)
<tomreyn> gah crap
<tomreyn> i hope he'll run it from a live cdrom, not from his hdd
<ultifd> :(
:( Hopefully he can recover it...
Damm. EDIT: He got it. :thumbup:
EDIT: Finally tested DM, nice. Nice icons, and I see you renamed some of the units too, but DM would be much better with particles. Too bad titi... For me, DM= 4 stars, "As always"... :P
---
Too bad my experience wasn't that good. I tried a game of 4 vs 4, with all ultras. I got whammed... but that was just bad luck... :|
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I'm in a bit of hurry, but I figured it would be better to post it anyway. Ignore me if this has been pointed out already, I didn't read the thread.
I'm running the head megaglest subversion and when I tell an acolyte to build something, his animation changes to hammering (just like egypt's slaves), but if you tell another one to help him or make the first one stop and then resume building, he'll do that "summoning" animation.
Shouldn't it not hammer, just "summon"?
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Yeah, this is old. It doesn't matter whether it is MG SVN version BTW :) Anyways, I have always thought of this...as just...weird I guess.
I'm running the head megaglest subversion and when I tell an acolyte to build something, his animation changes to hammering (just like egypt's slaves), but if you tell another one to help him or make the first one stop and then resume building, he'll do that "summoning" animation.
Shouldn't it not hammer, just "summon"?
Hammering=building
Summoning animation= healing
Just clarifying*
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Only the original build command executes as a build, while the others execute as repairs. That's just kinda how the game works. With a lot of other factions, this isn't as obvious because they have the same animations for building and repairing, but Dark Magic's Acolyte has different animations for each.
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Only the original build command executes as a build, while the others execute as repairs. That's just kinda how the game works. With a lot of other factions, this isn't as obvious because they have the same animations for building and repairing, but Dark Magic's Acolyte has different animations for each.
Yeah, that's kinda what I thought. Not completely sure if it was like this...
I guess DM just makes it more obvious. Still :-\ ...Hmm...still somehow debatable.
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@nebososo
Welcome to the forum. I am honored that you downloaded a mod in which I participated in developing.
When we get LUA AIs I could change one of them to an attack and reuse the hammering one? Dunno.
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Yeah, welcome. (He isn't actually new to Glest though, just a good number of people that play Glest or etc on the IRC and don't register...usually vice versa though...) :P
When we get LUA AIs I could change one of them to an attack and reuse the hammering one? Dunno.
OK...Didn't know you'll need it... Do you? I think some mods are not GAE only and that...they...don't have this "scenario". :|
Speaking of LUA, is Dark Magic a megaglest mod or a GAE mod. In the past, you said it was a GAE mod... Now, I am not completely sure... Please clarify. :|
Hmm...I just played Dark Magic again, this time multiplayer. I think its good, but it really needs to be balanced...mostly overpowered. Such as, Gods Bane should be ANTI AIR ONLY. ...Shades (Was allyips...) are really overpowered too. They don't even run out of energy like archmages... Etc.
Gods Bane really needs to be fixed. Or else Dark Magic will also become a turtle faction too...Kinda like Sphinxes from Egypt.
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I want Dark Magic to be a turtle faction. No offense, but that's how I like to play.
OK...Didn't know you'll need it... Do you? I think some mods are not GAE only and that...they...don't have this "scenario".
If workers can attack right now, the whole faction goes down the drain for the AI. The workers go and attack the enemy and this is often cripples Magic. If I made LUA AIs, I would program it to send out maybe half of them to attack, or maybe they would attack if they came within the unit's sight.
Speaking of LUA, is Dark Magic a megaglest mod or a GAE mod. In the past, you said it was a GAE mod... Now, I am not completely sure... Please clarify.
Right now I haven't diverged the mod. I would really like to use the GAE features, one one side. If I get some particles for Megaglest, then there will obviously be Megaglest-specific release(s) too.
Hmm...I just played Dark Magic again, this time multiplayer. I think its good, but it really needs to be balanced...mostly overpowered. Such as, Gods Bane should be ANTI AIR ONLY. ...Shades (Was allyips...) are really overpowered too. They don't even run out of energy like archmages... Etc.
Thank you. That is the kind of feedback I especially like. I think all of your suggestions are reasonable. (What do you think of the Shade particle proj, eh? I like it a lot.)
Titi hated it, but I want to include a machine gun type unit which attacks ground only to compliment the Gods Bane.
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I want Dark Magic to be a turtle faction. No offense, but that's how I like to play.
OK, BUT that is no reason for Gods Bane to be anti air AND anti ground. That really ruins Dark Magic IMHO, and outrules the [checks the name of the unit] Earth Serpent, since the Earth Serpent only has 1500 HP or so, and is weaker. Hmm...This just really ruins Dark Magic for me, also, when I first came across DM, gods bane was anti air only. It ruins DM for me because it awfully adds to the unbalanceness of Dark Magic. (Basically way too overpowered, almost everyone I know agrees, overpowered to all other factions in the glest world mostly, overpowered to itself sometimes even...and this was typically the first thing people would say after trying Dark Magic) The overpowerfulness is like Egypt(Splash) + Norsemen(Random powerfulness) + Persian(ANTI AIR Powerfulness, and elephants.) I can really tell you a lot of people in the glest community, or that have tried out Dark Magic agree with me, basically. (But then they say the quality is nice, besides some animations or models/ but at first is hard to get used to(etc,etc,etc.) )
Titi hated it, but I want to include a machine gun type unit which attacks ground only to compliment the Gods Bane.
I remember. I did not hate it, but I think it was pointless, and not really worth it in another sense. I remember I would not really use it compared to the Gods Bane or Earth Serpent. It was weak, no use, and I think one faction has a anti AIR building and a antiground/antiboth building. that is all... I mean it was cool, but it did not fit in...IMO.
OK...Didn't know you'll need it... Do you? I think some mods are not GAE only and that...they...don't have this "scenario".
If workers can attack right now, the whole faction goes down the drain for the AI. The workers go and attack the enemy and this is often cripples Magic. If I made LUA AIs, I would program it to send out maybe half of them to attack, or maybe they would attack if they came within the unit's sight.
Oh ok, sorry I somehow missed the "attack" part of your post. (I think it is the glestiness of the forum, the theme ;) ) All I saw was change the healing one to hammering... Anyways, I don't think this needs to be discussed...yet. :|
Speaking of LUA, is Dark Magic a megaglest mod or a GAE mod. In the past, you said it was a GAE mod... Now, I am not completely sure... Please clarify.
Right now I haven't diverged the mod. I would really like to use the GAE features, one one side. If I get some particles for Megaglest, then there will obviously be Megaglest-specific release(s) too.
Alright, I guess we will have two versions then. You should/probably will get particles + other changes from titi by Sunday, and he is working on it like everyday (at least today/yesterday) (Don't know if he add balancing changes, there is probably too many to do/too hard/not enough time)
Hmm...I just played Dark Magic again, this time multiplayer. I think its good, but it really needs to be balanced...mostly overpowered. Such as, Gods Bane should be ANTI AIR ONLY. ...Shades (Was allyips...) are really overpowered too. They don't even run out of energy like archmages... Etc.
Thank you. That is the kind of feedback I especially like. I think all of your suggestions are reasonable. (What do you think of the Shade particle proj, eh? I like it a lot.)
Hmm, no problem. I probably won't give much feedback concering that area until Dark Magic is balanced...
The Shade Particle proj.? It was awesome. Not saying it could not be improved though... :|
Hmm, speaking of Shades. Why did you choose to rename the renamed units and/or buildings? :|
EDIT: The new icons are cool. I don't know if perfect...but much better. :thumbup:
EDIT: What use is the Devil Machine for (looks cool) but is equal to morlock right. I mean, AI does not use it much. People don't use them much, since...Shades are nice.
EDIT: I think I always use the 20 energy. No point really to use 5 or 10. Cept if you don't have enough resources...
Man, this post took a long time to write. :P It is late now.
One more thing, I now think mediafire is better than Filefront. Why? Someone pointed out that it does not give direct links, like direct direct. So Mediafire is basically better than Filefront in that retrospect if not bigger then 200 MBs. Also that you don't need to register, etc.
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I was watching the dark magic test video and noticed that the tileset is displaying the old custom surface texture 5 graphic - titi updated that tileset a few versions ago.
[IMG]http://i821.photobucket.com/albums/zz136/TrappinGlestMaps/Glest%20Other/dark_magic_test.jpg[/img]
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I was watching the dark magic test video and noticed that the tileset is displaying the old custom surface texture 5 graphic - titi updated that tileset a few versions ago.
[IMG]http://i821.photobucket.com/albums/zz136/TrappinGlestMaps/Glest%20Other/dark_magic_test.jpg[/img]
Oh yeah...so does this mean the Winter Forest tileset still uses the old custom surface texture 5 graphic? And by update you mean the "new winter tileset" (https://forum.megaglest.org/index.php?topic=4103.0) right...
EDIT: titi confirmed he updated both. Sweet.
Oh and sorry for the quality...
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Here is the version with some Megaglest particles some changed models and so on:
http://www.titusgames.de/darkmagic/dark_magic_100809.7z
Please try it and tell me if its ok.
( Its still compatible with vanilla glest and should work with GAE too , but without particles )
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Nice, as I told you! Now for balancing... And I see now, we will have two different versions, maybe even 3... :|
[URL=http://img651.imageshack.us/i/oblivionportalparticles.jpg/][IMG]http://a.imageshack.us/img651/1929/oblivionportalparticles.jpg[/img][/URL]Oblivion Portal (When Producing Units) Particles
Well I was going to show all of it, but see for yourself. :O
Now as I said, balancing, and other little stuff is left I guess.
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To solve the acolyte 'healing' buildings problem, use two repair skills & commands, for the current repair command remove all buildings from the units-repaired section, and put them in the new one, which uses the new repair skill with the same anim as build.
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hm , I don't think its a problem. I personally liked it the way it is!
What do others think, should I change it so that those who repair a building look like the one that builds the building?
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Yeah, I think it's fine how it is. It's not wrong or right; it's just a style preference.
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hm , I don't think its a problem. I personally liked it the way it is!
What do others think, should I change it so that those who repair a building look like the one that builds the building?
I actually like the..."style" of it...like what John said.
Although, it could be confusing to new people who are going to try it, since...for example, if this was going to be in the megapack, doesn't all of the factions just use "hammer/buildx2"? :|
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To solve the acolyte 'healing' buildings problem, use two repair skills & commands, for the current repair command remove all buildings from the units-repaired section, and put them in the new one, which uses the new repair skill with the same anim as build.
Hey man, that's not a bug, that's a feature! I appreciate you testing it though. Apparently the release was alright, since I have yet to hear a major complaint!
@titi (and the rest of the planet incidentally)
Now I'm extra excited. I'm on vacation, and so I can only access internet via a shared PC, so I cannot test. But that screen ultifd posed was, might I say, sexy. It makes Mark's model look great, and the particles look awesome (a lot like that portal in Stargate).
Ultifd, could you post some more screenies for me? Thanks. I get home the seventeenth.
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Apparently the release was alright, since I have yet to hear a major complaint!
Yeah, besides some AI problems...something type 0 or something. Not sure.
Oh, ok.
[img]http://img185.imageshack.us/img185/876/bloodfountain.jpg[/img]
[img]http://img694.imageshack.us/img694/6131/bloodfoutain2.jpg[/img]
[img]http://img375.imageshack.us/img375/4924/mainbuildingproducingac.jpg[/img]
[img]http://img821.imageshack.us/img821/8755/shadesk.jpg[/img]
[img]http://img708.imageshack.us/img708/3900/shadowwalkers.jpg[/img]
[img]http://a.imageshack.us/img651/1929/oblivionportalparticles.jpg[/img]
Maybe there is more, but can't really get anymore in a "fake game". The particles are really nice when the units are also on water...shadow walkers, etc. (for shadow walkers somehow they look worse in the screenshots, but only in them...)
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Dunno if it's possible, but when I get home I'm inspired to make some particles for the Sorcery Runes. There should be a flame for every spike. We'll see if that gets done or not . . .
Anyways, the screenies are sexy as ever. Thanks ultifd.
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Oh yeah, this thread is so active/mod is awesome (though I still think it needs to be balanced) ;) we don't need it to be stickied... "hurray" I guess. :O
No problem for screenies, you should also thank titi ;) .
Dunno if it's possible, but when I get home I'm inspired to make some particles for the Sorcery Runes. There should be a flame for every spike. We'll see if that gets done or not . . .
OK I told titi about your idea on the Glest IRC Channel, and this is what he said.
<titi_linux> yes possible
<titi_linux> but how many spikes?
<titi_linux> every flame is one particle system ...
<titi_linux> so it will eat some performance maybe
<ultifd> 11 on the head thing, and 8 on the outside
And then, I have a question. Which "spikes"? Both, head, or the "bottom/outside"
then he told me to try it myself...so maybe I will try to do two flames...
EDIT: This also led me to remember the g3d editor was upgraded/updated a long time ago...it can load the XMLs for particles...awesome.
<titi_linux> try it
<ultifd> hmm? don't know how
<titi_linux> try every second or something else
<titi_linux> look at other flames and learn :)
<ultifd> lol
<titi_linux> hint blacksmithOh yeah...
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A flame coming out of each spike? Yikes. I can barely even play Persians because the Magic Carpet's particles eat my performance. I think this proposed Sorcery Runes effect would put my computer into a coma!
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A flame coming out of each spike? Yikes. I can barely even play Persians because the Magic Carpet's particles eat my performance. I think this proposed Sorcery Runes effect would put my computer into a coma!
Yeah, it could be really bad... 8 Sorcery Runes, and if lets say 8 spikes...64 spikes of flame...of course we build more then one Sorcery Runes...
Oh well, just in time for the lag improvements... (for 3.3.6 today no lag!!!unless a lot of units...a lot...but we also lost a lot of games (did the AI get better?) and finally won...once... out of many. damm. )
Let see. maybe somehow create it so modman still gets what he wants, it still looks cool, but won't mess up the performance.
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I'm curious why Glest's particles are so basic, yet they cause so much lag??
I mean, look at Crysis, they can have lots of flames and explosions going with better looks and performance than Glest(by far......unfortunately...).
Do we need to use a newer version of OpenGL or something? :look:
Another thought I had other than addressing the main issue and fixing the particles, is to release it with minimal particles and low detail stuff customized for the best performance on slower computers, then have a pack with more particles and high detail stuff for people that want it... What do you guys think? ;)
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I'm curious why Glest's particles are so basic, yet they cause so much lag??
I mean, look at Crysis, they can have lots of flames and explosions going with better looks and performance than Glest(by far......unfortunately...).
Do we need to use a newer version of OpenGL or something? :look:
Not sure too...I think softcoder or titi could answer that...don't think softcoder checks this thread though...for more then one reason I guess.
Another thought I had other than addressing the main issue and fixing the particles, is to release it with minimal particles and low detail stuff customized for the best performance on slower computers, then have a pack with more particles and high detail stuff for people that want it... What do you guys think? ;)
Yeah. I guess we'll have a total of 3 versions then... or maybe 4. (I think I would be fine (and I am right now) with current particles in DM...but if we had 8 flames...probably not like 60% of the community.)
1.) normal particles, works with vanilla glest too...
2.) GAE version.
3.) lower quality version...etc.
4.) ...not sure.
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That's true, you could make different quality versions. Suppose though, that there could be a way to turn off the unit particle effects (since those are all just extra things) in Megaglest itself... Perhaps that would be a good feature request... (goes to request it).
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in glest.ini you should find,
UnitParticles=true
change it to false :) or add it if it's not there.
Particle systems aren't all that demanding, and I doubt anyone will notice much of an improvement by turning them off, Megaglest's performance problems are likely not related to particle systems.
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That's true, you could make different quality versions. Suppose though, that there could be a way to turn off the unit particle effects (since those are all just extra things) in Megaglest itself... Perhaps that would be a good feature request... (goes to request it).
Well, you can already. Not per each game though...so if you do request, request it like that I guess. :P
Right now if you want to turn off particles for all games, you can in the options menu, the inis, or the configurator.
I like particles though...and they don't really hurt my performance...for now...so I'm good with it.
EDIT: Man I post too slow... lol
Anyways, I might have asked softcoder already... :-/ like when I was typing...
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Really? I didn't realize that, my bad.
So if there's already a method to turn it off, we don't need to split the versions, do we?
And I agree, the unit particles are great. But low-end computers like John's don't do so well with them...
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So if there's already a method to turn it off, we don't need to split the versions, do we?
Well...not really. I think it just depends on how Sir Modman is going to add the particles...if there was "8 fires on the spikes", then...when playing Dark Magic most people wouldn't want it, if it causes huge performance issues...I guess we'll see... Now if we had an option for particles per game, then for DM games people could just turn it off upon setting up their game...(for people like me I guess...not sure)...but you locked the other thread. Anyways, I'll just ask softcoder on the IRC Channel later.
At least it'll look cool...
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I just want to mention that you can switch off the particles in the in game options!
No need to edit ini files.
And for performance of particles, ... just try it, its not that demanding! I just wanted to mention it that hundrets of particles systems may have an effect
@archmage : Wow you compare us to crysis ? ;D :O :O :O :O :-*
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@archmage : Wow you compare us to crysis ? Grin Laughing Laughing Laughing Laughing Kiss
Why not? :P
I'm kinda curious how Crysis has such awesome particle effects and good performance, but Glest has very basic particles, and kinda crappy performance...... :|
Now if we had an option for particles per game...
Ultifd's got a bright idea there... :thumbup:
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When you switch particle effects on and off, does it remove the particle effect of the golem, archmage or dragon? Or does it simply remove those of buildings? I'm confused.
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When you switch particle effects on and off, does it remove the particle effect of the golem, archmage or dragon? Or does it simply remove those of buildings? I'm confused.
Just the special ones, the newer ones...I guess.
That reminds me, it looks like GAE 0.3 will support particles...I wonder if it is the same kinda...but 0.3 should be a long time from now, even maybe longer then MG 3.3.7 ...
Now if we had an option for particles per game...
Ultifd's got a bright idea there... :thumbup:
Thanks, but I already asked softcoder... and this might take some time to implement since there may be complications...
Lets just see how the Sorcery Runes Particles go...
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I have made several icons for Dark Magic (13 actually). They can be found
[size=18pt][url=http://www.filefront.com/17217597/DM Icons.zip]here[/url][/size]
[img]http://img202.imageshack.us/img202/1563/newiconsi.png[/img]
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I have made several icons for Dark Magic (13 actually).
Most of these are a significant improvement and I look forward to seeing them used. However, the Imp attack, mine, stop, Devil Machine attack, and build are all problematic.
- Imp attack - Do I really need to say?
- Mine - Ditto. The old one was decent, but a picture of the bowl from a different angle might be the way to go here.
- Stop - Inconsistent style. The gradient and line thickness don't match the rest of the icons. Also, the middle finger is bending the opposite way of its claw.
- Devil Machine attack - Doesn't match the geometric cleanliness of the others.
- Build - The perspective looks a little wonky. The handle should be parallel to the vertical edges of the hammer head.
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I have made several icons for Dark Magic (13 actually).
Most of these are a significant improvement and I look forward to seeing them used. However, the Imp attack, mine, stop, Devil Machine attack, and build are all problematic.
- Imp attack - Do I really need to say?
- Mine - Ditto. The old one was decent, but a picture of the bowl from a different angle might be the way to go here.
- Stop - Inconsistent style. The gradient and line thickness don't match the rest of the icons. Also, the middle finger is bending the opposite way of its claw.
- Devil Machine attack - Doesn't match the geometric cleanliness of the others.
- Build - The perspective looks a little wonky. The handle should be parallel to the vertical edges of the hammer head.
1. I really don't know what you are trying to say. I think it is a visible improvement over the old one, considering the fact that the imp attacks with claws, not a sword.
2. Before I made these icons, and further, before I played dark magic's latest version, I had not played dark magic in glest since the days of the fury of the tiki. So, when I saw the acolyte's mine image, I thought it was an attack and sent them out. I don't know what I was thinking, but I was saved from a slaughter only when I sent in my alliyps. The image was not good enough. The new one is not very good, but certainly an improvement. The other one didn't look like anything. I agree that yes, a new one could be made. Maybe a white bone-claw with gold and stone in it?
3. I fixed the gradient and line thickness. Thank you for alerting me to that. I think the finger's problem is minor.
4. The devil machine's attack image is one that I think is less important. I really have no idea what you mean by geometric cleanliness, unless you are referring to the circles it has or that it might be jagged along the pixels.
5. Yes, I need to fix it. The original picture had none of the perspective problems. However, because the embellishment in the images takes up most of the upper left and bottom right corners, in order to keep it visible I rotated it. I should have made a new image.
Thank you for the critique. I am glad that it came quickly, because tomorrow I will probably have forgotten all about this stuff (just kidding, though I certainly have the necessary enthusiasm now.) I have implemented the icons I have made, with the fixes recommended by you, John, and I will continue to work on Dark Magic. As the foley artist, I will now be working on sounds for the gargoyle. I will have a loud, echoey thumping noise for the move, a heavy slicing sound for the attack, with grunts similar to a bulls for death, attack, and acknowledge sounds.
I would like to ask the community a question. Several of the units in Dark Magic have particle attacks. We could use the method that modman has pioneered, namely using the printscreens of the particles as images. Or, we could follow the idea of magic, which has particle effects matching the theme, rather than being off-theme colors. I am leaning toward the method pioneered by modman, even though it contradicts the theme. What do you people think?
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1. The Imp claw looks like it was drawn by a child with finger paint. Sorry, but it's crap. Also, we might need something that looks more different from the stop icon than this does.
2. The old one is a picture of the Acolyte's mining bowl. If you want to do one more similar to Magic's mining icon, go for it. The one you've made here, though, is sloppy.
3. Not really a big deal, but it would take no more than a minute to fix, right?
4. By "geometric cleanliness", I mean that on the other icons, we've got smooth curves, precise angles, and overall a very geometric appearance like something that came out of a machine. The one you've made looks more hand-drawn. Does that make more sense?
5. :thumbup:
I would like to ask the community a question. Several of the units in Dark Magic have particle attacks. We could use the method that modman has pioneered, namely using the printscreens of the particles as images. Or, we could follow the idea of magic, which has particle effects matching the theme, rather than being off-theme colors. I am leaning toward the method pioneered by modman, even though it contradicts the theme. What do you people think?
Hmm... dunno. *waits for other people to comment*
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1. The Imp claw looks like it was drawn by a child with finger paint. Sorry, but it's crap. Also, we might need something that looks more different from the stop icon than this does.
2. The old one is a picture of the Acolyte's mining bowl. If you want to do one more similar to Magic's mining icon, go for it. The one you've made here, though, is sloppy.
3. Not really a big deal, but it would take no more than a minute to fix, right?
4. By "geometric cleanliness", I mean that on the other icons, we've got smooth curves, precise angles, and overall a very geometric appearance like something that came out of a machine. The one you've made looks more hand-drawn. Does that make more sense?
1. Point taken. it was supposed to be blood. I would give an excuse, but your attitude is the 'cut the crap' one, which is probably appropriate here. :-[ I should probably remove the hair on the claw, too. :D
2. I really don't see what you mean. Do you dislike the somewhat arbitrary nature of the gold and stone in the basket? Do you think the lines are badly drawn?
3. I did fix it, though I am surprised you picked that one out of the many errors of equal magnitude to choose from.
4. Gotcha. The way I did them was by using steps: step 1 is drawing an outline in a jagged line, step 2 is filling it in with color and a gradient, and 3 is going over the old lines with a thick, smooth line to give it a burnished look. I guess I forgot step 3. Oops!
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1. Point taken. it was supposed to be blood. I would give an excuse, but your attitude is the 'cut the crap' one, which is probably appropriate here. :-[ I should probably remove the hair on the claw, too. :D
The whole hand is rather sloppy-looking. Since some of the other attack icons are screenshots, maybe try taking one of the Imp's claw and using that? Let's try it and see how it looks.
2. I really don't see what you mean. Do you dislike the somewhat arbitrary nature of the gold and stone in the basket? Do you think the lines are badly drawn?
The gold and stone are just blobs. They don't look like anything.
I would give an excuse, but your attitude is the 'cut the crap' one, which is probably appropriate here. :-[
It's not necessarily that. It's just that, well, these two frankly are not good enough. Most of them are, but the mining and imp attack in particular aren't up to par.
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+1 for keeping the old icons.
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Sorry but I like the screenshot images more then your drawings, in most cases, still there are some that I like
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Sorry but I like the screenshot images more then your drawings, in most cases, still there are some that I like
It's alright. I like the screenshots much more.
1. Point taken. it was supposed to be blood. I would give an excuse, but your attitude is the 'cut the crap' one, which is probably appropriate here. :-[ I should probably remove the hair on the claw, too. :D
The whole hand is rather sloppy-looking. Since some of the other attack icons are screenshots, maybe try taking one of the Imp's claw and using that? Let's try it and see how it looks.
I thought you wanted it to conform to the theme? The reason we have screens for images of the others is that they have particle attacks, which are hard to translate onto my other method. I originally made one doing just that, taking a screen from the model. It looks like a blob, and in order to conform it to the theme and the size constraints I had to turn it into what looked like a circle with random pixels inside. But, since I agree with your criticism, I have removed the hair, the pink stuff, and have smoothed the lines and moved them into a curved shape, so it looks like a half-closed claw with long fingers.
2. I really don't see what you mean. Do you dislike the somewhat arbitrary nature of the gold and stone in the basket? Do you think the lines are badly drawn?
The gold and stone are just blobs. They don't look like anything.
I think you are right, but I can't come up with that, and I am working on other stuff, so it would be great if someone else would do it.
TO EVERYONE: Does anyone know where the construction/destruction models for the blood fountain, that I made, can be found? It is not in the new Dark Magic, and since my computer's crash, it is gone. I can't find it anywhere. Anybody?
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I thought you wanted it to conform to the theme? The reason we have screens for images of the others is that they have particle attacks, which are hard to translate onto my other method. I originally made one doing just that, taking a screen from the model. It looks like a blob, and in order to conform it to the theme and the size constraints I had to turn it into what looked like a circle with random pixels inside. But, since I agree with your criticism, I have removed the hair, the pink stuff, and have smoothed the lines and moved them into a curved shape, so it looks like a half-closed claw with long fingers.
I don't know, man. If you can make it look good in-game, I don't really care what method you use. From your description, it sounds like it'll be good.
TO EVERYONE: Does anyone know where the construction/destruction models for the blood fountain, that I made, can be found? It is not in the new Dark Magic, and since my computer's crash, it is gone. I can't find it anywhere. Anybody?
I don't have it on my computer anywhere, but it might be in an old archive on MediaFire. I'll take a look.
Edit: This? http://www.filefront.com/17227068/blood_fountain.7z (http://www.filefront.com/17227068/blood_fountain.7z)
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The biggest XML problem I have in Dark Magic is as follows. From a stats standpoint, what should be the difference between the Morlock and the Devil Machine? They are both swarm units. So right now I see several options:
Option 1
The Devil Machine will have far stronger armor and better HP than the Morlock. It will be more expensive accordingly. This option works well with my initial plan of making the Devil Machine a pet of the Dark Elder in GAE.
Option 2
Make the Devil Machine less expensive and, accordingly, given less armor and HP than the Morlock. It might make sense if the units are produced in bulk. Again, they are swarm units.
Option 3
Nix either the Devil Machine or the Morlock. They are too similar anyways, right?
Are there other possibilities? Yes. GAE allows me to give units more "abilities" like emanations (which could be constructive to friendlies or destructive to enemies). However, the issue of HP vs. armor vs. resource cost is at the core of the question, and matters more because GAE and MegaGlest aren't merged yet.
Please give me your input. Which option do you prefer?
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Second, I realize that the Gods Bane and Shade are too strong, as ultifd pointed out. But I like to turtle, so I'm hoping to compromise. (But I realize a distinct possibility that a compromise should not be made.) Here is my proposed model:
- Both the Shade and Gods Bane are initially weaker in HP, armor, and attack damage
- There is an upgrade which can improve them, maybe back to current strength
- The duration of the upgrade can be modified for balance (even to a ridiculous amount of time like five minutes)
- My proposed name for the upgrade is "Hercules Blood" but could be improved. (In Greek mythology, gods fought with men, so it is a fitting name for something which improves a Gods Bane.)
- I am undecided on which unit is to do the upgrade. If no one stops me, I will probably have the Gods Bane do it (thus making it very difficult for the AI to finish it uninterrupted), but other possibilities are the Divination Crystal and the Enchantment Tower.
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Option 1
The Devil Machine will have far stronger armor and better HP than the Morlock. It will be more expensive accordingly. This option works well with my initial plan of making the Devil Machine a pet of the Dark Elder in GAE.
:thumbup:
I think the Devil Machine should be stronger and a bit less of a swarm unit than the Morlock. Why? The Devil Machine is made out of metal, so it deserves strong armor, and having that will make it more effective, and then for balance of course you'd have a higher cost for the unit, making it harder to use in swarms.
GAE and MegaGlest aren't merged yet.
That has been discussed many times, and the devs have said they won't be merging.
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I prefer option 1 as well.
Edit: This? http://www.filefront.com/17227068/blood_fountain.7z (http://www.filefront.com/17227068/blood_fountain.7z)
No, but I will find it. That is Titi's
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[size=28pt][url=http://www.filefront.com/17229228/dark_magic v. 10-8-23.zip]Download Dark Magic v. 10-8-23![/url][/size](37 Megabytes)
Greetings. I have made several changes to the faction, enough (in my opinion) to warrant a new release. This release is called Dark Magic v. 10-8-23, as apparently we are using the Linux system, which I had previously disliked, but now accept.
The file is approximately 37 Megabytes compressed, and 55 Megabytes uncompressed. It was previously approximately 78 Megabytes uncompressed, so I have clearly made your downloads easier. Here is how I eliminated extra size:
1. Huge Textures: Several units (Harpy, Shadow Walker, Blood Fountain, et cetera et alibi) have textures that are 512. These are unnecessary, as glest renders them as if they were somewhere between 128 and 256. I have marked down these textures to 256, and in the case of the shadow walker, 128. Don’t complain. You wouldn’t be able to tell the difference. Taking it from 512 to 256 saves ¾ of a meg, and down to 128 saves an entire megabyte.
2. Wasteful Textures: Some textures have vast quantities of blank space, which, if removed, could make the texture much smaller. I have tried to do what I can, but I can’t fix them all.
3. 3. Extra Models and Textures: Textures take up lots of space. An unanimated, 500 poly building model will use up approximately 50 kilobytes. A 512 texture uses up 1 meg. So, when I came across extra, unused models or textures, I removed them and put them in a separate folder. If anyone wants access to this folder, I can grant it to them.
Just in case any of you are going to be scumbags and not download, play, and comment on the faction, I have some pics of the modeling work I have done for the faction.
[img]http://img832.imageshack.us/img832/413/bloodfountain.png[/img]
[img]http://img837.imageshack.us/img837/7434/divinationcrystal.png[/img]
[img]http://img820.imageshack.us/img820/8669/sorceryrunes.png[/img]
P.S. to all Glade Modders-This is the last release in which there is likely to be new models, and probably the last for new textures. Now it is time for sounds to be done, as that is the only area that the faction still borrows magitech material for. So make sure you enjoy playing it, but try to think of ideas for voices, especially for the morlock and imp, as those are tricky as far as sounds go. Other than that, maybe we will do some XML tweaking, or whatever John.d.h and Sir Modman want. Thank you for the continuing interest, help and support.
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Um, there is a new version of Dark Magic with a bunch of fixes (see above) and I'm wondering why it has been downloaded only five times so far. :look:
C'mon, can I get some feedback please? :)
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The balance is getting better !
- You didn't used my enchatment tower models 8) . Did you miss them or do you think they don't fit?
- I don't like the the sourcery runes texture
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Thanks for the info. It has been almost half a month since the last post.
About the Enchantment Tower models: I saw them, but I don't think they fit. The animations were a little strange.
About the Sorcery Runes: What specifically don't you like? The original texture was grungy metal, but I didn't have one like that so I used a different one. I could have taken it from omega's, but don't you think the model looks way better? It actually has good death and construction models.
WHY IS NO ONE POSTING HERE?
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Didntlike that texture either,probably the redpartsand the grey/black parts,it lacks...detail i think.
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Look at www.burningwell.org in the texture section.
I made tons of texture base photos and uploaded them there!
For the enchatment tower: I don't like model and texture that much , thats why I changed it.
For me my version is better ( I think everyone likes his own stuff ;D). Especially with the animation and the really frightning looking particle system. My vote is not to skip it. What do others think?
here is mine:
[img]http://www.titusgames.de/tmp/titi.jpg[/img]and here is the current:
[img]http://www.titusgames.de/tmp/normal.jpg[/img]
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I haven't seen the animations, so I can't really comment on that. For the textures, the old one was a little bland, but I don't much care for so much red on the new ones. They don't even look stone anymore... more like really evil mushrooms. The wide part that looks kinda like an umbrella looks cool, though. Maybe mix-and-match the textures? The particles look evil and cool, so I'd say keep them.
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I haven't seen the animations, so I can't really comment on that. For the textures, the old one was a little bland, but I don't much care for so much red on the new ones. They don't even look stone anymore... more like really evil mushrooms. The wide part that looks kinda like an umbrella looks cool, though. Maybe mix-and-match the textures? The particles look evil and cool, so I'd say keep them.
I second this motion. :)
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The animation is some kind of breathing. By this it looks frightening alive and when it dies, it goes down like a worm or something like this.
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Oh, yeah. It was the death anim that I really did not like. I had made very intricate construction and destruction models and they reveived a lot of positive feedback. Fine. We will keep the particles, but not the models you made, although I think John.d.h gets the final say, him being the czar and all.
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Look at www.burningwell.org in the texture section.
I made tons of texture base photos and uploaded them there!
For the enchatment tower: I don't like model and texture that much , thats why I changed it.
For me my version is better ( I think everyone likes his own stuff ;D). Especially with the animation and the really frightning looking particle system. My vote is not to skip it. What do others think?
here is mine:
[img]http://www.titusgames.de/tmp/titi.jpg[/img]and here is the current:
[img]http://www.titusgames.de/tmp/normal.jpg[/img]
If im gonna be a prick, i`ll ghave to say that, the bottom of the model is weird, scale up all the bottom vertices a little and maybe "texture in" some chaisn or roots or something?
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Thanks for the info. It has been almost half a month since the last post.
Hmm, didn't know a month = two weeks or so... :-/
I guess I'll do a test with Dark Magic later today... hmm...
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Oh, yeah. It was the death anim that I really did not like. I had made very intricate construction and destruction models and they reveived a lot of positive feedback. Fine. We will keep the particles, but not the models you made, although I think John.d.h gets the final say, him being the czar and all.
I've been around long enough to know that I can usually trust Titi's judgment. I'm not downloading the entire Dark Magic faction and Megaglest on which to play it, as that's going to be a pain in the ass on my internet. However, if you can find those old con/destruction models you made, post some side-by-side screens comparing them to Titi's, or archive them all so I can take a look in the g3d viewer, and I'll make a decision. With that said, Titi is the maintainer of the Megapack, so if he wants to include a version of Dark Magic in it, then there's nothing to stop him from doing whatever he wants with it.
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I gave the DM wiki (https://docs.megaglest.org/Dark_Magic) page the new faction template, so that's nice. Do we still need the download section (https://docs.megaglest.org/Dark_Magic#Latest_Release.2F_Download) though? :-/
I also kinda cleaned up the video section, made it a nice gallery. :) It should be the same for pictures too... (https://docs.megaglest.org/Dark_Magic#Image_Gallery)speaking of it, does anyone have nice DM related screenshots?
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Re-textured sorcery runes.
[IMG]http://i821.photobucket.com/albums/zz136/TrappinGlestMaps/Glest%20Other/ruins.jpg[/img]
file:
http://www.mediafire.com/file/sjrrol0gtu16nna/test%20models.7z
My work is always CC0 <zero> public domain.
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Thanks. Looks great!
I will install soon.
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I tried retextiring the pain tower using stone and brick textures but none of them looked very good - the model shown below looks kinda cool but it doesn't blend with the dark magic style.
(http://i821.photobucket.com/albums/zz136/TrappinGlestMaps/Glest%20Other/pain_tower1.jpg)
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the model shown below looks kinda cool but it doesn't blend with the dark magic style.
Yeah...too bad, it does look cool...
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Whats the current status of this project? Is there a check list of things which need to be done here?
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I guess it was done. I split from the faction to work on greeks, modman got homework, and glade had already dissolved. I'm the only one doing work, so a checklist wouldn't get finished quickly. It seems pretty good as is, but with you sorcery runes it is even better.
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IIRC, sounds are sorely lacking.
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[facepalm] yeah, I forgot.
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I've got no practical experience working with sound files and Audacity - is anyone willing to rework the male/female melee attack and death sound files? There are loads of open source sound files at opengameart.org - I've listed a few below:
pack previews:
http://opengameart.org/content/grunts-of-male-death-and-pain License(s):GNU GPL 2.0
http://opengameart.org/content/evil-creature CC0 (Public Domain)
http://opengameart.org/content/5-male-attack-voices CC-BY-SA 3.0
http://opengameart.org/content/7-male-pain-voices CC-BY-SA 3.0
http://opengameart.org/content/vocal-grunts-tribehwav CC-BY-SA 3.0
http://opengameart.org/content/girly-scream CC-BY-SA 3.0
http://opengameart.org/content/vocal-grunts-0 CC-BY-SA 3.0
single voice .wav files
http://opengameart.org/browse-menu/audio/24/10?page=1
Don't stumble on on the homestretch - a few tweaks on the textures, some new sounds and a final tuning for balance is all we need!
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So i have some problems when i'm trying to download this mod. I often have problems with downloading files for Glest, may be because i leave in Russia. Can you make another link to download this mod?
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The link is on the first page. It works fine for me. Although I am in America I guess.
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This download is from media1.gamefront.com, which is an alias for wpc.1f32.edgecastcdn.net, which means you download from a CDN (coral distribution network), specifically Verizon Edgecast (the second largest CDN there is) which means you will download from a location which is close to you in Internet topology (http://www.edgecast.com/network/map/). So actually there should be no problems anywhere between your ISP and the download location (i.e. the problem would most likely be somewhere between your computer and your ISP's peering points). If problems persist, try to download through a remote proxy server. Or from this mirror (http://downloads.megaglest.org/factions/dark_magic_v10-8-23.zip).