MegaGlest Forum

Modding and game content creation => Mods => Topic started by: jacko161 on 28 February 2010, 22:47:39

Title: Machinery Faction ideas
Post by: jacko161 on 28 February 2010, 22:47:39
We are starting a Machinery Faction (Modern Military Faction) for Glest and we could use some ideas any feedback would be greatly appriciated  ;D

We have some basic tech tree plans ready but they are quite Large (around 2000x300 pixels) but we can send them to you if required 
Title: Re: Machinery Faction ideas
Post by: ultifd on 28 February 2010, 22:49:54
Well, make sure it is different from Omega's faction...  ::)
https://forum.megaglest.org/index.php?topic=3802.0
http://glest.110mb.com/military/

(http://glest.110mb.com/military/images/img/6f.jpg)

 ::)  :P
Title: Re: Machinery Faction ideas
Post by: jacko161 on 28 February 2010, 22:53:01
OK well it looks like we have a different idea to him  :)
Title: Re: Machinery Faction ideas
Post by: John.d.h on 28 February 2010, 23:26:13
If you tell us a little more about what your faction is about, we can help you a little better.  If the tech tree image is too large, you could just type it out as a document like this (http://docs.google.com/Doc?docid=0ARUAF5tBNeWaZGhoYmpmbnFfMTYyd2hoem5kMw&hl=en) (Google Docs is a fantastic tool for collaboration, by the way), or upload it to ImageShack.us (http://ImageShack.us) and post the thumbnail (so people who want to see it can click for the large image, but people who don't won't have to load the whole thing).  If the faction is Machinery, is it like a robot military?  That would be pretty fun, and I'm sure we could come up with some cool ideas.
Title: Re: Machinery Faction ideas
Post by: jda on 1 March 2010, 00:08:51
or upload it to ImageShack.us (http://ImageShack.us) and post the thumbnail (so people who want to see it can click for the large image, but people who don't won't have to load the whole thing).
Imageshack allows you to resize the image when uploading (800x600 or 1024x768 should be fine for most people I guess).
Title: Re: Machinery Faction ideas
Post by: ultifd on 1 March 2010, 03:26:53
We are starting a Machinery Faction (Modern Military Faction) for Glest and we could use some ideas any feedback would be greatly appriciated  ;D
"We" as in all of the people in your class? (that's working on Glest stuff...) ?
 ::)  :P
Title: Re: Machinery Faction ideas
Post by: sand_drew on 1 March 2010, 10:36:59
We as in the three of us who posted on the forum so far, plus one more. The rest are doing other things.
Title: Re: Machinery Faction ideas
Post by: jacko161 on 1 March 2010, 23:35:44
well we are actually currently finalizing our tech tree cause we have the drafts but each has their ups and downs
Title: Re: Machinery Faction ideas
Post by: ultifd on 1 March 2010, 23:39:57
well we are actually currently finalizing our tech tree cause we have the drafts but each has their ups and downs
I see.
We as in the three of us who posted on the forum so far, plus one more. The rest are doing other things.
Title: Re: Machinery Faction ideas
Post by: John.d.h on 1 March 2010, 23:42:30
well we are actually currently finalizing our tech tree cause we have the drafts but each has their ups and downs
Some of us have a lot of experience with how balance works in Glest, so if you post some of your ideas we can probably help sort out that tech tree a little faster/better.
Title: Re: Machinery Faction ideas
Post by: jacko161 on 1 March 2010, 23:52:56
Well our basic idea is that we have one faction that can build basic structures and gather resources the player then chooses whether they become a machinery or magic faction

we have 7 building ideas for our faction

-Command Center
-Barracks
-Factory
-Air field
-MG position
-research lab
-nuclear missile silo

we are also going to update the magic faction but im not working on that to much im more into the machinery side
Title: Re: Machinery Faction ideas
Post by: sand_drew on 1 March 2010, 23:55:12
Magic is currently a fairly similar parallel.

-Wizard's Tower
-Sorcerer's Academy
-Summoning Pit
-Temple of the Elements
-Ritual Circle
-Arcane Ward
-Research School

However, we are still combining all our group members ideas into one solid tech tree, so everything we have said is subject to change.
Title: Re: Machinery Faction ideas
Post by: jacko161 on 1 March 2010, 23:57:14
we would are working on units but one of our guys is very controlling :-X
Title: Re: Machinery Faction ideas
Post by: -Archmage- on 2 March 2010, 00:00:53
Quote
Magic is currently a fairly similar parallel.
It would definitely be better to rethink one of the factions so that they aren't parallel, because parallel factions generally aren't as fun too play. :-\



So how about 3D Art, how far have you guys gotten?
Title: Re: Machinery Faction ideas
Post by: sand_drew on 2 March 2010, 06:22:04
Perhaps, they are different, but follow a similiar structure.

One member of the group, Fordy, is currently working on a basic human model, but we're only just getting started.
Title: Re: Machinery Faction ideas
Post by: sand_drew on 4 March 2010, 03:42:07
(http://i47.tinypic.com/5cmuya.jpg)

This is our current finalized version of the tech tree.

Key:
Light Blue: Buildings
Red: Units
Orange: Tech upgrades
Brown: An upgrade that affects the unit to which the tag is assigned
Dark Blue: A requirement for the production of said unit/building
Bright Green: Machinery side
Pink/purple: Sorcery side

Red lines denote Machinery
Dark green denote Sorcery

Feel free to ask any questions.
Title: Re: Machinery Faction ideas
Post by: Gabbe on 4 March 2010, 09:44:12
whooa! large!
Title: Re: Machinery Faction ideas
Post by: ElimiNator on 4 March 2010, 17:38:46
Wow, what kind of tech is this?
Title: Re: Machinery Faction ideas
Post by: Gabbe on 4 March 2010, 18:01:32
is this going military with wizards? i have to laugh, uh, i dunt knov if this is a joke...
Title: Re: Machinery Faction ideas
Post by: sand_drew on 4 March 2010, 21:04:14
We've already established that this isn't a joke. It's part of a school project for one of our classes.

The idea, as previously stated by Jacko, is to have a central base starting faction, which, after a brief time, can become modern technology or sorcery, at the behest of the player.

I also fail to see anything laughable about the concept of an alternate history in whence, magic and machinery live side by side. Such a concept is nothing new.
Title: Re: Machinery Faction ideas
Post by: John.d.h on 4 March 2010, 21:18:11
So far the tech tree looks good, but I have a few things for you to consider.  First, that's going to be a LOT of work!  I don't know the details of your assignment and how much you're required to make, but you might consider scaling it back a bit if you're allowed to.  I think that if the two branches had more units in common, then it would make sense to have it all as one faction the way you do now... but if they're going to be switching to either machinery or sorcery pretty much right away, then doesn't it make more sense to just make two separate factions?

is this going military with wizards? i have to laugh, uh, i dunt knov if this is a joke...
If I understand the idea correctly, you start out with peasants and a castle, and you can build EITHER magic stuff OR military stuff, not both. :P
Title: Re: Machinery Faction ideas
Post by: Trappin on 5 March 2010, 03:07:54
Metallic paladins of Andabatae.

(http://th05.deviantart.net/fs12/300W/i/2006/295/8/9/The_Andabatae_at_S7_Arena_by_lady_die.jpg)

The Andabatae is the epitome of Solaris 7 arena combat, in more ways than one. Originally commissioned by the Solaris government as part of a multi-faceted advertising campaign, the Andabatae's design documents made no mention of the performance specs. Instead they outlined an image, a "spokes-mech" who's form was born in a vast, cross-referenced database of fan-mail, news articles, spectator polls, and top five lists. The result was filtered through the best graphic designers and advertising agencies in the Free Worlds League, then it was put out to bid.

Nothing left to harvest?
.
(http://fc07.deviantart.net/fs70/i/2010/063/2/3/Ruins_1__by_MasPix.jpg)

http://battletechlive.wordpress.com/2009/06/05/battlemech-design-options/
Title: Re: Machinery Faction ideas
Post by: Bruce on 5 March 2010, 06:51:14
So far the tech tree looks good, but I have a few things for you to consider.  First, that's going to be a LOT of work!  I don't know the details of your assignment and how much you're required to make, but you might consider scaling it back a bit if you're allowed to.  I think that if the two branches had more units in common, then it would make sense to have it all as one faction the way you do now... but if they're going to be switching to either machinery or sorcery pretty much right away, then doesn't it make more sense to just make two separate factions?

The assignment I've set is a progressive one - I am well aware that they don't have all the time in the world to work on it, so it's up to them to manage their workload. If it means that they don't complete all of it by the assignment deadline, so be it - I'll be interested to see how they plan so that they can still produce something at the end. For example, they may choose to start with the Castle, Command Centre and WIzard's Tower and associated units, and get all of that working properly. If by the end of the semester they don't complete the whole thing but what they do complete is flawless, then there's still potential for a very good mark (naturally if they only create a castle and peasant they won't get an A...)

I think the challenge they've created for themselves is a good one, and will be interested to see how they solve some of the problems they'll come up against with this approach. And, I'd also like to see them continue working on the project after the class finishes up this semester - I'll have another class of students doing the same thing, and they may opt to build upon what these guys do, or start from scratch again. Either way, over time, the classes should produce a number of new factions for the game (some good, some not so good...)
Title: Re: Machinery Faction ideas
Post by: Gabbe on 5 March 2010, 12:26:05
if i got this correctly now, you plan to make something of a tech and magician faction, just6 that the "tech" faction will evolve modern style of combat?
Title: Re: Machinery Faction ideas
Post by: sand_drew on 5 March 2010, 21:02:42
Again, the idea is that you start with a basic generic faction and branch out into a modern military/tech side or a sorcery/magic side.

We are fully aware that similiar factions for both types exist already, which is why we tried to ensure that all units and the like were kept as unique as possible.
Title: Re: Machinery Faction ideas
Post by: jda on 8 March 2010, 09:04:57
Again, the idea is that you start with a basic generic faction and branch out into a modern military/tech side or a sorcery/magic side.
A quick note on this.

Maybe you are already aware of what I'm about to say... but:
I have never heard of a mod where a single faction branches out into one of two others except when using GAE. See the FPM (Four Path Magitech) thread in the GAE board.
So...
* I'm not sure whether or not you can do that with vanilla Glest.
* If not, will this mod be a GAE-specific one? (would actually be cool, there's not much of that around, omega's Military is the most recent one I believe ;) )
Title: Re: Machinery Faction ideas
Post by: Bruce on 8 March 2010, 09:32:16
They'll need to find out if it's possible as part of their research and, if not, adjust accordingly.

Alternatively, they could explore GAE and request for it to be installed at school. That too is an option.

I'll be interested to see the outcome regardless...
Title: Re: Machinery Faction ideas
Post by: wciow on 8 March 2010, 09:46:56
jda is correct in saying that GAE supports "branches" within tech trees (called subfactions in the XML).

However I would say that you should consider using GAE very carefully due to its experimental nature. 
Title: Re: Machinery Faction ideas
Post by: John.d.h on 8 March 2010, 22:37:56
I think they can do it with regular Glest.  It just takes a bit of creativity. :)
Title: Re: Machinery Faction ideas
Post by: -Archmage- on 8 March 2010, 22:46:26
Well, if they are going to make it so you advance in either the Magical side or the Technological, not both, then you'll have to have something to stop people from building a the first Magic building if they build the first Tech building...

Oh, I just thought of how you could do it.................
Title: Re: Machinery Faction ideas
Post by: ElimiNator on 8 March 2010, 22:47:30
Yes I know to do it too.  :)
Title: Re: Machinery Faction ideas
Post by: John.d.h on 8 March 2010, 23:05:02
Exactly, but it wouldn't be much fun if we just told them, so let's let them figure it out for themselves. :)
Title: Re: Machinery Faction ideas
Post by: jacko161 on 8 March 2010, 23:08:09
lol thanks
Title: Re: Machinery Faction ideas
Post by: Bruce on 9 March 2010, 22:30:14
If it gets to the point where they need to be told directly, I'll post to let you guys know it's time to breach the subject ;)

However, given the fact they need to build models for everything too, they've got quite a bit of time to deal with that particular aspect. They could easily create the XML for everything and have it so that everything can be built by the one team, then add the restriction later on without too much difficulty (if the way I'm thinking is the solution...)
Title: Re: Machinery Faction ideas
Post by: ultifd on 19 March 2010, 23:33:49
So, how's the progress right now?  ::)
It seems to be pretty nice.  :O  :thumbup:
 :bomb:  :swordman: :archer:
Title: Re: Machinery Faction ideas
Post by: Gabbe on 20 March 2010, 00:14:29
 :archer: :swordman: :dead: :zzz: :silence: :green: :cheesy:

 :scared:
!
I
Oh, i peed in my pants!!

New smileys XD!

Anyways, i think alot of people wonder how this is going, inclusive me ! :D

Title: Re: Machinery Faction ideas
Post by: ultifd on 20 March 2010, 00:24:10
Do you have to go off topic?  :thumbdown:  :|
You should have just posted this.  ::)
Anyways, i think alot of people wonder how this is going, inclusive me ! :D
Title: Re: Machinery Faction ideas
Post by: John.d.h on 20 March 2010, 00:25:48
Considering it's their school assignment, I don't think they're going to abandon it. ::)
Title: Re: Machinery Faction ideas
Post by: Gabbe on 20 March 2010, 00:32:41
Do you have to go off topic?  :thumbdown:  :|
You should have just posted this.  ::)
Anyways, i think alot of people wonder how this is going, inclusive me ! :D

Considering that i did only go off-topic not requiring any kind of response making your post complete waste...

Considering it's their school assignment, I don't think they're going to abandon it. ::)
Me neither, thats why i wanna know how its going, and i belive you too?
Title: Re: Machinery Faction ideas
Post by: ultifd on 20 March 2010, 00:37:54
Do you have to go off topic?  :thumbdown:  :|
You should have just posted this.  ::)
Anyways, i think alot of people wonder how this is going, inclusive me ! :D

Considering that i did only go off-topic not requiring any kind of response making your post complete waste...
Not really, I was reminding you, since it isn't really good/ nice to go OT...  ::)

Considering it's their school assignment, I don't think they're going to abandon it. ::)
I know, I just want an update.  :) :thumbup:
Since this seems to be pretty cool...  8)
Title: Re: Machinery Faction ideas
Post by: jacko161 on 21 March 2010, 22:13:43
Ok well ill give you guys an update  ::)

we have began modelling and we have finished a tank model, quite a few different infantry models, a fighter jet model and some building models
 
We are learning how to animate ATM and once we have finished that we are going to finish modelling
Title: Re: Machinery Faction ideas
Post by: sand_drew on 21 March 2010, 22:35:43
And we've done some of the more basic XMLs.

But, as for the models we have, from the tech tree:

Castle
Arcane Ward
Militia
Mage
Fire Elemental
Mage Tower
Tank
Fighter Jet
Fighter
Peasant
Sniper
Warrior

And as Jacko said, we're currently learning animation.

And those models are untextured.

Title: Re: Machinery Faction ideas
Post by: Fluffy203 on 21 March 2010, 23:19:25
what is your tech tree cause that deff has some age/era conflictions
Title: Re: Machinery Faction ideas
Post by: ElimiNator on 21 March 2010, 23:24:22
First post I think, its kind of wacky,  :|
Title: Re: Machinery Faction ideas
Post by: Fluffy203 on 21 March 2010, 23:39:20
This is going to be weird , whats the deadline?
Title: Re: Machinery Faction ideas
Post by: tiger on 22 March 2010, 01:28:14
my advice is to learn to texture before doing anims or you might have a good model with a differnt texture for each anim
Title: Re: Machinery Faction ideas
Post by: John.d.h on 22 March 2010, 20:01:06
Cool, sounds like you guys are making some good progress.  If you need any advice, don't hesitate to ask (assuming you're allowed).

my advice is to learn to texture before doing anims or you might have a good model with a differnt texture for each anim
That made absolutely no sense.
Title: Re: Machinery Faction ideas
Post by: -Archmage- on 22 March 2010, 21:00:01
Quote
Quote from: tiger on March 21, 2010, 21:33:02
my advice is to learn to texture before doing anims or you might have a good model with a differnt texture for each anim
That made absolutely no sense.

 :O



Well, John, they have to learn some way, asking us how to do some things couldn't hurt. :P
Title: Re: Machinery Faction ideas
Post by: jacko161 on 22 March 2010, 23:14:11
Well this animation is part of our grade so we have to do it      but once it is finished we will move on to finishing draft models
Title: Re: Machinery Faction ideas
Post by: sand_drew on 22 March 2010, 23:30:58
Like Jacko said, much of what we do is determined by the tasks set for us by Mr. Fuda. So, at this moment in time, we are completing an animation tutorial followed by a draft animation and then a plan for the development of this project. When we're not doing other tasks, we're busy doing the draft models, and once we've got all of them done, we can start on the XML.
Title: Re: Machinery Faction ideas
Post by: Fluffy203 on 22 March 2010, 23:54:26
Well just saying before doing animations it is highly recommended that you do texture your model , cause your animations will probably stretch and distort your texture which means you will have to re-animate your model , which is alot of work for no reason in my opinion .
Title: Re: Machinery Faction ideas
Post by: jacko161 on 22 March 2010, 23:58:15
talk to bruce about it but we just finished the animations and we are moving back to modeling but our lesson will end in about 2 minutes
Title: Re: Machinery Faction ideas
Post by: Fluffy203 on 23 March 2010, 01:47:18
lol i'm just letting you know for a better result , but do it however you want to
Title: Re: Machinery Faction ideas
Post by: sand_drew on 24 March 2010, 01:27:16
We're not doing it however we want to, we have already specified that this is a school project.

Therefore, a large portion of what we work on and when we do work on it, is designated by Bruce and the tasks set by him.

Our current task is to complete an animation tutorial and then complete a draft animation.

We do not choose whether we texture first or do this, because this is our current task and is part of our grade.
Title: Re: Machinery Faction ideas
Post by: jacko161 on 24 March 2010, 01:44:03
Do any of us actually know how to texture yet?? :scared:
Title: Re: Machinery Faction ideas
Post by: sand_drew on 24 March 2010, 01:56:17
I have some idea, haven't put it into practice, though.

But, it's pointless worrying about texturing at the moment, we still have to finish the draft models, and complete the aniamtion and planning tasks.  ::)
Title: Re: Machinery Faction ideas
Post by: Bruce on 24 March 2010, 02:05:31
Figured it might be time for me to jump in here...

Another group (the one doing the FPS) has one of the guys who is a bit ahead in terms of models and he has got the texturing sorted, so the knowledge already exists in the class.

However, it's important that before they get too far into the modeling they realise what sort of restrictions and complications can be introduced with animation. So, I've set a tutorial task (basically its animating a shark swimming using armatures, paths and keyframes) and a simple draft animation (they need to make their character walk on the spot or something) so that they can see how it all works. They only need to spend a week for the draft, so its more an introduction to concept than anything else.

Then, once the plan is sorted, they'll have all of the skills they need to start dropping their models into Glest and a timeframe to work with. Once they have the technical understanding of exporting and preparing the .g3d files, I'll go through texturing and from there, it's a simple case of completing the work in their time.
Title: Re: Machinery Faction ideas
Post by: Fluffy203 on 24 March 2010, 02:09:52
very nice bruce i like how you laid that out , i was simply projecting my advice from my trial an error of modeling, texturing , and animating   :thumbup:
Title: Re: Machinery Faction ideas
Post by: -Archmage- on 24 March 2010, 13:07:15
Paths? I never use paths, I actually don't even know how to use them.
I can provide you guys with a blend I worked on, just so you can see some stuff about animation....if that's ok with Bruce of course. ;D
Title: Re: Machinery Faction ideas
Post by: Bruce on 24 March 2010, 22:04:22
You don't need paths really for the animation required in Glest, but another group is making an animated movie and for them, paths are crucial. Makes life SO much easier for certain types of animation - and they're relatively simple.

If you want to share stuff with the guys, that's fine with me. That is, of course, assuming they ask... that is what forums are for, right?
Title: Re: Machinery Faction ideas
Post by: -Archmage- on 25 March 2010, 00:10:09
Why don't I just put up a link, and they can download and take a look if they want? :)
Title: Re: Machinery Faction ideas
Post by: jacko161 on 25 March 2010, 03:11:33
Yeah sure that would be great :D
Title: Re: Machinery Faction ideas
Post by: -Archmage- on 25 March 2010, 03:19:21
I can upload in the next few days, but I'm not near the computer it's on right now...
Title: Re: Machinery Faction ideas
Post by: jacko161 on 25 March 2010, 03:20:40
ok well its not a high priority we are just finishing our draft models at the moment
Title: Re: Machinery Faction ideas
Post by: sand_drew on 7 April 2010, 21:31:29
Just a quick status update, we've finished a good three or four models, can't remember the exact number and done some basic animating. However, we are currently completing ABW, or Australian Business Week as part of a school program and then it's the holidays for two weeks, so we work completed will be minimal, to, more realisticly, nothing.
Title: Re: Machinery Faction ideas
Post by: -Archmage- on 7 April 2010, 22:48:51
Could we see some examples? :D
Title: Re: Machinery Faction ideas
Post by: ElimiNator on 8 April 2010, 01:55:06
Yes, can you take a screen shot of your model so we can see?
Title: Re: Machinery Faction ideas
Post by: Fluffy203 on 8 April 2010, 01:58:08
i would like to see this progress  :thumbup:
Title: Re: Machinery Faction ideas
Post by: sand_drew on 8 April 2010, 07:55:19
If you read the above post, in particular, the part about completing ABW, then you might of been able to figure that I'm not completing normal classes at school, and therefore, do not have the time to get those models.
Title: Re: Machinery Faction ideas
Post by: -Archmage- on 8 April 2010, 13:25:24
I know nothing of how Austrailian Business Week affects your schedule, I was just hoping you might have some of the models with you...
Title: Re: Machinery Faction ideas
Post by: sand_drew on 8 April 2010, 21:02:39
I never said you did, I was just saying you might have been able to assume, however, that is clearly not the case. I also do not have any models on me, as the lab at school is the only place we can work on them.
Title: Re: Machinery Faction ideas
Post by: ElimiNator on 8 April 2010, 22:07:16
Take a screen shot of one of the models when you are at the lab and stick it on a flash drive, then when you go home upload it.  :)
Title: Re: Machinery Faction ideas
Post by: Fluffy203 on 8 April 2010, 23:54:12
yea that is pretty simple lol or upload it to a file website  :D
Title: Re: Machinery Faction ideas
Post by: jacko161 on 12 April 2010, 02:48:37
Well we are now on school holidays so that is not a possibility but i may have some models on my USB so ill see what i can do ;D
Title: Re: Machinery Faction ideas
Post by: sand_drew on 17 April 2010, 00:34:43
My point was that we couldn't get access to the lab, at all.

So, that solution is not a viable one, like Jacko said, we're on school holidays now, but I promise we'll upload the models when we get back to school.
Title: Re: Machinery Faction ideas
Post by: jacko161 on 27 April 2010, 00:16:22
kk we are back to school now   :(
we are going to start texturing and dropping models into the game so ill get onto those screenshots very soon
Title: Re: Machinery Faction ideas
Post by: jacko161 on 2 May 2010, 23:26:08
I am having some difficulties.... for some reason Glest crashes every time i change the XML to use my model instead of the initiate model.
I have converted to XML and Then to g3d but it just crashes....

i've checked my textures for compression and ive converted to triangles but it just keeps crashing every time it trys to load the model.......

I've even tried just putting a basic cube and a basic cylinder into the game but it still crashes for them aswell   does anyone have any ideas as to why it is crashing???
Title: Re: Machinery Faction ideas
Post by: John.d.h on 2 May 2010, 23:32:54
Do you have the texture in the same folder as the model?  Did you spell everything right in the XML?  Did you make sure there are no spaces or capital letters?  That goes for both the file name of your texture and of your model.  On the material, did you set the "map input" to UV instead of orco?  Um... that's all I can think of.  Do you have a specific error message to show us?
Title: Re: Machinery Faction ideas
Post by: jacko161 on 2 May 2010, 23:35:02
no i checked the log files no error just says deleting cells then it crashes
Title: Re: Machinery Faction ideas
Post by: John.d.h on 2 May 2010, 23:40:26
Hmm... well just check the other stuff I said and if that doesn't fix it, then I'm out of ideas.
Title: Re: Machinery Faction ideas
Post by: silnarm on 2 May 2010, 23:50:11
i've checked my textures for compression and ive converted to triangles but it just keeps crashing every time it trys to load the model.......

I've even tried just putting a basic cube and a basic cylinder into the game but it still crashes for them aswell   does anyone have any ideas as to why it is crashing???

Hi guys,

  Could you upload the g3d of the cube (or cylinder) ? There are a few people floating around now that have the means to determine exactly what is causing the problem, and I'm sure at least one of us will be willing to take a closer look for you :)
Title: Re: Machinery Faction ideas
Post by: jacko161 on 2 May 2010, 23:55:26
kk just let me make one it will take a second
Title: Re: Machinery Faction ideas
Post by: jacko161 on 2 May 2010, 23:59:53
ok i ran out of time so ill get it to you tomorrrow
Title: Re: Machinery Faction ideas
Post by: jacko161 on 4 May 2010, 00:15:00
i have a cube in g3d format but none of us know how to post it to the forums.......     

Title: Re: Machinery Faction ideas
Post by: ultifd on 4 May 2010, 05:41:20
All you have to do is take a screenshot of it, or better yet...uh...upload it.  :|  :look:
Title: Re: Machinery Faction ideas
Post by: wciow on 4 May 2010, 09:47:56
I have converted to XML and Then to g3d but it just crashes....

Make sure you are using the latest export script.

There is no need to convert to XML then G3D like the old scripts. There was also a problem with the texture name in the older scripts which required you to manually edit them.
Title: Re: Machinery Faction ideas
Post by: jacko161 on 5 May 2010, 02:47:32
Well we cannot update the scripts because we are at school and our school's computer resources are controlled by our IT admin (which also happens to be our teacher:p) we have told him and he his looking into it but we think we have the latest scripts

As for uploading all the websites that we could use to upload files are blocked by our Content keeper.........

Title: Re: Machinery Faction ideas
Post by: sand_drew on 5 May 2010, 02:50:35
Uploading the file itself or uploading a screenshot is also not a possibility at school, due to restrictions on website access, by the Government mandated security software. I have tried to upload screenshots of other models but they couldn't be uploaded. However, another group member (Fordy) has been able to export, convert and add his models to the game without error, and my tower worked fine, whereas my elemental didn't.

We are currently exporting various "textured" and some animated models into the game in place of Magic and Tech units to get the hang of the process and troubleshoot.
Title: Re: Machinery Faction ideas
Post by: jacko161 on 5 May 2010, 03:01:34
We have fixed the problem we think    ;D
Title: Re: Machinery Faction ideas
Post by: ultifd on 5 May 2010, 05:21:57
You cannot take your "work" to "home"... ?  ::) hmm...
We have fixed the problem we think    ;D
:thumbup:
Title: Re: Machinery Faction ideas
Post by: jacko161 on 5 May 2010, 12:27:52
my dam computer broke so i cant but sand drew an fordy might
Title: Re: Machinery Faction ideas
Post by: ultifd on 5 May 2010, 22:49:03
my dam computer broke so i cant but sand drew an fordy might
Well, that sucks  :(
But I guess sand drew can do then...like you said  :|
Title: Re: Machinery Faction ideas
Post by: jacko161 on 6 May 2010, 04:15:32
(http://s1.filesaves.com/i/00000/0g1am12u1zx6_t.jpg)
(http://s1.filesaves.com/i/00000/77rftffe9w5t_t.jpg)
(http://s1.filesaves.com/i/00000/81dicxqbz3wn_t.jpg)

ok it works :D        this is our first working screenshots and there are no textures yet as you may notice except for a wooden texture that we used as a test   they are draft models and we will do them up later when we get it all working

Any feedback positive or negative would be great
Title: Re: Machinery Faction ideas
Post by: sand_drew on 6 May 2010, 04:55:10
(click to show/hide)

Some screenshots of some basic models, from top to bottom:
Basic Magic Defense Structure
Basic Mage Tower
Basic Fire Elemental

We have found a free file hosting site that works at school, however, the issue that Jackson suffered from seems to have been solved for now.
Title: Re: Machinery Faction ideas
Post by: sand_drew on 11 May 2010, 02:42:43
We have managed to find that the issue was related to our textures, as after both me and Jacko deleted and removed them, the models imported fine. We'll try to retexture them later, but for now, we're more worried about making other models and the like.
Title: Re: Machinery Faction ideas
Post by: Gabbe on 11 May 2010, 10:55:00
If your allowed to use some other tools than 3d modeling, here is some norm and bump map tool:

http://ssbump-generator.yolasite.com/ (http://ssbump-generator.yolasite.com/)
Title: Re: Machinery Faction ideas
Post by: wciow on 11 May 2010, 12:04:41
If your allowed to use some other tools than 3d modeling, here is some norm and bump map tool:

http://ssbump-generator.yolasite.com/ (http://ssbump-generator.yolasite.com/)

Very nice tool, but pointless for Glest. Glest does not support shaders  :O
Title: Re: Machinery Faction ideas
Post by: Gabbe on 11 May 2010, 13:07:11
hfkhuaehuhk :(

It was that about Omega getting more Graphics coders here...
Title: Re: Machinery Faction ideas
Post by: wyvern on 11 May 2010, 13:49:01
Bigger screen shots would be nice. But looks good
Title: Re: Machinery Faction ideas
Post by: Gabbe on 11 May 2010, 13:52:28
Bigger screen shots would be nice. But looks good

what about better quality instead?
Title: Re: Machinery Faction ideas
Post by: wyvern on 11 May 2010, 13:56:33
Could also work ;D ;D
Title: Re: Machinery Faction ideas
Post by: ultifd on 11 May 2010, 22:47:28
Well if they could only upload it when they are at their school, then maybe that is the problem  :|
I mean, I do not know about their school's budget...err...  ::) But those SS(s) are good enough for me already...who needs high quality when in the end it is going to be...err... high quality.  ::)  :O

Oh yeah, looks cool.  :thumbup:  :bomb:
Title: Re: Machinery Faction ideas
Post by: sand_drew on 12 May 2010, 02:31:28
We can upload it at home, if we must, but it's much more difficult and complicated.

I'm sorry if the quality/size isn't the greatest thing in the world, but at least you can see them.
Title: Re: Machinery Faction ideas
Post by: John.d.h on 12 May 2010, 18:16:16
I wouldn't worry too much about it if I were you.  We can see the general idea.
Title: Re: Machinery Faction ideas
Post by: ultifd on 16 June 2010, 02:57:53
Well...so...finished? What was your grade? or not?  :|
If so, please upload it...if finished...when you have the time  :thumbup: , so if you can...
Title: Re: Machinery Faction ideas
Post by: wyvern on 18 June 2010, 00:21:40
Did this mod die :dead: :dead: or is it just  :silence: :silence: or :zzz: :zzz:, please say no as I was kinda looking forward to a release.
Title: Re: Machinery Faction ideas
Post by: ultifd on 18 June 2010, 00:26:47
Did this mod die :dead: :dead: or is it just  :silence: :silence: or :zzz: :zzz:, please say no as I was kinda looking forward to a release.
Wouldn't die, as for it is their "grade"...I think...
They just didn't reply...  ::)
Title: Re: Machinery Faction ideas
Post by: wyvern on 18 June 2010, 00:28:28
Did this mod die :dead: :dead: or is it just  :silence: :silence: or :zzz: :zzz:, please say no as I was kinda looking forward to a release.
Wouldn't die, as for it is their "grade"...I think...
They just didn't reply...  ::)
I know but I'm looking forward to the release
Title: Re: Machinery Faction ideas
Post by: jacko161 on 20 June 2010, 23:25:00
To be honest this mod won't ever be finished in 2 weeks our class ends so we have 2 weeks to finish it and we need monthes so it will most likely die very soon  :(
Title: Re: Machinery Faction ideas
Post by: ultifd on 20 June 2010, 23:27:32
Well, that sucks...for everyone...what happened?  :(
I guess you are probably not going to upload what was finished too...  :(
Oh well, thanks for telling us.
Good Luck.  :thumbup:
Title: Re: Machinery Faction ideas
Post by: jacko161 on 20 June 2010, 23:30:50
Well we had too much to do for to little time we have barely any finished models, due to the fact that we had other vital assessment work to do other then just our mod. We can upload our files but they are barely done and no where near finished 
Title: Re: Machinery Faction ideas
Post by: sand_drew on 20 June 2010, 23:31:54
What Jacko said, is the sad truth, we have two more weeks before we finish the first semester and since the class we are doing it in is a single semester unit, we won't be working on it for a class and  as a subsequent result, likely will cease working on it altogether, we apologize for any disappointment.

The mod is not close enough to completion for us to be able to finish it in the limited time we have left.

We took on too large a task and subsequently, were unable to complete it in our time frame.

What we have done is incredibly underwhelming and scattered across each of our computers, so it's not worth uploading, again, we apologize for any inconvenience or disappointment as a result of this.
Title: Re: Machinery Faction ideas
Post by: ultifd on 20 June 2010, 23:36:30
I see, well...again. thanks for telling us. It's all right, I just help it will be "all right" for you, Jacko, and everyone else who worked on this... Just too bad...
Anyways, Good Luck, I guess...  :thumbup:
 :)
Title: Re: Machinery Faction ideas
Post by: ElimiNator on 21 June 2010, 01:06:04
Sory to hear.
Title: Re: Machinery Faction ideas
Post by: John.d.h on 21 June 2010, 03:39:26
Ah, bummer!  Well, if any of you want to continue modding this or any other project for your own enjoyment/education/fulfillment/whatever, you'll have our support.  Either way, you're always welcome on the forum. :thumbup:

On the plus side, if Bruce decides to repeat the project with his next class, he'll know to scale it back a bit.
Title: Re: Machinery Faction ideas
Post by: jacko161 on 23 June 2010, 02:37:24
the next class using glest will all work together on 1 mod, so you can expect a new mod every 6 monthes
Title: Re: Machinery Faction ideas
Post by: ultifd on 23 June 2010, 02:53:27
Cool to hear, but only if they know there is "us".
"us" as in Glest community, forums.
Thanks anyways guys, the ideas were great!  :thumbup:
Title: Re: Machinery Faction ideas
Post by: Bruce on 24 October 2010, 03:43:05
So I know this is essentially a dead thread but wanted to let you guys know that the new class is working together and will (I think) finish mod this time around. The workload for each student is at most 3 models so it's definitely attainable in the time frame.

The new class are building 2 factions - one undead faction and a nature/life faction. I realize that there maybe factions similar that already exist, but the idea was to give them choice over what they wanted to create.

They haven't been as active on the boards this time but I expect that will change when they get to the point where they are doing the XML. They are mostly in the process of texturing and animating right now.

The quality of each model will likely vary a bit but I'm hoping that some will work through and improve the lack lustre ones later on. At the very least I'll get them to publish everything so that others can finish where they stop.

It's been much more successful this time around, and I expect will continue to get better next year!