MegaGlest Forum

Modding and game content creation => Mods => Topic started by: wyvern on 28 April 2010, 18:37:10

Title: GW-pack1 project
Post by: wyvern on 28 April 2010, 18:37:10
I know I haven't posted any updates on progress in months but now that I have more time on my hands, I have made numerous changes and alterations, hopefully, once I animate some models, I will be capable of launching an alpha edition of this mod relatively soon. I also need to gain permission from Titi to use some of his models and work.
so far I have done much of tech and textured most of the new units as well, I am only missing a few things and animations. I have not done nearly any work on magic but that has been because most of my work has been concentrated on tech. A unmentioned faction called the marauders will hopefully be added and is a mix of the indian, norse, egyptian, and persian factions with a couple of other miscellaneous units, since this faction will have very few additions it is near finished, I am looking forward to completing tech and marauders soon, with magic and gervoriath soon to follow. As further info, this mod will initially be released only for megaglest/normal glest but will later be upgraded for GAE as some units, mainly those in the tech and marauder factions need the many GAE features such as stealth and transport abilities.
Title: Re: W-pack1 project
Post by: Gabbe on 28 April 2010, 18:38:28
Can i join this pack?  :| :|
Title: Re: W-pack1 project
Post by: wyvern on 28 April 2010, 18:42:02
Of course I gladly accept ;D ;D, I already replied to your post on a new faction idea and I have work for you there if you want it :) :)
Title: Re: W-pack1 project
Post by: Gabbe on 28 April 2010, 18:43:17
Bring it (rangers)!
Title: Re: W-pack1 project
Post by: wyvern on 28 April 2010, 18:47:02
Quote
If you want an assignment then I have one and I would really appreciate any help Smile Smile Here is the first thing I would like, a swordman model similar to the tech one but with a longer sword a cloak and a metal kite shield that is bent forward at the bottom and a sun emblem on the front, I can get pictures of what the shield should look like, Oh and could you make the sword without a crosspiece, either no helmet with shoulder length silver hair, or a metal skull cap

Here it is, if you want it and if you don't there are plenty of other undone things to do ;D ;D .you will get full credit for anything you make
Title: Re: W-pack1 project
Post by: wyvern on 28 April 2010, 18:56:28
I am currently working on a cavalry scout which will have attack slightly better than a armored swordman, light leather armor, it will be very fast and have good sight and 800 hp
Title: Re: W-pack1 project
Post by: wyvern on 28 April 2010, 19:32:41
Tech mk2 is almost finished if tiger finishes the mounted archer, ad once I finish the Da vinci tank and bomber
Title: Re: W-pack1 project
Post by: jda on 28 April 2010, 20:15:42
Cool.  :thumbup:

Should be nice to see how a finished and considerably larger techtree works out on Glest.  8)

Regarding help from me, you'll get it indirectly, meaning that you can reuse whatever gets released on the standard Dwarf faction. ;D
IF you release any derivation of the Dwarf Aglarond faction under a Creative Commons Attribution Sharealike 3.0 Unported license! ;)
Title: Re: W-pack1 project
Post by: Gabbe on 28 April 2010, 20:27:42
GNUGPL? is it the same?
Title: Re: W-pack1 project
Post by: John.d.h on 28 April 2010, 20:43:46
GNUGPL? is it the same?
No.
Title: Re: W-pack1 project
Post by: wyvern on 28 April 2010, 20:51:38
Sorry as I know this sounds stupid but what is Creative Commons Attribution Sharealike 3.0 Unported license :confused: :confused:
Title: Re: W-pack1 project
Post by: Gabbe on 28 April 2010, 20:52:41
Sorry as I know this sounds stupid but what is Creative Commons Attribution Sharealike 3.0 Unported license :confused: :confused:

yeh whats it?
Title: Re: W-pack1 project
Post by: jda on 28 April 2010, 20:53:34
GNUGPL? is it the same?
Likewise in purpose (so called "copyleft") but different and authored by actual different organisations:
GNU Licenses: http://www.gnu.org/licenses/licenses.html
Common Creative licenses: http://creativecommons.org/choose/

The original vanilla Glest binary code is licensed under the GNU GPL v2 or, at your option, any later version of the GPL (e.g v3).
The original vanilla Glest data (including Magitech, the tilesets, etc) however is licensed under Creative Commons Attribution Sharealike 3.0 Unported.

Wciow's original Dwarf faction (its latest release codenamed Gimli) resuses some Magitech elements and thus must be licensed under a CC-AS 3.0 like license. Same goes for "my" Dwarf Aglarond faction because it is based on wciow's faction. And the same goes for any work derived from the Dwarf Aglarond faction too. ;)
Title: Re: W-pack1 project
Post by: wyvern on 28 April 2010, 20:55:47
How do I put my derivations under the license  :confused: :confused:
Title: Re: W-pack1 project
Post by: jda on 28 April 2010, 20:59:42
How do I put my derivations under the license  :confused: :confused:
You publicly declare it! :P
I myself have publicly declared it on the forum thread for Dwarf Aglarond and on the readme.txt file that comes with the Dwarf package (I will improve that text in the next release).

EDIT:
By default, you hold all copyrights to the work you can proove you've done yourself (not just changes to others' works). Hence, by default, your work CANNOT be reused by anyone else without your permission (which they must prove you'd granted them if faced by charges of copyright infringement).
The GNU, CC, BSD, Apache, etc licenses are a handy way for the author to grant other unspecified persons or organisations the right to reuse your work, under certain conditions (these conditions more or less varying acording to the specific license).
Title: Re: W-pack1 project
Post by: wyvern on 28 April 2010, 21:06:13
Thanks Jda Well thats easy.
Title: Re: W-pack1 project
Post by: jda on 28 April 2010, 21:06:59
Yep. ;)
Title: Re: W-pack1 project
Post by: wyvern on 28 April 2010, 21:28:06
I say all of my derivations are under the Creative Commons Attribution Sharealike 3.0 Unported license
Title: Re: W-pack1 project
Post by: wyvern on 28 April 2010, 21:28:39
Now then back to the topic :O
Title: Re: W-pack1 project
Post by: ultifd on 28 April 2010, 22:40:25
Man you double or triple post a lot...  ::)
Good, you used a better name...  :thumbup:
Title: Re: W-pack1 project
Post by: Gabbe on 29 April 2010, 13:12:15
pm me with images and everything, i can do what you ask for, just ask.
Title: Re: W-pack1 project
Post by: wyvern on 29 April 2010, 15:34:55
I decided to switch the shield to a normal kite shield because the one I talked about before is a cavalry shield and would not be very good for a foot soldier, http://en.wikipedia.org/wiki/Longsword, I would like the sword to be like the first image, the swiss long sword, only without the crosspiece, armor should be uncovered chain mail, here is the only picture on wikipedia that I could find of a kite shield, http://en.wikipedia.org/wiki/File:Harold_dead_bayeux_tapestry.png, here is what I want the helmet to look like if you decide to make it http://en.wikipedia.org/wiki/File:Zbroje_husarskie.JPG. I'm drawing up a picture now but I suppose you can start with what little I posted :scared: :scared:
Title: Re: W-pack1 project
Post by: wyvern on 29 April 2010, 15:53:13
There will be another interesting model for you to do once the swordmans done ;)
Title: Re: W-pack1 project
Post by: wyvern on 29 April 2010, 16:12:49
Gameboy answered and says we can use the elves for a this pack :thumbup: :thumbup:
Title: Re: W-pack1 project
Post by: ultifd on 29 April 2010, 22:37:49
Gameboy answered and says we can use the elves for a this pack :thumbup: :thumbup:
cool.  :thumbup:now if hw would actually update elves and release the files for goblin...then...  ::)  :O
Title: Re: W-pack1 project
Post by: wyvern on 30 April 2010, 16:53:58
Why don't you ask him, from what I saw it was a good mod
Title: Re: W-pack1 project
Post by: wyvern on 3 May 2010, 20:01:56
Should I contact him and ask ::)
Title: Re: W-pack1 project
Post by: wyvern on 3 May 2010, 20:22:39
I suggest that we finish the tech mod as soon as possible with additions of a bomber which I plan to do personally, the Da vinci tank which I scrapped and am restarting because the model got screwed up, but anyone who wants to is welcome to do it ;D ;D, and I am waiting for tiger to finish the mounted archer, and I might want to make stables, any further ideas will be considered but it is unlikely that anything will be added. Any suggestions on what factions should be redone next, dwarves, magic, gervoriath :) :)
Title: Re: W-pack1 project
Post by: wyvern on 4 May 2010, 15:42:02
Should a long bow man be added or not.
Title: Re: W-pack1 project
Post by: wyvern on 5 May 2010, 15:19:34
Shall I post a gervoriath tech tree its large enough and should be balanced with tech mk2
Title: Re: W-pack1 project
Post by: ultifd on 5 May 2010, 22:46:36
Sure. So you finished it?  :|
Title: Re: W-pack1 project
Post by: wyvern on 9 May 2010, 16:37:32
I'm not done the faction, just the tech tree, I'm making the scout now, and Gabbe will make the basic swordman once I get a good pic,
Title: Re: W-pack1 project
Post by: Gabbe on 9 May 2010, 17:34:24
lawl, 5 posts in a row, a glest forum record?

:O i have already started on the basic, nvm, its trash anyway, gimme da concept!
Title: Re: W-pack1 project
Post by: wyvern on 9 May 2010, 17:48:24
I'll try making the picture in gimp though, I'm a pretty hopeless artist, show me what you have done, the bombers a fifth done and the scouts pretty much done(Its just a heavily retextured horseman). I might just hand draw the concept though we'll see.
Title: Re: W-pack1 project
Post by: wyvern on 11 May 2010, 00:43:12
The bomber needs texturing and animation, but the model is done, I'll see about revising the tech tree for gervoriath(I found some impractical things in the units) but I can write the rudimentary unit descriptions if anyone wants to.
Title: Re: W-pack1 project
Post by: Gabbe on 11 May 2010, 12:02:12
I can do the texturing for the bomber, and animation, while you makin the gimp image
Title: Re: W-pack1 project
Post by: wyvern on 11 May 2010, 13:46:11
Thank you for the kind offer Gabbe :) :) but I would prefer to do it myself as I, need the experience, I can post a shot of the current model though. the concept picture is almost done so you'll have something to work on, sorry for the delay.
Title: Re: W-pack1 project
Post by: wyvern on 11 May 2010, 14:12:11
You could make stables for tech while your waiting because thats probably gonna be added sooner or later.
Title: Re: W-pack1 project
Post by: Gabbe on 11 May 2010, 14:16:10
Rawr! ima make soem stables for da horsies!
Title: Re: W-pack1 project
Post by: wyvern on 11 May 2010, 14:22:46
What did you say, if you don't want to I can find something else, lets see, can units morph from air to ground
Title: Re: W-pack1 project
Post by: wyvern on 11 May 2010, 15:14:01
If possible, can people post their suggestions for magic improvement here.
Title: Re: W-pack1 project
Post by: Gabbe on 11 May 2010, 15:49:30
i said in non americaN: YES! I am going to make some stable for the horses
Title: Re: W-pack1 project
Post by: wyvern on 12 May 2010, 13:51:00
Ok thanks Gabbe I appreciate it, The airship bombers more trouble then I thought with texturing. :look: :look:
Title: Re: W-pack1 project
Post by: Gabbe on 12 May 2010, 14:03:20
The stable looks like a chruch....
Title: Re: W-pack1 project
Post by: wyvern on 12 May 2010, 14:09:18
 :O :O, it can't be as bad as your making it out to be :) :), post a pic so we can see, the bomber looks like an enlarged airship so don't worry
Title: Re: W-pack1 project
Post by: Gabbe on 12 May 2010, 14:40:17
you got me wrong, i suck **** at makin modls
Title: Re: W-pack1 project
Post by: wyvern on 14 May 2010, 17:25:40
Maybe you could post a picture for us to see
Title: Re: W-pack1 project
Post by: wyvern on 17 May 2010, 01:13:22
The gervoriath are a race that is rather similar to elves and humans but they are less resilient, however their agility and and physical strength more then make up for this defect, initially they had no air force or cavalry but this all changed after the dwarf wars and they soon learned the art of making gliders and they designed a new x shaped bow that had marvelous range for anti air defense. Their siege equipment also improved with the addition of light mobile trebuchets, cavalry towed ballistas that could be deployed swiftly and nearly anywhere, and poison gas. Lastly their cavalry was increased to outmanouver and trample the slower dwarves with the addition of silver spear lancers to the small arm of scouts. Their navy was large and the best in the world with experiments going on to launch gliders from shipborne catapults. They were masters of defense and so much of their technology was aimed at upgrading their fotresses.
The gervoriath are a race from a book I am writing so the dwarves are different from those in glest.

Gervoriath tech:

Buildings: council hall-basic building, stores resources and builds citizens(worker unit) possibly builds a hero if I find out how to do this
farm-produces food
training camp-basic unit building, creates swordmen, dual swordmen, spearmen, slayers, impalers, archers, and field archers and possibly upgrades(haven't decided on upgrades yet)
stables-create scout, silver spear lancer, cavalry ballista and researches cavalry upgrades
smeltery-creates unit upgrades
university-researches upgrades creates a mason and an engineer
advanced barracks-creates and upgrades these units x-bowman, guardian, blademaster, poison gas thrower
glider launch pad-creates and upgrades troop glider and attack glider
siege shop-creates light trebuchet and battering ram(maybe).

Defensive structures: palisade wall, stone wall, iron clad wall, gate, iron clad gate, stone tower, ballista tower, keep.

Units:
citizen-worker unit collects resources and builds palisade wall, council hall, farm, stables, smeltery, training camp, university, and advanced barracks.
Varoris-hero unit which might be placed into the faction.
mason-defensive worker, builds stone wall, iron clad wall, gate, iron clad gate, stone tower, ballista tower and keep.
engineer-builds glider launch pad and siege shop and repairs siege equipment.
swordman-basic combat unit, slightly superior to tech's swordman.
dual swordman-improved swordman with faster attack and movement and better hp and attack strength.
blademaster-best swordman, even better then dual swordman with even more improvements on speed and damage.
archer-basic ranged unit about equal to tech archer but armed with a dagger for close combat.
field archer-good ranged unit with a pavisse and massive armor, little improvement on attack though and no dagger.
x-bowman-slow attacking high range and damage bowman with good speed a sword and good hp.
spearman-anti cavalry unit with ok hp and armor, good movement and great, though slow, attack.
slayer-faster heavier damage dealing spearman with a secondary javelin attack to take on large units from far away.
impaler-slow, well armored and high hp spearman with 4 range to deal with cavalry from farther away.
guardian-halberd armed unit with huge damage, good armor but medium hp and slow movement, capable of fast attack in close quarters.
poison gas thrower-medium range high splash damage unit, glest does not offer poison so I might just give him energy attack. :(
scout-very fast and high sight but low armor attack and hp cavalry unit.
silver spear lancer-cavalry with a charge skill, a spear stab and sword slash attacks all around very good with speed like normal horsemen.
cavalry ballista-siege weapon towed by horses, can be entrenched to increase defense.
light trebuchet-horse towed trebuchet with fast packing and unpacking, unable to attack when packed.
battering ram-slow lumbering anti building unit(possibly)
troop glider-glider that flies in the air and gains ep while flying, when landed the ep stops regenerating but allows the glider to deploy paratroops armed with bows and swords. The glider cannot morph back to air once crashed.
attack glider-glider with crossbow for ground and air combat, possibly a rock for bombardment.

upgrades-undecided

This is the current unit list, please post comments and remember that this is meant to face tech mk2 and not standard magitech factions. :) :)
Title: Re: W-pack1 project
Post by: ElimiNator on 18 May 2010, 05:00:46
I don't normally read so long posts but I will read this one.

EDIT: I think you should have an air unit (all techs should have them in my opinion)
And poison gas thrower? this sounds high tech...
Title: Re: W-pack1 project
Post by: wyvern on 18 May 2010, 13:32:45
They do have air units, gliders are air units, the poison gas throwers are not as advanced as they seem, the gas "grenade" they throw is just a grass that when set alight causes heavy smoke which is poisonous to inhale.
Title: Re: W-pack1 project
Post by: wyvern on 18 May 2010, 16:15:29
Gabbe do you have a pic of the stable and an idea, it should look similar to a farm but only with horses.
Title: Re: W-pack1 project
Post by: Gabbe on 18 May 2010, 16:33:51
heres for your texturing....

Texture, the parts.

Its really simple, first you start by unwrapping it. This can be very confusing but blender got a high learning curve.

Since unwrapping a cube is so simple and you will not be doing this when you model it will be more learning if we unwrapped something more complex. I won`t go too far about that, the model will still be very easy to handle.

First of, go into edit mode (TAB) then hit "U" on your keyboard. You will see a menu, choose "Project from view" if it is a building, if it is human, choose simple "Unwrap".

When Unwrapping a building, the roof will be the one unwrapped first. go to front view, select all the vertices that makes up the roof, then go into top view, and click unwrap. Scale the unwrapped vertices down and move them to a corner. Go into side view and select the side faces. Unwrap them and in UV-image editor scale them down and place them in a corner. Do this for the remaining sides and fronts and then continue rescale them until they fit eachother.

When Unwrapping a human, you just Unwrap it like you normally would. It doesn`t matter what kind of unwrapping you use but the most appealing one would be smart projections. Actually, do the smart projections.

Then were onto texturing, get alot of references and alot of textures, many different skin textures and eye textures, ear mouth hair arm anything that might be usefull texturing your human. Then, first model the high polygonal version, then the low poly. Select the high poly and move it so it center is at the low poly center. select the high polygon version (COMPLICATED MESH) and then hold shift and select the low poly mesh. Go into bake menu and select normals and choose tangent and activate "selected to soemthing" tab, then click bake. Adjust the parameters till you get a decent looking normal map. Then go into GLSL mode and then go to materials create new and add a texture image, make it UV instead of "orc" and select normal blah blah blah and im bored, well you made a normal map. You can bake ambient occlusions as well as shadow maps ETC. when you have all the maps ready then you can texture paint on your low poly mesh with all the maps would look like the complicated mesh. When finished everything and texture is done bake the textures and do a full render blah blah blah, and you got a texture for your model to use in glest with all mapping support.
Title: Re: W-pack1 project
Post by: wyvern on 18 May 2010, 16:36:25
Wow, thanks Gabbe, for some reason that seems a lot clearer then the blender tutorial :thumbup: :thumbup: :thumbup:
Title: Re: W-pack1 project
Post by: Gabbe on 18 May 2010, 16:42:02
even if i got bored and had to say blah blah blah? if you know how to navigate in blender this should appeal
Title: Re: W-pack1 project
Post by: John.d.h on 19 May 2010, 05:11:53
Speaking from my own experience, I'd say the most important thing about unwrapping is trial and error.  Try different kinds of projections, marking different seams, etc., until you get a good UV map.
Title: Re: W-pack1 project
Post by: wyvern on 19 May 2010, 14:04:16
Well I know very well that there will be lots of trial and error involved, but I'm learning, I already made my first good model, and am trying to texture and animate, I really appreciate the help. :) :) :thumbup: :thumbup:
Title: Re: W-pack1 project
Post by: Gabbe on 19 May 2010, 15:02:12
yes, john is getting it, trial and error, you will get better, but you always have to do it again, thats texturing. You`ll never make a PERFECT texture, you must only try and then try a little more, but unwrapping isn`t necessary if you use smart projections then paint the different textures on. True, you won`t be able to retexture, and otheer people must have your .blend to retexture but the texture will look better and it will be easier.
Title: Re: W-pack1 project
Post by: John.d.h on 19 May 2010, 16:39:08
Actually, I would recommend against smart projections.  They tend to break up your faces into so many different parts that it's hard to have anything continuous.  Anyway, try it and see if it works for you, I guess.  Also keep in mind that you can move, scale, rotate, and mirror your UV map in the UV image editor once you've unwrapped.  You can also try doing different parts of the model with different projections, like using a cylinder projection for an arm and a regular unwrap for a head, for example.
Title: Re: W-pack1 project
Post by: Gabbe on 19 May 2010, 16:46:37
it won`t matter, use a stencil and use texture painting.
Title: Re: W-pack1 project
Post by: wyvern on 20 May 2010, 14:54:23
Gabbe, John, I have a question, while I like the texture information here better since I check it every day, why didn't you post this in the how do I texture post I made since here its kinda OT, this is after all the mods section,
Title: Re: W-pack1 project
Post by: wyvern on 21 May 2010, 16:39:47
I think I figured out what the last things I will add to tech be, here they are:

Mechanon(this may not be the final name)-a mini walker with a pick and axe combination and a bag for resources, It collects resources faster and moves faster and can also carry more then a worker, it cannot construct buildings though.

Tank-da vinci style tank with a cannon in its turret, possibly an offset ballista for anti air, spears for close up infantry, upgradeable with greek fire for more damage dealing.

Airship bomber-Heavy air unit, similar to airship but drops bombs and has a forward crossbow turret to protect itself air to air.

Wing flapper?-second generation air fighter, superior to ornithopter and has secondary chinese style rocket pod for ground attack.

mounted archer or scout-a bow armed rider with low armor and hp but high move speed and sight and moderate range and attack.

stable-building to produce knight, horseman, and mounted archer

stone tower-elite defense unit with higher armor, attack, range and a secondary stone throw attack that can be replaced with greek fire grenades with the greek fire upgrade.

New model for the crocodile, based on the da vinci tank model

new upgrades including greek fire, metal plating, masonry, steam power, rocketry, bombs, rapid fire crossbows, and recurve bows.

A hero unit, suggestions are welcome, and the knight and assault trooper will now require a special resource from the castle to produce, you will only be able to produce two knights or two assault troopers, or one of each for every castle you have, this will turn them into a special and costly unit.

Please post comments on this and the gervoriath tech tree because I really need advice.
Title: Re: W-pack1 project
Post by: Gabbe on 22 May 2010, 21:23:57
Me and Wyvern are producing "World war 1" mod and he/she is now free to use it in the W-pack
Title: Re: W-pack1 project
Post by: wyvern on 22 May 2010, 22:41:14
I'm a he and thanks Gabbe, I can't wait, this means that w-pack will include original glest plus ww1 glest. This will be a huge mod :thumbup: :thumbup:
Title: Re: W-pack1 project
Post by: Gabbe on 22 May 2010, 22:44:36
 :O :O

But military ww1 will use many factions, so huge we go!
Title: Re: W-pack1 project
Post by: wyvern on 22 May 2010, 23:02:45
Yep were going for massive. :O :O ;D
Title: Re: W-pack1 project
Post by: Gabbe on 23 May 2010, 15:19:47
can i have it in G-pack aswell?   :|
Title: Re: W-pack1 project
Post by: wyvern on 23 May 2010, 15:35:28
Why don't we rename it into GW-pack
Title: Re: W-pack1 project
Post by: Gabbe on 23 May 2010, 15:36:47
Okay, and its officially called, without shortenings: Glest World Package!
Title: Re: W-pack1 project
Post by: wyvern on 23 May 2010, 15:44:40
Alright, I agree :thumbup: :thumbup:
Title: Re: W-pack1 project
Post by: Gabbe on 23 May 2010, 19:22:35
Rename the topic?

Oh i got 1000 posts! yey! I have reached my goal!

well....not much to say ::) really :| uhm...
probably...other than YEY!
Title: Re: GW-pack1 project
Post by: wyvern on 28 May 2010, 14:37:19
This is my first true update for this project, here are some pics of a tank I made for tech. please comment :) :)
http://img714.imageshack.us/f/tank2hm.jpg/
http://img198.imageshack.us/f/tank1zo.jpg/

Does anyone have comments on the techtree I have posted :'(
Title: Re: GW-pack1 project
Post by: Omega on 28 May 2010, 16:14:12
Looks a bit odd, but not necessarily a bad tank. Would like to see it textured.
Title: Re: GW-pack1 project
Post by: wyvern on 28 May 2010, 16:17:04
Its supposed to be a da vinci style tank, I'll texture it as soon as possible though I may make the other additions first.
Title: Re: GW-pack1 project
Post by: wyvern on 9 June 2010, 19:15:32
Here is my second tank it is the da vinci tank with a flamethrower instead of the cannon, it will replace the current crocodile model please comment. http://img576.imageshack.us/i/crocodile1.jpg/
Title: Re: GW-pack1 project
Post by: Gabbe on 10 June 2010, 05:16:05
2000 faces...oh well, decimate it, it`ll give you a suprise.
Title: Re: GW-pack1 project
Post by: John.d.h on 10 June 2010, 06:54:21
Decimate is the tool of the devil!  It distorts things and makes them uneven, and generally kinda jagged and weird-looking.
Title: Re: GW-pack1 project
Post by: wyvern on 10 June 2010, 12:40:26
Decimate is the tool of the devil!  It distorts things and makes them uneven, and generally kinda jagged and weird-looking.
:O :O
I'm almost done the models but some aren't posted yet.
Title: Re: GW-pack1 project
Post by: Gabbe on 10 June 2010, 13:02:35
Decimate is the tool of the devil!  It distorts things and makes them uneven, and generally kinda jagged and weird-looking.

somehow, i use it frequently on wyverns models, and it reduces polygonal count without even touching the models quality. try to decimate his tanks, you`ll get a suprise too.
Title: Re: GW-pack1 project
Post by: wyvern on 10 June 2010, 13:05:28
Decimate is the tool of the devil!  It distorts things and makes them uneven, and generally kinda jagged and weird-looking.

somehow, i use it frequently on wyverns models, and it reduces polygonal count without even touching the models quality. try to decimate his tanks, you`ll get a suprise too.
What have you done to my tanks :o
Title: Re: GW-pack1 project
Post by: Gabbe on 10 June 2010, 13:05:57
and airplanes...and most of your other models. :P
Title: Re: GW-pack1 project
Post by: Gabbe on 10 June 2010, 14:29:11
http://www.youtube.com/watch?v=-MX2pGXlCIw

I though these models might be good for our mod, i ask the guy if he could give em to me :P
Title: Re: GW-pack1 project
Post by: wyvern on 10 June 2010, 14:52:35
and airplanes...and most of your other models. :P
WHAT :o :o >:( >:(
Just kidding but send me pics so that I can see if its messed up or not :|
Title: Re: GW-pack1 project
Post by: wyvern on 10 June 2010, 14:55:01
http://www.youtube.com/watch?v=-MX2pGXlCIw

I though these models might be good for our mod, i ask the guy if he could give em to me :P
Looks good, those are french troops by the way, but with a helmet and texture redo they could be british troops
Title: Re: GW-pack1 project
Post by: wyvern on 10 June 2010, 20:32:27
Should I give the tech faction a rocket pod, it would be mounted on a catapult chassis but shoot faster, do less damage, and be ep based

Here are some of my ideas for the magic expansion project

firewall/brazier-conjured by the archmage, this wall/brazier burns up everything that gets within range, it can also create the devastating phoenix.
warmage-the alternate path for a battlemage, this unit wields a staff with devastating damage, and is able to launch long range ice shards at air and ground units.
white mage-this is another optional route for the battlemage, this unit can heal and launch a holy light at enemies, not to mention that he has the ability to summon a holy/white ghost.
phoenix-this bird can damage enemies with mediocre fire blasts but its true power is in its ability to burn up into flames killing itself and everything within a large radius.
holy/white ghost-this unit is invulnerable, but cannot attack and has a negative regeneration, its primary purpose is distraction.
necromancer-either a promotion from the battlemage or produced from the summoners guild, I am undecided which, he has a very low attack, and can summon zombies, skeletons, and skeleton riders, and with many upgrades a skeleton dragon, he can also promote to a lich.
zombie-an improved worker unit, it can carry and harvest gold faster then an initiate and is a lot more resistant, it cannot build or attack and moves a bit slower then the initiate.
lich-the uber mage, as strong as an archmage but with more hp and armor, unable of close combat, on par with the war mage, can summon the same units a the necromancer
skeleton-this is a unit armed with a rusty two handed axe and is little better then the armored swordman but it will be using a new type of armor called bone which is near immune to piercing and blade attack but vulnerable to energy and impact.
skeleton rider-a bone lance armed rider skeleton on a skeleton horse, equal to a knight and with bone armor.
skeleton dragon-as strong as a dragon but with devastating melee damage and ice breath, this uber dragon cannot fly till upgraded with leathery wings, also has bone armor.
ghost armor with a pike-looks like skeleton armor minus shield and armed with a sarissa, a perfect match for the ghost armor swordman.
wyvern-uber air unit possibly a hero unit

other addition ideas include bone armor class, bone dragons limited to one for every 1-2 liches and some new un decided upgrades, I would also need a hero unit but have no clue what it should be
please comment or give suggestions
Title: Re: GW-pack1 project
Post by: wyvern on 15 June 2010, 00:29:40
does anyone have comments, by the way the mechanon is half done.
Title: Re: GW-pack1 project
Post by: wyvern on 16 June 2010, 02:00:05
A new unit model is finished, here is the mechanon model pics
http://img249.imageshack.us/i/mechanonpic1.jpg/
http://img217.imageshack.us/i/mechanonpic2.jpg/
Please comment :)
Title: Re: GW-pack1 project
Post by: wyvern on 16 June 2010, 02:28:17
I got another idea for the magic faction, the wyvern, it is pure melee and has a range 1 air and ground attack, despite this disadvantage it has better hp, armor, damage, and attack speed then the dragon, possibly a hero unit, also able to launch a knight style ramming attack that can shatter buildings, not to mention units with ease.
I would like each faction to have at least 1 hero does anyone have ideas, pleassseee :angel: :angel:
Title: Re: GW-pack1 project
Post by: -Archmage- on 16 June 2010, 02:32:31
Would you PLEASE STOP REPLYING TO YOUR-SELF SO MANY TIMES!?

6 posts in a row, OVER A 5-DAY PERIOD! Please stop this.
Title: Re: GW-pack1 project
Post by: wyvern on 16 June 2010, 02:35:00
Would you PLEASE STOP REPLYING TO YOUR-SELF SO MANY TIMES!?

6 posts in a row, OVER A 5-DAY PERIOD! Please stop this.
Sorry but what I keep adding new pictures updates etc.
Title: Re: GW-pack1 project
Post by: John.d.h on 16 June 2010, 02:37:01
I might have some ideas, but it depends on what you're looking for in a hero unit.
Title: Re: GW-pack1 project
Post by: ultifd on 16 June 2010, 02:39:49
Would you PLEASE STOP REPLYING TO YOUR-SELF SO MANY TIMES!?

6 posts in a row, OVER A 5-DAY PERIOD! Please stop this.
Sorry but what I keep adding new pictures updates etc.
Still, you could just EDIT your posts...  :| Please? pretty please?  :|

Quote
wyvern-uber air unit possibly a hero unit
Hmm, like a dragon? But you already have one and other air units, won't that be un-balanced?  :|
Title: Re: GW-pack1 project
Post by: wyvern on 16 June 2010, 02:41:26
Would you PLEASE STOP REPLYING TO YOUR-SELF SO MANY TIMES!?

6 posts in a row, OVER A 5-DAY PERIOD! Please stop this.
Sorry but what I keep adding new pictures updates etc.
Still, you could just EDIT your posts...  :| Please? pretty please?  :|

Quote
wyvern-uber air unit possibly a hero unit
Hmm, like a dragon? But you already have one and other air units, won't that be un-balanced?  :|
Not in this pack it won't ;D ;D, the tech is uber on ground, magic has to make up for this someway, plus tech has good anti air defense, maybe an AA tank :O :O, still it needs to be limited true
Title: Re: GW-pack1 project
Post by: John.d.h on 16 June 2010, 02:57:27
Come to think of it, the Megapack already gives Magic a beefed-up Evil Dragon, so a Wyvern might be a bit redundant.
Title: Re: GW-pack1 project
Post by: wyvern on 16 June 2010, 02:59:16
Come to think of it, the Megapack already gives Magic a beefed-up Evil Dragon, so a Wyvern might be a bit redundant.
True but the evil dragon is weak armor wise and the attack is ep based which makes it vulnerable at times.
Title: Re: GW-pack1 project
Post by: wyvern on 16 June 2010, 16:15:31
What do people think of this idea, paratroops for tech, I'm already gonna have gliders, for gervoriath so why not paratroops for another faction
does anyone have ideas for a tech and magic hero unit.
Title: Re: GW-pack1 project
Post by: John.d.h on 16 June 2010, 16:31:37
Maybe a trebuchet?
Title: Re: GW-pack1 project
Post by: Gabbe on 16 June 2010, 16:33:26
I have a trebuchet! It is in the "Hypar Page" at "model dump"!!!
Title: Re: GW-pack1 project
Post by: wyvern on 16 June 2010, 16:42:32
trebuchets going to the gervoriath and hypercube, I'm considering using your model. are there any hero, or just plain unit ideas
Title: Re: GW-pack1 project
Post by: wyvern on 16 June 2010, 18:31:07
DOESN'T ANYONE HAVE A IDEA FOR A HERO UNIT
Title: Re: GW-pack1 project
Post by: Gabbe on 16 June 2010, 18:37:41
savage
Title: Re: GW-pack1 project
Post by: wyvern on 16 June 2010, 18:42:18
savage
what do you mean
Title: Re: GW-pack1 project
Post by: Gabbe on 16 June 2010, 18:43:03
oh god...you asked for a hero unit = savage
Title: Re: GW-pack1 project
Post by: wyvern on 16 June 2010, 18:44:09
Oh well that doesn't really fit with the current tech and magic style.
Title: Re: GW-pack1 project
Post by: Gabbe on 16 June 2010, 18:44:56
how did you contact him wyvern?
Title: Re: GW-pack1 project
Post by: wyvern on 16 June 2010, 18:52:32
contact who??? :confused: :confused:
Title: Re: GW-pack1 project
Post by: Gabbe on 16 June 2010, 18:55:15
mhm is this the werong topic perhaps, i ment gameBoY
Title: Re: GW-pack1 project
Post by: wyvern on 16 June 2010, 18:56:21
for the elf faction, I contacted him by pm'ing
Title: Re: GW-pack1 project
Post by: wyvern on 19 June 2010, 23:29:28
I decided to drop the hero idea, after some consideration if anyone want to help with the project though I'd appreciate it. :) :)
Title: Re: GW-pack1 project
Post by: Gabbe on 19 June 2010, 23:32:29
we can put amazon in here rite?
Title: Re: GW-pack1 project
Post by: wyvern on 19 June 2010, 23:34:02
Sure, it can go in GW-pack 1 since that will be the fantasy style mod
Title: Re: GW-pack1 project
Post by: Gabbe on 19 June 2010, 23:37:50
probably not GWI we need to seperate those, maybe MKs go in GWI WWI in GWII and Balkan in GWIII
Title: Re: GW-pack1 project
Post by: wyvern on 19 June 2010, 23:44:12
probably not GWI we need to seperate those, maybe MKs go in GWI WWI in GWII and Balkan in GWIII
actually here is what I was thinking, GW-pack1 would be the fantasy stuff(magic, amazons, tech, gervoriath, balkans), and GW2 would be the ww1 mod thing we could have a GW3 minipack thing which would contain the balkans as a separate mod
Title: Re: GW-pack1 project
Post by: Gabbe on 19 June 2010, 23:48:14
GWIII can contain new units for the factions, like a patch. lets continue on PM so we not reveal anything critical ;)
Title: Re: GW-pack1 project
Post by: wyvern on 19 June 2010, 23:49:32
GWIII can contain new units for the factions, like a patch. lets continue on PM so we not reveal anything critical ;)
Hmm, okay, we can.
Title: Re: GW-pack1 project
Post by: wyvern on 26 June 2010, 23:16:28
I'm gonna crank up efforts to produce more models for this now since we will need it for the movie, if anyone feels like helping please post.
Title: Re: GW-pack1 project
Post by: Bunke7 on 27 July 2010, 14:43:53
If any new units For Tech is needed i could help with that
Title: Re: GW-pack1 project
Post by: wyvern on 27 July 2010, 14:51:11
Bunke if this a mod in itself but I figure you mean units and yes you can help with that, on one of these pages is a unit list with all the units we'll I'll be adding or hope to be adding for tech,if you want a shot at the wing flapper or something you can, the airship bomber and da vinci tank stuff is done though, I appreciate your help :) :) :thumbup:
Title: Re: GW-pack1 project
Post by: wyvern on 6 September 2010, 02:46:06
I can't run the textures, they don't work on either my mechanon, airship bomber, or da vinci tank, I think I did everything correctly and I followed all tutorials precisely does anyone have advice. :( :(, by the way if someone wants to help with this project I'll appreciate it.
Title: Re: GW-pack1 project
Post by: John.d.h on 6 September 2010, 02:50:30
I can't run the textures, they don't work
Say more about your problem if you want a solution.
Title: Re: GW-pack1 project
Post by: wyvern on 6 September 2010, 02:53:03
I can't run the textures, they don't work
Say more about your problem if you want a solution.
Sorry, I unwrap the texture, carry the unwrapped model onto my texture as the tutorials show and say, yet it doesn't show up and I don't know how to activate/make the textures appear on my blend model.
Title: Re: GW-pack1 project
Post by: John.d.h on 6 September 2010, 03:05:42
Did you apply a material?  Did you assign a texture to that material?  Is that texture type set to image, and set to an uncompressed *.tga file?  Did you set the map input to UV?
Title: Re: GW-pack1 project
Post by: wyvern on 6 September 2010, 14:45:02
I think so, I'll try it again.
Title: Re: GW-pack1 project
Post by: wyvern on 26 March 2011, 22:27:44
*bump* read first post
Title: Re: GW-pack1 project
Post by: John.d.h on 26 March 2011, 22:31:48
Anything new, then?
Title: Re: GW-pack1 project
Post by: wyvern on 27 March 2011, 00:09:36
no new downloads but their is much progress