MegaGlest Forum

Modding and game content creation => Mods => Topic started by: njam2 on 3 May 2010, 18:37:34

Title: Cube Warfare Version 1.1 is Released!
Post by: njam2 on 3 May 2010, 18:37:34
Cube Warfare is a cube-ish type fraction i made for MegaGlest.
No wood is needed to make any of the buildings or units! which makes building an army easier/faster!  :P

Each one of my swordsmen units looks like two units in one. For example, if you make ten swordsmen units, it looks like you have 20, which you can make an army even faster!

Cube Warfare!!

Military Units:
Swordsmen.
Armored Swordsmen.
Archers.

Buildings:
Castle
Barracks
Archery Range
Farm.

Cube Warfare!

Screenshots!
(http://i.imgur.com/RIvh2.jpg) (http://imgur.com/RIvh2)

(http://i.imgur.com/nBMyH.jpg) (http://imgur.com/nBMyH)

(http://i.imgur.com/dV5FQ.jpg) (http://imgur.com/dV5FQ)

(http://i.imgur.com/wH0NU.jpg) (http://imgur.com/wH0NU)

Download
All you have to do is to extract this in your MegaGlest folder, Then everything should work fine. :)
http://www.moddb.com/mods/alex-bright/downloads/cube-warfare-v11

Enjoy!

Cube Warfare!
Title: Re: Glest Total War
Post by: ElimiNator on 3 May 2010, 21:17:20
Sounds cool,  :)
Title: Re: Glest Total War
Post by: -Archmage- on 3 May 2010, 21:23:47
While sounding cool, it won't look very cool.

Two units fighting at the same time and then dying at the same time, it will look quite odd. Walking at the same time too.........

But still it will be interesting to see what you come up with. :)
Title: Re: Glest Total War
Post by: ElimiNator on 3 May 2010, 21:32:22
I would just make it so units pruduse faster and cost less.
Title: Re: Glest Total War
Post by: Zoythrus on 4 May 2010, 02:34:26
this would be better if squad combat would be implemented...(not like i havent suggested this before...)
Title: Re: Glest Total War
Post by: njam2 on 4 May 2010, 03:14:49
its a lot of fun i really like it.
yeah it may sound odd but its not that bad, now 4 at a time is Bad! i tried it not so cool.
Title: Re: Glest Total War
Post by: njam2 on 4 May 2010, 20:55:21
k you can look at some images of it here.
http://www.moddb.com/mods/alex-bright

sorry about the name Alex Bright, it was going to be GlestTW but i thought it meant my name. yeah i know I'm stupid. lol

you may have to wait untill they apply it though
Title: Re: Glest Total War
Post by: Zoythrus on 4 May 2010, 23:25:36
Well, Mr. Bright, i cant wait to play it!
Title: Re: Glest Total War
Post by: ultifd on 4 May 2010, 23:41:55
Sounds great...
lol maybe reapply?  :|
Title: Re: Glest Total War
Post by: ElimiNator on 5 May 2010, 02:12:57
I cant see the pics, It says "The mod you are trying to view is currently awaiting authorisation. Authorisation can take a couple of days during which time a site administrator will check the mod to ensure:"
Title: Re: Glest Total War
Post by: njam2 on 5 May 2010, 02:41:54
o sorry i thought you could, i can cuz I'm logged in.
Title: Re: Glest Total War
Post by: Zoythrus on 5 May 2010, 02:45:27
Photobucket, maybe?
Title: Re: Glest Total War
Post by: njam2 on 5 May 2010, 02:47:19
thats what i was thinking but i found a way, it will only take a sec.
Title: Re: Glest Total War
Post by: njam2 on 5 May 2010, 02:54:51
http://img41.imageshack.us/img41/5719/2010050412730025041280x.png

http://img199.imageshack.us/i/2010050412730004951280x.png

http://img175.imageshack.us/i/2010050412730005461280x.png

http://img26.imageshack.us/i/2010050412730019951280x.png

http://img26.imageshack.us/i/glest.png

now i the textures on are not really good, i did the best i could do.
Title: Re: Glest Total War
Post by: John.d.h on 5 May 2010, 03:46:06
What the hell? :confused:
Title: Re: Glest Total War
Post by: njam2 on 5 May 2010, 03:52:34
and i know the models are not really good ether but if you look past that its really fun.
Title: Re: Glest Total War
Post by: ultifd on 5 May 2010, 05:17:20
http://img41.imageshack.us/img41/5719/2010050412730025041280x.png

http://img199.imageshack.us/i/2010050412730004951280x.png

http://img175.imageshack.us/i/2010050412730005461280x.png

http://img26.imageshack.us/i/2010050412730019951280x.png

http://img26.imageshack.us/i/glest.png
now i the textures on are not really good, i did the best i could do.
First of all, you should remove the
Quote
Uploaded with ImageShack.us (http://imageshack.us)
included with every single image...  ::)

Second, you should have either
a.) resized them, just "embedding/..." so many pictures is very annoying or slow...  :|
b.) just post the links...  ::) like how I just quote you...  ::)

Anyways, probably not the best textures, but they look at least kinda cool/interesting. Made me laugh  :O not in a bad way  :|

Overall cool  :thumbup:
even though my reaction is somewhat like John's...err...  :|
Title: Re: Glest Total War
Post by: ElimiNator on 5 May 2010, 06:07:25
Yah, the models are kinda square and a wood face? But keep the work up...
Title: Re: Glest Total War
Post by: njam2 on 5 May 2010, 12:52:46
hey sorry about the pics being so big didn't really thought about that.
this my first time ever doing something getting it to work.
i will be working on it, i know there kine of blocky but i work on that and the textures.

Title: Re: Glest Total War
Post by: Gabbe on 5 May 2010, 14:08:45
I don`t know if this requires a new thread, but its like this topic.

What if you controlled only a battalion or squad, and you could get new units, but very slow, and you were part of a huge army of other independant NPC?
Title: Re: Glest Total War
Post by: Zoythrus on 5 May 2010, 14:13:10
i like the block heads, they give it originality! if you change it, i wont play it.
Title: Re: Glest Total War
Post by: njam2 on 5 May 2010, 14:53:27
i liked it to.  ;D
now this is only good for open land like with out trees everywhere,i have a good map and i will put it in there with download.
Title: Re: Glest Total War
Post by: -Archmage- on 5 May 2010, 17:09:45
It's Glest Box Wars! :cheesy:

Cool, I think I want to play this, it's original! :thumbup:
Title: Re: Glest Total War
Post by: ElimiNator on 5 May 2010, 17:20:23
It would look better if you used wood or block textures not the ones from glest.
Title: Re: Glest Total War
Post by: njam2 on 5 May 2010, 19:11:52
i tried using other textures but the only ones that i could get working is the ones from glest.

I might have the download up today.
Title: Re: Glest Total War
Post by: Gabbe on 5 May 2010, 19:19:54
mhm, upload...

You should try using uncompressed TGA textured, i had that problem at first too...
Title: Re: Glest Total War
Post by: njam2 on 5 May 2010, 19:41:53
k ill keep that in mine.

wow i just played free-for-all with 3 other CPUs and it was a blast!
Title: Re: Glest Total War
Post by: Gabbe on 5 May 2010, 19:42:55
Upload Upload! can`t wait! do you know how to upload?

Use source forge it owns...
Title: Re: Glest Total War
Post by: njam2 on 5 May 2010, 20:14:36
okay i will.

recommend: you should turn fog off, it makes it better.
Title: Re: Glest Total War
Post by: njam2 on 5 May 2010, 20:24:25
i don't really know how.
can someone teach me?

my friend is coming over and he knows how but it wont be for a few hours.
Title: Re: Glest Total War
Post by: Gabbe on 5 May 2010, 20:25:54
I belive you can do that with the configurator?
Title: Re: Glest Total War
Post by: njam2 on 5 May 2010, 21:17:29
i did it!
here is is.  https://sourceforge.net/projects/glesttw/files/
Title: Re: Glest Total War
Post by: ultifd on 5 May 2010, 22:51:22
Well, I downloaded it. Now I will test with MG.

What is weird, is that you compressed it 2 times so...  ::) oh well
Title: Re: Glest Total War
Post by: njam2 on 5 May 2010, 22:58:23
o i did?
my first time.
Title: Re: Glest Total War
Post by: ultifd on 5 May 2010, 23:11:33
Yeah, it is ok...  :|
anyways looks cool, but one thing is why is the knight and the spearmen have the same move speed? that does not really make sense...also the map you included does not have any stone....so that is not very good right?  ::)
Still cool. good start. original  ::)
http://www.youtube.com/watch?v=olEdy44HW3A
Title: Re: Glest Total War
Post by: ElimiNator on 5 May 2010, 23:26:58
It looks strange because they are so far away when they attack, the spears and swords don't even touch their opponent.
Title: Re: Glest Total War
Post by: njam2 on 5 May 2010, 23:39:54
like i said before this is my first one.
i know the map doesn't have stone but it was the only good one i had.
yeah i for got about the speed... and i don't know how, if i even can fix how far apart they are when they fight.

but i think its so much fun when you have big armies fighting others, you don't really care how far they are apart well i don't.
well I'm glad for the one that do like it.

and this won't be the final one, all fix it up some if you like, when i the time.   ;D
Title: Re: Glest Total War
Post by: njam2 on 6 May 2010, 20:40:57
I am working on a new version, Version 1.1   ;D

updates: adding two new units. they don't look like there 4 feet apart when they attack. the armored ones will walk slower then the light armored ones. getting a better map to play on.

hope these updates help when i get finish with them.
Title: Re: Glest Total War
Post by: Gabbe on 6 May 2010, 20:43:35
Don`t remove the cuby ones :)
Title: Re: Glest Total War
Post by: njam2 on 6 May 2010, 21:37:11
no of course not. my next two units will be like that to. 
Title: Re: Glest Total War
Post by: Gabbe on 10 May 2010, 16:58:25
BTW, squad AI has yet to be prooven intelligent, even in the big commercial games.
Title: Re: Glest Total War
Post by: Zoythrus on 13 May 2010, 19:23:49
what about the squads in "C&C3"? those AIs were rather good.
Title: Re: Glest Total War
Post by: Fluffy203 on 14 May 2010, 22:36:46
Squads in DOW II(Dawn Of War) and in COH(Company of Heroes). The best rts squad games to date  :thumbup:
Title: Re: Glest Total War
Post by: josepzin on 15 May 2010, 08:27:29
The mod to the blog: http://glestblog.blogspot.com/2010/05/new-mod-glest-total-war.html

My english is limited :P ... If you want to write a better text presentation, i will replace it.
Title: Re: Glest Total War
Post by: ultifd on 15 May 2010, 20:20:13
Nice post!  :) (on the blog)
I don't think if the grammar is wrong, that it is bad...only a little...doesn't really matter too much, the main purpose if that people needs to understand it...so it's good.  :thumbup:
-------------------------------------------------
Release an update...  :bomb:  :thumbup:  ::)  :O
1.1...  :|
Title: Re: Glest Total War
Post by: wyvern on 15 May 2010, 22:32:51
Battle for middle earth has some nice squad features, I'll download this and see what it's like, the square figures look good :thumbup: :thumbup:
Title: Re: Glest Total War
Post by: ultifd on 19 May 2010, 03:53:09
Gah,  ::) ...
Hmm, so which is your "main" site? Sourceforge or ModDB?  ::)
I see you released version 1.1...like 9 days ago...but I did not see that since I thought your main site was sourceforge...oh well...  ::) (but confusing)
looks cool...downloading.  :thumbup:
http://www.moddb.com/mods/alex-bright
https://sourceforge.net/projects/glesttw/files/
Next time, tell us...  ::)
Title: Re: Glest Total War
Post by: Gabbe on 9 June 2010, 16:53:31
wyvern since when did BFME have any good squads, sometimes, only the 5 closest units attacked... when there were plenty of space for others. Anyhows njam, anytime a upgradeo to this????
Title: Re: Glest Total War
Post by: wyvern on 9 June 2010, 16:58:40
It does have good squad features
Title: Re: Glest Total War
Post by: Gabbe on 9 June 2010, 17:00:52
features, maybe, the AI with it, NO FUC*ing way!
Title: Re: Glest Total War
Post by: wyvern on 9 June 2010, 17:12:19
Which one did you play, when I played the AI was bloody great and so were the squads.
Title: Re: Glest Total War
Post by: Gabbe on 10 June 2010, 13:07:23
i`ve played all of them, and i think they got same engine. I ment the AI within the squads, notice how they just stand there when plenty of place to attack...

/OT pm me instead
Title: Re: Glest Total War
Post by: njam2 on 10 November 2010, 07:06:59
i really didn't have anytime for a upgrade lately, but i have much more time on my hands so ill get working on it. :)
thinking about redoing it. (but it will still have that blocky kind of look tho)
Title: Re: Glest Total War
Post by: Gabbe on 10 November 2010, 21:31:00
 :thumbup: i like it :D
Title: Re: Glest Total War
Post by: njam2 on 11 November 2010, 04:45:08
thank you.  ;D
Title: Re: Glest Total War
Post by: Psychedelic_hands on 11 November 2010, 08:35:25
Hey  :D
i really didn't have anytime for a upgrade lately, but i have much more time on my hands so ill get working on it. :)
thinking about redoing it. (but it will still have that blocky kind of look tho)
Cool, I was meaning to download this but didn't get around to it. I definitely will when you release the new version!
Title: Re: Glest Total War
Post by: titi on 11 November 2010, 12:01:02
Please put a screenshot and the existing downloads on your first post. This will make it easier for people to find these things
Title: Re: Glest Total War
Post by: njam2 on 11 November 2010, 15:03:36
yeah, this new version is going to be cool. Theres going to be 4 unit types, 
(swordsmen, armored swordsmen, spearmen, and armored spearmen.)

and titi, um i have already started this post like a long time ago, should make a new one with the downloads when I'm done?
 
Title: Re: Glest Total War
Post by: Zoythrus on 11 November 2010, 15:13:43
this mod would definitely benefit from real squad combat. so, when do we get said true squad combat?
Title: Re: Glest Total War
Post by: titi on 11 November 2010, 16:14:03
No better stay with this post, its shows the whole story. Just modify (heavily) the first post ( like all the other mods do too )
Title: Re: Glest Total War
Post by: njam2 on 11 November 2010, 21:11:49
okay titi, will do as soon as i get done with this version. 
Title: Re: Glest Total War
Post by: Gabbe on 11 November 2010, 22:43:58
I made you a template to use for your first post, it is not complete, but there werent so much information to use either ;)


i am making a glest mod that makes it easy to make an army and fight with out building a bunch of stuff. Your supposed to pump out units as fast as possible and then take out your AI or human opponent. Currently the mod has 4 units;           

                                                                    "Swordsman"
                                                                    "Armoured Swordsman"
                                                                    "Spearman"
                                                                    "Armoured Spearman"

I hope to be using squad control features in upcoming versions, but for now, i`ll have two soldiers in one 3d model, that would mean that with 10 units produced, your army will look like 20 units.

Snapshots and previews:
                                   
Code: [Select]
                                   [img]http://someadress.com[/img]
                                   [img]http://someadress.com[/img]
                                   [img]http://someadress.com[/img]
                                   [img]http://someadress.com[/img]

Later, there may be added "Two Handed Swordsmen", "Some unit", "Some unit".

Suggestions:                          Bugfixes:                               post-release;

V 0.1:                                      V 0.1(a):                               RC (a)
V 0.2:                                      V 0.2(a):                               RC (b)
V 0.3:                                      V 0.3(a):                               RC (c)
V 0.4:                                      V 0.4(a):
V 0.5:                                      V 0.5(a):
V 0.6:                                      V 0.6(a):                                   
V 0.7:                                      V 0.7(a):
V 0.8:                                      V 0.8(a):
V 0.9:                                      V 0.9(a):
Version release 1.0

Realeses:

V 0.1: https://sourceforge.net/projects/glesttw/files/

Title: Re: Glest Total War
Post by: njam2 on 11 November 2010, 23:15:18
wow, thank you so much. 

this really fits. :D
Title: Re: Glest Total War
Post by: njam2 on 12 November 2010, 04:10:17
i have made the spearmen and the swordsmen, but I'm having trouble making the armored units, so i might not add them.
sorry guys. But this means the mod will be done sooner. :)
Title: Re: Glest Total War
Post by: Psychedelic_hands on 12 November 2010, 05:28:41
Hey, I ended up downloading this out of boredom. It's pretty fun!

I have some ideas though....

-Get rid of all buildings except for Castle and Barracks.
-Remodel the Worker, Castle and Barracks into a more blocky style.
-maybe a blocky titleset?
-Give the Castle an attack instead of the two towers.

I had some more... I'll edit laters.
Title: Re: Glest Total War
Post by: Zoythrus on 12 November 2010, 07:05:45
Hey, I ended up downloading this out of boredom. It's pretty fun!

I have some ideas though....

-Get rid of all buildings except for Castle and Barracks.
-Remodel the Worker, Castle and Barracks into a more blocky style.
-maybe a blocky titleset?
-Give the Castle an attack instead of the two towers.

I had some more... I'll edit laters.

so, Glest + Minecraft?

i can see it being done
Title: Re: Glest Total War
Post by: njam2 on 12 November 2010, 15:59:49
so all you need is, wood and gold, to make the units?
sounds good, i was thinking about making axemen too. <<--- like for combat, not working.

and about the armored units, i have found a way to fix them so it wont be a problem.  :D   
Title: Re: Glest Total War
Post by: njam2 on 13 November 2010, 06:35:00
heres a link to Photobucket, i have like 3 images of the new unit look for the "Swordman" and the "spearmen"

http://s1199.photobucket.com/albums/aa480/Alexgbright/?action=view&current=image3.png#

click on the image to make it bigger.  :)
Title: Re: Glest Total War
Post by: Psychedelic_hands on 13 November 2010, 09:31:58
Hey another idea, why not make the two units one tile? It would make the scale more real as well.

P.S new unit looks good!

P.P.S Can you give the Spearmen a stone head? So as you don't it mix up with the swordmen.
Title: Re: Glest Total War
Post by: njam2 on 13 November 2010, 10:40:55
I'm done with the mod, but we have to wait for someone to check it out before anyone can download it, its on modDB, when its done i will post the link on my first post.

thanks. i did my best.  :)

will think it through, um by the way the knight and the knight-spearman, look the same but one has a long spear and the shield looks a little different. if this is a big deal i will change it as soon as i can.

i made the scale like it is because it looks more real during combat.   
Title: Re: Glest Total War
Post by: Psychedelic_hands on 13 November 2010, 10:46:59
I'm done with the mod.

So you're not going to work on it anymore?! D:  This has heaps of potential.  Still I can't wait to see the new version.
Title: Re: Glest Total War
Post by: njam2 on 13 November 2010, 11:28:03
no no, when i said done with the mod i meant the new version sorry, I'm still going to work on it when i gets some more time on my hands. but anyways i really hope you guys enjoy it, i know i do. :)   
Title: Re: Glest Total War
Post by: Psychedelic_hands on 14 November 2010, 03:59:47
Oh okay, good.  ;D

So what do you plan to do in the future?
Title: Re: Glest Total War
Post by: njam2 on 14 November 2010, 08:44:37
you can download it now, its on the first post i made.

and for more updates for time to come, new units, new model for the worker, thats all i can think of right now.
if you have any more ideals, i would love to hear them.
Title: Re: Glest Total War
Post by: Gabbe on 14 November 2010, 10:15:18
Downloading; It almost looks like this mod could have like 4 models in one, its so many soldiers :D will review when played.
Title: Re: Glest Total War
Post by: Psychedelic_hands on 15 November 2010, 12:44:57
Awesome, plays cool. Did you draw the new icons yourself?
 I think next you should work on phasing out all magitech units. Which means the caste, tower, barracks and worker.
Title: Re: Glest Total War
Post by: Gabbe on 15 November 2010, 14:42:48
I think otherwise, making the gameplay maxed out exciting and then make some new models, lets call the magitech ones "Placeholders" if you get what i mean.
Title: Re: Glest Total War
Post by: njam2 on 15 November 2010, 14:57:10
i don't really know how to work on the gameplay?
Title: Re: Glest Total War
Post by: the warlord of the reich on 16 November 2010, 02:09:04
hoaah wooooahhh box heads and box warriors. more like "lego total war"

wooooooooooooooooh aaaaaaaaaaaaaaaaaaaaaaah
Title: Re: Glest Total War
Post by: Gabbe on 16 November 2010, 12:45:23
Thats a lot of "wooooooohaaaa!" and "wooooooooohaaaaaaoooo"  :O

Lego total war woudl be interesting though  ;) :|
Title: Re: Glest Total War
Post by: the warlord of the reich on 16 November 2010, 12:46:46
it slightly dident look like the real glest. i was realy realy stunned. i had to check the pictures alot before realizing that those were boxes and lego trooops
Title: Re: Glest Total War
Post by: njam2 on 16 November 2010, 17:11:30
a lego total war would be cool
Title: Re: Glest Total War
Post by: Zoythrus on 17 November 2010, 18:58:29
a lego total war would be cool

do we have any volunteers?

i would love to see a lego total war (or even better, a glest mod).

LEGOS RULE!
Title: Re: Glest Total War
Post by: Gabbe on 17 November 2010, 19:18:18
ofc.
Title: Re: Glest Total War
Post by: wyvern on 18 November 2010, 03:34:14
I don't know I feel everyone has some sort of project under construction
Title: Re: Glest Total War
Post by: -Archmage- on 21 November 2010, 17:20:32
Zoythrus, seriously, it's never going to happen, everyone is busy. :|
Title: Re: Glest Total War
Post by: Zoythrus on 21 November 2010, 20:52:29
Zoythrus, seriously, it's never going to happen, everyone is busy. :|

i know that, but it's just an idea...
Title: Re: Glest Total War
Post by: Pigy on 22 November 2010, 05:04:10
Looks well I dont know how to put it. :-\
Title: Re: Glest Total War
Post by: ultifd on 12 March 2011, 23:06:52
Perhaps this mod should be like Project Green, it seems like it would fit that kind of scenario.
Anyways, I'm going to create a wiki page for this.
Title: Re: Glest Total War
Post by: Psychedelic_hands on 14 March 2011, 10:12:00
This was really cool. I hope the creator comes back....
Title: Re: Glest Total War
Post by: njam2 on 3 April 2011, 04:10:30
you guys like GlestTW?
Title: Re: Glest Total War
Post by: Psychedelic_hands on 3 April 2011, 04:13:56
Of course man! keep at it! Glad you're back  :P

If you need help, I'd be able to pull out a few box models lol.
Title: Re: Glest Total War
Post by: ultifd on 3 April 2011, 04:15:37
Yeah, but you should probably create a ModDB page with a correct name.  :thumbup:
Title: Re: Glest Total War
Post by: njam2 on 3 April 2011, 04:19:05
okay lets start thinking up a new version shall we. :)

what would make glestTW better?
Title: Re: Glest Total War
Post by: Psychedelic_hands on 3 April 2011, 04:21:29
1: Replace all Magitch models.
2: Ranged and air units!
3: Box tileset?

GAE and MG versions!
Title: Re: Glest Total War
Post by: ultifd on 3 April 2011, 04:22:35
Have a box castle? Not sure, but IMO you should focus on the models before the features...
Title: Re: Glest Total War
Post by: njam2 on 3 April 2011, 04:30:47
okay i have never really mess with GAE and MG so i don't know what its like.

and if any one wants to help with models, then feel free to start. :)
Title: Re: Glest Total War
Post by: Psychedelic_hands on 3 April 2011, 04:48:23
Well get a tech-tree going... Like:

Castle>Worker>Barracks>Spearman/armored Spearman.
                   >Archery Range>Archer
                   >Blacksmith>Upgrades
                   >Court>Swordsmen/armored Swordsmen.
Title: Re: Glest Total War
Post by: njam2 on 3 April 2011, 17:26:53
okay i got rid of the armored units and going to add a more lower level swordmen, and a archer.
After this i will work on a worker.  :)
Title: Re: Glest Total War
Post by: njam2 on 6 April 2011, 00:38:15
okay i got a worker done, he's awesome!

but i don't know how I'm going to make buildings
Title: Re: Glest Total War
Post by: ultifd on 6 April 2011, 00:57:21
Screenshot? :)
Title: Re: Glest Total War
Post by: njam2 on 6 April 2011, 01:45:49
my worker

Code: [Select]
[URL=http://img827.imageshack.us/i/image1yd.jpg/][IMG]http://img827.imageshack.us/img827/363/image1yd.th.jpg[/img][/URL]

Uploaded with [URL=http://imageshack.us]ImageShack.us[/URL]

[URL=http://img10.imageshack.us/i/image3rs.jpg/][IMG]http://img10.imageshack.us/img10/2407/image3rs.jpg[/img][/URL]

Uploaded with [URL=http://imageshack.us]ImageShack.us[/URL]

[URL=http://img263.imageshack.us/i/image4of.jpg/][IMG]http://img263.imageshack.us/img263/5164/image4of.jpg[/img][/URL]

Uploaded with [URL=http://imageshack.us]ImageShack.us[/URL]

[URL=http://img39.imageshack.us/i/image5ng.jpg/][IMG=http://img39.imageshack.us/img39/2580/image5ng.jpg][/IMG][/URL]

Uploaded with [URL=http://imageshack.us]ImageShack.us[/URL]

Title: Re: Glest Total War
Post by: -Archmage- on 6 April 2011, 05:39:44
Minecraft! :P Great look man! ;) But why do the workers have no faces?
Title: Re: Glest Total War
Post by: njam2 on 6 April 2011, 18:32:00
here are some screens of my new castle!

Code: [Select]
[URL=http://img825.imageshack.us/i/72933537.jpg/][IMG]http://img825.imageshack.us/img825/2572/72933537.jpg[/img][/URL]

Uploaded with [URL=http://imageshack.us]ImageShack.us[/URL]

[URL=http://img857.imageshack.us/i/35792182.jpg/][IMG]http://img857.imageshack.us/img857/2557/35792182.jpg[/img][/URL]

Uploaded with [URL=http://imageshack.us]ImageShack.us[/URL]
Title: Re: Glest Total War
Post by: -Archmage- on 6 April 2011, 18:54:28
Maybe you could call this 'Glestcraft'! Great looking castle man! Though it seems a bit symetrical, and where's the flag?
Title: Re: Glest Total War
Post by: njam2 on 6 April 2011, 19:29:13
i couldn't fine the flag in the castle texture...
But glad you like it. :)
Title: Re: Glest Total War
Post by: -Archmage- on 6 April 2011, 19:55:26
The flag will appear in the texture and in blender as teamcolor/transparency. ;)
Title: Re: Glest Total War
Post by: njam2 on 6 April 2011, 22:08:25
yeah i found it, i will work on it as soon as i can.   ;D
Title: Re: Glest Total War
Post by: -Archmage- on 6 April 2011, 22:56:10
Sounds good! So which buildings' next for cubulation?
Title: Re: Glest Total War
Post by: njam2 on 8 April 2011, 17:09:49
I'm going to start on a trailer :D
to show you guys what i have done and some of the awesome stuff in game!
Title: Re: Glest Total War
Post by: Gabbe on 8 April 2011, 21:23:50
So what texturepack you are using? Oh its glest, oh well, resources: DIamond, gold, porkchob, iron, coal, stone, gravel, wood, plank and enemy....

Itssss a nicssssee hooousssssssszze you gotzzsssss there ssssssss *bang creeper*

Seriously looks good, add more cubey!
Title: Re: Glest Total War
Post by: njam2 on 8 April 2011, 22:23:52
add more cubey. haha
Title: Re: Glest Total War
Post by: njam2 on 9 April 2011, 07:29:19
here is my first trailer!
sorry if its choppy, its my screen recorder

Code: [Select]
http://www.moddb.com/mods/alex-bright/videos
Title: Re: Glest Total War
Post by: -Archmage- on 9 April 2011, 17:38:03
That's a nice trailer man!
Title: Re: Glest Total War
Post by: njam2 on 9 April 2011, 18:03:59
thanks  ;D
Title: Re: Glest Total War
Post by: ultifd on 9 April 2011, 19:18:05
Nice! Next time, press F8 to enable photomode though :) (Unless you wanted the minimap and etc to be there)
Title: Re: Glest Total War
Post by: njam2 on 6 June 2011, 05:35:53
hey I'm back. :)
(school)  :o :o

I'm going to remodel a few things like the "Castle" and the "Spearman"
then i will put it up for download. :)

sorry if i kept anyone waiting...
Title: Re: Glest Total War
Post by: glesteronone on 16 September 2011, 19:57:35
can someone please tell me how i can download this? i tried putting it in the glest directory but it doesn't work it just starts off normally in game. thank you, and if you can put it in step to step direction with folders to put it thansk so much!
Title: Re: Glest Total War
Post by: Omega on 16 September 2011, 22:57:36
https://docs.megaglest.org/Installing_Mods
Title: Re: Glest Total War
Post by: glesteronone on 17 September 2011, 20:58:38
https://docs.megaglest.org/Installing_Mods

yes, i did put glestTW into the installation directory, but nothing happens when i start glest, everything is still normal
Title: Re: Glest Total War
Post by: Omega on 18 September 2011, 05:30:47
https://docs.megaglest.org/Installing_Mods

yes, i did put glestTW into the installation directory, but nothing happens when i start glest, everything is still normal
Make sure the folder structure is as described in the link I posted before (sadly, not enough modders use the standardized addon format that would make issues like this so much easier, and Glest Total War likely does not use it). As well, note that you won't notice anything when you just start Glest, it will appear as a new TECHTREE (you'd have to choose the new techtree before you'd be able to choose the new factions inside that techtree) in the custom game screen.
Title: Re: Glest Total War
Post by: njam2 on 16 November 2011, 05:04:11
BOOOM!!! I'm back and have new ideas for this Fraction. (:
first I'm redoing all of it!!!!
I'm still keeping the block type models but replacing then with new ones and its only going to be one unit at a time but ill make money less i guess. (:

tell me your thoughts and ideas! 
Title: Re: Glest Total War
Post by: Hagekura on 16 November 2011, 12:34:41
I think  the title"Glest Total War" invokes me the Totalwar series games by Creative Assembly pretty much.
You'd better change the mod's name to "Lego Glest" or something. It's much better.
Title: Re: Glest Total War
Post by: njam2 on 16 November 2011, 18:15:57
yup have already been thinking about that..
I'm thinking  "block war" or something.
Title: Re: Glest Total War
Post by: will on 16 November 2011, 18:30:49
Minecraft might inspire warcraft?
Title: Re: Glest Total War
Post by: njam2 on 16 November 2011, 19:03:31
here is an image of my swords man in progress.
Code: [Select]
[URL=http://imageshack.us/photo/my-images/850/swordb.png/][IMG]http://img850.imageshack.us/img850/2699/swordb.png[/img][/URL]
Uploaded with
Code: [Select]
[URL=http://imageshack.us]ImageShack.us[/URL]
Title: Re: Glest Total War
Post by: ElimiNator on 16 November 2011, 22:12:03
Looks like you got quite a few verts...
Title: Re: Glest Total War
Post by: njam2 on 17 November 2011, 19:58:17
yeah it works better to move the bones like that..
is there a better way??
Title: Re: Glest Total War
Post by: ElimiNator on 17 November 2011, 22:09:25
Well from the pic it looks like you could tick the count down quite a bit. If you PM me the .blend Ill video myself fixing it so you can see how.
Title: Re: Glest Total War
Post by: njam2 on 18 November 2011, 03:11:29
na i think it will be okay. (:
Title: Re: Glest Total War
Post by: njam2 on 18 November 2011, 03:14:05
so far i have these units done. :)
swords men
worker
knight.
I'm working on castles now, still trying to think of what they should look like tho..
Title: Re: Glest Total War
Post by: Psychedelic_hands on 18 November 2011, 06:38:27
here is an image of my swords man in progress.
Code: [Select]
[URL=http://imageshack.us/photo/my-images/850/swordb.png/][IMG]http://img850.imageshack.us/img850/2699/swordb.png[/img][/URL]
Uploaded with
Code: [Select]
[URL=http://imageshack.us]ImageShack.us[/URL]

There looks like a lot of unused faces.
But try adding more vertices to the joints in the limbs so they can animate better.

P.S Nice to see you back man :)
Title: Re: Glest Total War
Post by: njam2 on 18 November 2011, 18:42:45
i have to ask this.. do ya'll mine me using the normal glest textures?
i mean i like them but if you guys don't agree then we need to do something about that..
(:
Title: Re: Glest Total War
Post by: njam2 on 18 November 2011, 18:48:34
Code: [Select]
[URL=http://imageshack.us/photo/my-images/214/swordmen.png/][IMG]http://img214.imageshack.us/img214/6209/swordmen.png[/img][/URL]

Uploaded with [URL=http://imageshack.us]ImageShack.us[/URL]

[URL=http://imageshack.us/photo/my-images/525/worker.png/][IMG]http://img525.imageshack.us/img525/9066/worker.png[/img][/URL]

Uploaded with [URL=http://imageshack.us]ImageShack.us[/URL]

[URL=http://imageshack.us/photo/my-images/822/knighttt.png/][IMG]http://img822.imageshack.us/img822/3984/knighttt.png[/img][/URL]

Uploaded with [URL=http://imageshack.us]ImageShack.us[/URL]

now I'm not new to blender I'm just not that good at using it. ha
Title: Re: Glest Total War
Post by: njam2 on 21 November 2011, 03:35:11
I'm having issues with this new blender version i don't know hot to get the textures to work in glest.. can anyone help me out??
Title: Re: Glest Total War
Post by: ElimiNator on 21 November 2011, 03:44:45
Use 2.49  :O
Title: Re: Glest Total War
Post by: njam2 on 21 November 2011, 05:12:08
i already made the models in the new one so i think that will screw it up..
Title: Re: Glest Total War
Post by: Coldfusionstorm on 21 November 2011, 10:37:43
i already made the models in the new one so i think that will screw it up..

Pm me with your skype and MSN and i can try help you, i had a problem with textures myselv. A little busy with examinations the next 2 weeks so if i don't respond back quickly thats why.
Title: Re: Glest Total War
Post by: Omega on 21 November 2011, 14:10:39
Use 2.49  :O
I think it's about time we stop recommending 2.49, since we have a working exporter now, and for a new user, 2.5x would be easier to use (just to older users it seems more difficult, since the location of everything is changed).

The textures are done almost the same way.
Select the object, go to the properties window (formerly known as the buttons window), and choose the textures "tab". By default, there should be a blank texture already (if not, click the "+ new" button). Now use the "type" option box to change it to "image or movie". Now in the image section, click open and choose your texture. This will link it for export, so the texture will export properly (on a side note, make sure you have the absolute latest version of the exporter, the older versions had some bugs with UV mapping).

If you want to also be able to see the texture in Blender's 3D window (in texture "viewpoint shading"), select the model in edit mode and in the "UV/Image editor" window, open an image.
Title: Re: Glest Total War
Post by: njam2 on 21 November 2011, 18:37:20
i cant get the UV to work, like i can get the editor to work and in texture mode i see that i can fix it around but how do i set the model to UV?
in the 2.49 there was a button in the Materials where i could switch it.



nvm i found it!!!!

Edit by Omega: merged double post.
Title: Re: Glest Total War
Post by: njam2 on 27 November 2011, 01:47:11
is this good for a farm???
Code: [Select]
[URL=http://imageshack.us/photo/my-images/828/farmk.png/][IMG]http://img828.imageshack.us/img828/1992/farmk.png[/img][/URL]

Uploaded with [URL=http://imageshack.us]ImageShack.us[/URL]
Title: Re: Glest Total War
Post by: Omega on 27 November 2011, 02:29:03
To be honest, it looks kinda... empty.
Title: Re: Glest Total War
Post by: Hagekura on 27 November 2011, 02:37:39
It looks like a dog house.
Title: Re: Glest Total War
Post by: njam2 on 27 November 2011, 04:12:32
that's what i was thinking.
thanks for the input. (:
Title: Re: Glest Total War
Post by: njam2 on 27 November 2011, 10:57:48
how about this??
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[URL=http://imageshack.us/photo/my-images/809/farm3.png/][IMG]http://img809.imageshack.us/img809/3678/farm3.png[/img][/URL]

Uploaded with [URL=http://imageshack.us]ImageShack.us[/URL]
Title: Re: Glest Total War
Post by: njam2 on 28 November 2011, 09:57:41
I think I'm going to change the name to Cube Warfare.
I am making a lot of progress!

I want to make spear men but how do I attack at the end of the spear?
I'm also might be adding a two handed swords man! I think that's epic. Haha
Title: Re: Glest Total War
Post by: MuwuM on 28 November 2011, 10:06:44
"Cube Warfare" fits much better with the faction  :thumbup:

Spear colud be: ♦====  (Stick with rotated cube at the end)

Two handed swordsman sound epic ;)
Title: Re: Glest Total War
Post by: njam2 on 29 November 2011, 21:30:25
here is a game play video of Cube Warfare!!. (:
i added an archery range for archers and other range units in up coming versions of the fraction.
Code: [Select]
http://youtu.be/OdchXvA370I
Title: Re: Glest Total War
Post by: Hagekura on 29 November 2011, 22:13:04
Now the farm looks better with animals within it.
Yeah the cube warfare sounds better than the previous title. :thumbup:
Title: Re: Glest Total War
Post by: MuwuM on 29 November 2011, 22:44:22
the video is blocked in germany due to music-licence restrictions.

(click to show/hide)
Title: Re: Cube Warfare
Post by: njam2 on 30 November 2011, 03:33:57
okay how do i delete this topic? i want to start a new one with out it taking over this one... i want this one GONE!!! haha
Title: Re: Cube Warfare
Post by: Omega on 30 November 2011, 03:47:55
okay how do i delete this topic? i want to start a new one with out it taking over this one... i want this one GONE!!! haha
[big][big][big][big][big]No.[/big][/big][/big][/big][/big]
Title: Re: Cube Warfare
Post by: John.d.h on 30 November 2011, 04:19:25
Deleting topics is something we like to avoid. If you really want to start over, you can lock this thread and start a new one. Not sure why you want to, though.
Title: Re: Cube Warfare
Post by: Omega on 30 November 2011, 04:35:59
There's nothing to be achieved by deleting topics, and "restarting" onto a new thread is a bad idea, as it splits up the discussion. Just edit your first post when necessary. When there is not a more recent post, you are able to remove your own posts, but entire threads which contain others posts are not your "property". Sure, the first few posts in reply to yours may be outdated, but that's the way forums work (technically, it's possible to re-arrange posts to show the most recent first, personally, by ticking the "Show most recent posts at the top" box in Profile > Modify Profile > Look and Layout, though I can't personally recommend that, as generally the most important post in a thread is the first one).

Is there any particular reason to need a new thread when you can change the title any time (edit the first post and modify the title of that), can add polls (link at the top, presuming you created the thread), and can modify the first post to reflect the mod's current progress (should be self evident)?
Title: Re: Cube Warfare
Post by: njam2 on 30 November 2011, 05:37:42
okay.
well to download Cube Warfare its in the first post. (:
Title: Re: Cube Warfare
Post by: njam2 on 2 December 2011, 01:58:02
did anyone like it?
what do you guys think about it?
the download in on the first post if you didn't know..
Title: Re: Cube Warfare
Post by: Psychedelic_hands on 3 December 2011, 09:34:02
Alright I haven't tried it yet, but it needs to be in it's own tech-tree and put into the add-ons/mydata folder format!

It's pretty annoying having to fix things up before playing them.
Title: Re: Cube Warfare
Post by: njam2 on 3 December 2011, 19:32:30
I'm sorry, i don't know how to do that...
Title: Re: Cube Warfare
Post by: Omega on 4 December 2011, 02:47:54
With all due respect, is Googling really so hard (http://lmgtfy.com/?q=glest+addon)?

And the page you're looking for: https://docs.megaglest.org/Addons
Title: Re: Cube Warfare
Post by: njam2 on 4 December 2011, 20:44:19
And what is google?? haha. jk
i did look it up, i just had no free time on my hands lately.
Title: Re: Cube Warfare
Post by: njam2 on 30 March 2012, 13:46:04
hey I have been having some new ideas.
1. making the models smaller so they wont take up some room.
2. making my attacking units look like my old version just a little bit more people.

Code: [Select]
[URL=http://imageshack.us/photo/my-images/171/31776368.png/][IMG]http://img171.imageshack.us/img171/8827/31776368.png[/img][/URL]

Uploaded with [URL=http://imageshack.us]ImageShack.us[/URL]

[URL=http://imageshack.us/photo/my-images/404/89322609.png/][IMG]http://img404.imageshack.us/img404/6673/89322609.png[/img][/URL]

Uploaded with [URL=http://imageshack.us]ImageShack.us[/URL]
Title: Re: Cube Warfare
Post by: wciow on 31 March 2012, 10:02:51
Would be nice to see some screen shots with huge armies on a map  :P
Title: Re: Cube Warfare
Post by: Ishmaru on 31 March 2012, 19:23:11
Just wondering how well a 3x3 square of infantry with swords will work :look:

I a 2x1 row worked better in my opinion.
Title: Re: Cube Warfare
Post by: njam2 on 2 April 2012, 18:01:27
yeah I'm still figuring it out.
Title: Re: Cube Warfare
Post by: wciow on 2 April 2012, 19:06:13
A 2x1 row would look better and also be easier on the pathfinder!

You could use the min/max hp tags in MG so that the number of warriors gets less as the unit is damaged
Title: Re: Cube Warfare
Post by: njam2 on 2 April 2012, 21:11:21
yeah that was a bad idea, i will go back to 2x1.
Title: Re: Cube Warfare
Post by: njam2 on 4 April 2012, 14:46:33
i can't get blender 2.5 working with the exporter.. like i did the addons but i can't enable it.
Title: Re: Cube Warfare
Post by: Omega on 4 April 2012, 21:54:24
Firstly, 2.5 is pretty old now, use 2.6.2. Secondly, ensure you have the right version of the export script (https://docs.megaglest.org/G3D_support).
Title: Re: Cube Warfare
Post by: njam2 on 5 April 2012, 16:10:55
oh okay.
Title: Re: Cube Warfare
Post by: njam2 on 5 April 2012, 17:04:56
i have never had this problem before, my team texture isn't working in game.
I'm not doing anything different, the only thing i change was the version of blender. (blender 4.9 to blender 2.6.2) i am using the right exporter.
thanks for the help. :)

Code: [Select]
[URL=http://imageshack.us/photo/my-images/29/glest.png/][IMG]http://img29.imageshack.us/img29/7991/glest.png[/img][/URL]

Uploaded with [URL=http://imageshack.us]ImageShack.us[/URL]
Title: Re: Cube Warfare
Post by: ElimiNator on 5 April 2012, 17:41:11
(http://i784.photobucket.com/albums/yy127/Elimiator/team_vs_trans.png)

If Double Sided is checked in on the mesh, it will be team, unchecked transparent.
Title: Re: Cube Warfare
Post by: John.d.h on 5 April 2012, 17:59:08
If Double Sided is checked in on the mesh, it will be team, unchecked transparent.
Incorrect.  That's for the 2.49 version, not the >2.5.

Quote
Single sided or double sided can be toggled object data tab in the properties window, by ticking or unticking the double sided box. This defaults to double sided, which means the faces from both sides of the model, compared to just the side the face's normal points.
The usage of teamcolour or transparency is toggled in the materials tab of the properties window. Under the options header, if "face textures alpha" is ticked, alpha in the texture will become transparency. If unticked, as is the default, alpha will be replaced with teamcolor.
https://docs.megaglest.org/G3D_support (https://docs.megaglest.org/G3D_support)

Double/single-sidedness is now independent of team color, as it should be, and as it already was with the 3DS exporter.
Title: Re: Cube Warfare
Post by: njam2 on 5 April 2012, 19:16:46
Okay it works now. Thanks for the help. (:
Title: Re: Cube Warfare
Post by: ElimiNator on 5 April 2012, 19:18:15
Well I use 2.49, they changed the new blender so much I do not fell like re-learning it. What you said makes me want to stay with it even more!

Okay it works now. Thanks for the help. (:
Do you use 2.5 or higher?
Title: Re: Cube Warfare
Post by: njam2 on 5 April 2012, 19:52:41
i made it this size so you can see more during battle.
what do you guys think?
Code: [Select]
[URL=http://imageshack.us/photo/my-images/210/screen0x.jpg/][IMG]http://img210.imageshack.us/img210/3738/screen0x.jpg[/img][/URL]

Uploaded with [URL=http://imageshack.us]ImageShack.us[/URL]

[URL=http://imageshack.us/photo/my-images/20/screen1dy.jpg/][IMG]http://img20.imageshack.us/img20/3814/screen1dy.jpg[/img][/URL]

Uploaded with [URL=http://imageshack.us]ImageShack.us[/URL]
Title: Re: Cube Warfare
Post by: MightyMic on 6 April 2012, 02:05:37
I see that you made a new castle model. Does this mean that you're making other new models as well? ::)  Cause that'd be awesome!

Like the re-size :thumbup:
Title: Re: Cube Warfare
Post by: njam2 on 6 April 2012, 02:58:24
yeah i am going to remodel some others.
the size of the units will be a tie bit bigger.. maybe. :)
Title: Re: Cube Warfare
Post by: njam2 on 6 April 2012, 05:25:05
Okay need some insight on this.
should i keep the units like it is with only one unit (1x1) or change all the models for the (2x1) units?
in other words do you guys prefer (2x1) or (1x1)?

if i keep the (1x1), i will change the farm model, the music, and add a few units like throwing spearmen, and 2 handed swords men.
if i go ahead and use (2x1) ill have to change the worker models and redo all the units again.

so I'm good ether way, whatever you choose.  ;D
thanks.
Title: Re: Cube Warfare
Post by: Omega on 6 April 2012, 08:11:43
Well I use 2.49, they changed the new blender so much I do not fell like re-learning it. What you said makes me want to stay with it even more!

You do realize that the reason for the change is because the usage of the double sided value was wrong, right?
Title: Re: Cube Warfare
Post by: Mr War on 6 April 2012, 08:24:06
njam, 1x1, 2x1 and 2x2 are all good, why not all three variations. 1x1 is basic, 2x1 is more expensive, 2x2 is the most powerful. Also, maybe a triangle of three units would work well.

If you look at the Terracotta soldiers in Warlords faction (Imperial II tech tree) there's another example of a 2x2 unit. The issue I found there was that because I was copying the mesh/bones, when I animated one model, all four moved. Maybe you can de-link the bones but I just lived with it.

re blender. 2.49 works fine, I use it and the team color works just fine.
Title: Re: Cube Warfare
Post by: njam2 on 6 April 2012, 22:12:22
I'm going to do 2x1 for swordsmen and armored swordsmen
1x1 for my two handed swords men (super unit)
1x1 for archers and workers.

here is a image of my two handed swordsmen will look like except he will have a different texture.

(http://img843.imageshack.us/img843/3808/75085794.png) (http://imageshack.us/photo/my-images/843/75085794.png/)

Uploaded with ImageShack.us (http://imageshack.us)
Title: Re: Cube Warfare
Post by: njam2 on 9 April 2012, 04:05:56
things are starting to look good. :)
(http://img217.imageshack.us/img217/6458/screen0o.jpg) (http://imageshack.us/photo/my-images/217/screen0o.jpg/)

Uploaded with ImageShack.us (http://imageshack.us)
Title: Re: Cube Warfare
Post by: Mr War on 9 April 2012, 08:15:11
Looking great :-)
Title: Re: Cube Warfare
Post by: njam2 on 10 April 2012, 04:42:28
Almost done!

here are some pics i took!

(http://i.imgur.com/CEC5G.jpg) (http://imgur.com/CEC5G)
(http://i.imgur.com/ifor5.jpg) (http://imgur.com/ifor5)

i lost. haha
Title: Re: Cube Warfare Version 1.1 is Released!
Post by: njam2 on 11 April 2012, 14:30:05
hope y'all enjoy playing it as much as i did!
tell me honestly what you think about it!
:)
Title: Re: Cube Warfare Version 1.1 is Released!
Post by: njam2 on 11 April 2012, 19:47:49
i tried the understanding the Addon install but i can't figure it out..
for now just extract it in you Megaglest folder and it should be a new tech friction.

I know I'm dumb for not understanding but if someone could explain the Addon thing better, that would be a huge help!
And a big Thank You!
:)
Title: Re: Cube Warfare Version 1.1 is Released!
Post by: Mr War on 11 April 2012, 20:17:36
I played a couple of custom games. Can see lots still to be done, but what's there is great! Huge fun, very characterful. Dare I say it,.... cute. Sending your troops off is a bit like watching bunnies hopping towards a combine harvester.

You probably realize this but the worker model changes scale when cutting wood ;)
Title: Re: Cube Warfare Version 1.1 is Released!
Post by: njam2 on 11 April 2012, 20:50:00
Thanks for your input  Mr War.  :D
i did notice the worker, i was getting lazy so i get rid of wood for now, but i will fix it for the next release. :)

how do you like the building models?
and what are some of the things that would be awesome if i fixed it?

i love working on this on the weekends and I'm also doing it for my school. :) 
Title: Re: Cube Warfare Version 1.1 is Released!
Post by: Mr War on 12 April 2012, 06:09:35
The buildings are great. If I had one observation, it's that the normals look dull. This is something I've suffered myself when modding, and let go in the past. And is a fair amount of effort to fix I think, at least it is the way I do it. For better lighting, more definition between front and sides etc, try making each face (eg side, front) have different nodes. So you end up with many more nodes but same number of pollys. That way when you auto-normalize each face will have a distinct direction, where as currently they are averaging across multiple faces.

The way I do this is to duplicate the mesh and delete different faces from each version, then auto normalize and move back so that by eye it looks like the original single object.

Hope this is helpful.


Also, are you planning any defense structures?
Title: Re: Cube Warfare Version 1.1 is Released!
Post by: njam2 on 12 April 2012, 23:31:38
( it's that the normals look dull) forgive me but i don't know what normals are, Or nodes so i didn't really under stand that..
but when i get some time i will look into it. :)

yes i do plan on making defense structures. :)
Title: Re: Cube Warfare Version 1.1 is Released!
Post by: njam2 on 13 April 2012, 05:41:33
i have a busy weekend ahead of me!
i plan on re doing the castle and barracks
get rid of the archery range (maybe).
adding a warehouse for the workers to gather gold and wood to if they run out or to get some faster.
adding a defensive tower
adding a new unit!
Title: Re: Cube Warfare Version 1.1 is Released!
Post by: -Archmage- on 13 April 2012, 14:18:05
I haven't played this yet(kinda busy with school and working on a big project for y'all), but I have an idea. :D

Make a cube version of my Spearman model (https://forum.megaglest.org/index.php?topic=8104.msg80792#msg80792)?  ;D ;D ;D ;D ;D
Title: Re: Cube Warfare Version 1.1 is Released!
Post by: njam2 on 13 April 2012, 16:51:26
I would love to make a cube-Spearman!  :D

 
Title: Re: Cube Warfare Version 1.1 is Released!
Post by: MightyMic on 14 April 2012, 02:31:09
I just finished playing a game and it was pretty awesome how many units I could produce in such a short amount of time :D

A Spearman would be great! I think he should have a range of 2 or 3 and should stab the enemy when attacking rather than whacking the enemy like the swordman/guard (just to change it up a bit).

Clever of you to split the archery range from the barracks and it works too, though I think the archery range shouldn't have the castle-like part on the side and instead of being wide, should be long (with pretty much only targets and a fence... and tables possibly) then when producing a unit you could show an archer training! (kinda like the gladiators in Romans)

It's getting pretty cool! (I like how fast you can build up an army ;D)
Title: Re: Cube Warfare Version 1.1 is Released!
Post by: njam2 on 14 April 2012, 08:08:31
Thanks MightyMic
building an army fast was the idea from the start, the cube like models were the best i could do and before i knew how to import. But people liked the cube models so i kept with it. haha

Thanks for the input on the Archery range, i was thinking about getting rid of it but changing the model works.  :D

i have many changes and new ideas that i plan to get working on as soon as i can.   ;D

Title: Re: Cube Warfare Version 1.1 is Released!
Post by: MightyMic on 14 April 2012, 19:38:07
You should play this with PT's Mincraft Tileset (https://forum.megaglest.org/index.php?topic=8126.0)  :D :D :D
Title: Re: Cube Warfare Version 1.1 is Released!
Post by: njam2 on 14 April 2012, 20:47:44
just got done playing a game with it.
i thought it was a lot of fun and i will play with it some more!
 ;D
Title: Re: Cube Warfare Version 1.1 is Released!
Post by: njam2 on 16 June 2012, 19:01:45
i don't think i will be able to finish this project.
i just don't have a lot time to work on it..

Title: Re: Cube Warfare Version 1.1 is Released!
Post by: njam2 on 5 September 2012, 17:59:04
lately i have had some time on my own, getting bored so i started playing MG again and fell back in love with it!
MegaGlest is such an awesome free linux game and I'm getting back into it!

the g3d exporter for blender 2.6 has made it so easy for me to export and import models without taking a lot of my time.
I'm going to start working on my fraction again, i have had a few ideas that should make it better. ha

anyways heres some of the things I'm going to (add and change)
I'm not going to use 2 units in 1 anymore. (i know that was the point from the start of this but i don't think its going well. DON"T WORRY! its called Cube Warfare, there still going to be big armys and stuff!) ha

new Archery range model.

maybe even a new unit!

and something i have not yet seen in this game! (its a secret) 
Title: Re: Cube Warfare Version 1.1 is Released!
Post by: njam2 on 7 September 2012, 15:42:30
having some issues..
The team color isn't working on my new models I'm making, I put the texture on the shaded green color so it will use the team color but its not working..
could this be my g3d exporter?
Title: Re: Cube Warfare Version 1.1 is Released!
Post by: tomreyn on 9 September 2012, 10:04:49
Hmm, I'm really not into modding, but I know where the wiki page on team color (https://docs.megaglest.org/Teamcolor) is, does this help? I also remember that titi was discussing his lack of happiness about a, once again, modified Blender API in current versions and that he needed to fix the exporter - which I think he said he succeeded in recently.
Title: Re: Cube Warfare Version 1.1 is Released!
Post by: Yggdrasil on 9 September 2012, 12:10:17
Hmm, I'm really not into modding, but I know where the wiki page on team color (https://docs.megaglest.org/Teamcolor) is, does this help?
That's already old and wrong for the newest exporter. Better use this page:
https://docs.megaglest.org/G3D_support#Model_preparation

You probably forgot to check team color in the G3D poperties panel. You might wanna update your exporter beforehand, just to make sure you have the newest one (should show up in blender as version 0.5.2).

I also remember that titi was discussing his lack of happiness about a, once again, modified Blender API in current versions and that he needed to fix the exporter - which I think he said he succeeded in recently.
This was about the importer, not the exporter.
https://forum.megaglest.org/index.php?topic=8565.0
Title: Re: Cube Warfare Version 1.1 is Released!
Post by: njam2 on 9 September 2012, 22:56:25
i did forget to check the team color in the G3D poperties panel, everything is working! :)
thanks!
Title: Re: Cube Warfare Version 1.1 is Released!
Post by: Omega on 10 September 2012, 04:08:10
Hmm, I'm really not into modding, but I know where the wiki page on team color (https://docs.megaglest.org/Teamcolor) is, does this help?
That's already old and wrong for the newest exporter. Better use this page:
https://docs.megaglest.org/G3D_support#Model_preparation
Oops, thanks for pointing that out. I updated the team colour page so it's correct.
Title: Re: Cube Warfare Version 1.1 is Released!
Post by: njam2 on 10 September 2012, 18:18:04
is there anyway you can import an animation?
The models i have are great i just need to delete one of the guys. if i can't ill have to remodel and re animate
Title: Re: Cube Warfare Version 1.1 is Released!
Post by: Omega on 10 September 2012, 19:06:47
is there anyway you can import an animation?
The models i have are great i just need to delete one of the guys. if i can't ill have to remodel and re animate
Nope. If we ever adopt another model format, it may be possible, but G3D models don't save bones, so there's no plausible way (yet, anyway) to import an animation. Shape keys are imported, but not sure if they have any real use.
Title: Re: Cube Warfare Version 1.1 is Released!
Post by: njam2 on 10 September 2012, 20:34:23
thanks for the reply. :)
Title: Re: Cube Warfare Version 1.1 is Released!
Post by: Yggdrasil on 12 September 2012, 15:52:34
Always keep the blend files of your models!

Deleting a mesh can be easily done with g3dhack.
https://forum.megaglest.org/index.php?topic=7083.0
No need to remodel.

Shape keys are imported, but not sure if they have any real use.
One can somehow use shape keys for animation, but i don't know how. If someone could tell me how, i can probably add it to the importer and we can re-export imported animations. Though, you can't easily edit imported animations 'cause you won't get bones.
Title: Re: Cube Warfare Version 1.1 is Released!
Post by: Omega on 13 September 2012, 21:30:23
One can somehow use shape keys for animation, but i don't know how. If someone could tell me how, i can probably add it to the importer and we can re-export imported animations. Though, you can't easily edit imported animations 'cause you won't get bones.
I think it's the exporter that would need modifying. Previously, the importer would import shape keys (the current version does not). When you checked each frame in Blender, the model would appear to have retained its animation, however, when exported, the model would always be exported as the first frame only (in other words, the shape keys were ignored by the exporter). Granted, shape keys would be a royal pain to modify (if possible), but if the shape keys could be exported (and thus would have to be imported again), small changes like swapping a weapon would be possible by simply animating just the weapon.

So I think the first question that would have to be answered is: can shape keys be exported (or more accurately, can the exporter be tweaked to export shape keys?).
Title: Re: Cube Warfare Version 1.1 is Released!
Post by: njam2 on 14 September 2012, 23:24:23
i thought i had them saved before I changed my OS.
 
anyways i already remodeled them so I'm okay now. (:
Title: Re: Cube Warfare Version 1.1 is Released!
Post by: Yggdrasil on 15 September 2012, 11:54:06
So I think the first question that would have to be answered is: can shape keys be exported (or more accurately, can the exporter be tweaked to export shape keys?).
Yes, it should work. Already thought about this before, but dismissed it because it feels so hacky. When i find some time i might give it a go.