http://img41.imageshack.us/img41/5719/2010050412730025041280x.pngFirst of all, you should remove the
http://img199.imageshack.us/i/2010050412730004951280x.png
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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.
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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. :)Cool, I was meaning to download this but didn't get around to it. I definitely will when you release the new version!
thinking about redoing it. (but it will still have that blocky kind of look tho)
[img]http://someadress.com[/img]
[img]http://someadress.com[/img]
[img]http://someadress.com[/img]
[img]http://someadress.com[/img]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.
I'm done with the mod.
a lego total war would be cool
Zoythrus, seriously, it's never going to happen, everyone is busy. :|
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http://www.moddb.com/mods/alex-bright/videos
https://docs.megaglest.org/Installing_Mods
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.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
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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]
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[URL=http://imageshack.us/photo/my-images/525/worker.png/][IMG]http://img525.imageshack.us/img525/9066/worker.png[/img][/URL]
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Uploaded with [URL=http://imageshack.us]ImageShack.us[/URL]i already made the models in the new one so i think that will screw it up..
Use 2.49 :OI 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).
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http://youtu.be/OdchXvA370I
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]
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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.
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.https://docs.megaglest.org/G3D_support (https://docs.megaglest.org/G3D_support)
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.
Okay it works now. Thanks for the help. (:Do you use 2.5 or higher?
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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?
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:
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.
Oops, thanks for pointing that out. I updated the team colour page so it's correct.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
is there anyway you can import an animation?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.
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
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.
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?).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.