MegaGlest Forum

Modding and game content creation => Tools => Topic started by: John.d.h on 4 July 2010, 06:56:38

Title: Tools FAQ
Post by: John.d.h on 4 July 2010, 06:56:38
Welcome to the Glest Tools FAQ.  If I missed anything important, say so and I'll add it.  Here we go.

What all needs to be included to make a mod?
Typically, a complete mod includes models, textures, animations, icons, music, sounds, and XML files.

Is that as hard as it sounds?
None of it is overly difficult, but it will require you to learn a lot of new things you've probably never seen before, and it will take a lot of time if you're starting from scratch.  However, it can be done, and there has been a lot of great work from people who started modding Glest with no prior knowledge of any of the necessary steps.  I'm one example, and there are others.

What programs do I need?
To do a complete modification, you need a modeling and animation program, something to create 2D images such as textures and icons, a text editor for working with XML files, and the g3d export script.  These are the bare minimum, but there are other useful tools.  The standard set used here is Blender for modeling and animating, GIMP for creating 2D images, Notepad++ or gedit for XML.  Additional useful tools include Audacity for sounds, the g3d viewer, 7zip for archiving, and some plugins for GIMP.

Where can I get these tools?
Notepad++: http://sourceforge.net/projects/notepad-plus/files/ (http://sourceforge.net/projects/notepad-plus/files/)
Blender: http://www.blender.org/download/get-blender/ (http://www.blender.org/download/get-blender/)
Audacity: http://audacity.sourceforge.net/download/ (http://audacity.sourceforge.net/download/)
The GIMP: http://www.gimp.org/downloads/ (http://www.gimp.org/downloads/)
Glest Tools:
Code: [Select]
[url=http://www.filefront.com/14631195/GTP_1.0.exe]http://www.filefront.com/14631195/GTP_1.0.exe[/url] (includes map editor, GAM, g3d viewer, Export Script, and Import Script in an installer)
GIMP Resynthesizer plugin: http://www.logarithmic.net/pfh/resynthesizer (http://www.logarithmic.net/pfh/resynthesizer)
GIMP Lower Frequency plugin: http://registry.gimp.org/node/24636
On Debian-based GNU/Linux operating systems (such as Ubuntu), most of these should be available from your package manager, and those that aren't should install and run using Wine.

Can I use different programs from those recommended?
For modeling, Blender is highly recommended, unless you're already a pro with another program.  Blender is available for no cost and is free and open-source software.  Additionally, it is what most of us use, so if you have a question, we're much more likely to know the answer if you're using Blender, and it makes collaboration much easier.  Finally, the only program that supports the g3d export script in its current version, so you'll need a copy of it anyway.  Some artists have had success working in other programs (like GMAX) and using an intermediary format like md5, then using Blender to export, but obviously this is inconvenient.  See
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[url=https://docs.megaglest.org/Other_Modelling_Tools]here[/url].  Older versions of 3DS also have a working script.  For textures, Paint.NET and Adobe Photoshop both work, and Adobe Fireworks can be used for icons, but GIMP is recommended for most of the same reasons as Blender.  For XML files, any text editor should work, even very basic ones like Notepad, Vim, and Nano.  However, Notepad++ makes things a bit easier with syntax highlighting and other nice features.  On Linux, gedit works just as well (I use it), and Kate probably does too.

Where can I find some tutorials?
Eventually I plan on putting together some really good tutorials for all the necessary steps, but until then the ones on
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[url=http://glestguide.co.cc]glestguide.co.cc[/url] should be good enough for the basics.

What kinds of licenses can I use for my work?
If you're using anything from Magitech, then you have to use CC-By-SA or a compatible license.  If you're using anything from another artist, check with that artist.  If everything in your mod was made by you from scratch or from public domain sources, then you can license it however you want.

How should I license my mod/work?
Glest is a free and open-source game and all the original content is under CC-By-SA.  This is the same license that most mod creators in the Glest community use, and it is what I personally recommend.  This license lets you keep more control over your work than a public domain or CC0 license would, while allowing other people to use it and fostering an atmosphere of openess and sharing.  Most of us consider that to be a good thing.  With that said, you can license your mod or work under any license allowed by law.

Can I sell my mod?
If you are the creator of all the content in your mod, you may sell it and do with it whatever you want.  Otherwise, check the licenses of all your sources.  If it is under any Creative Commons license, then you may sell it UNLESS the license contains a Non-Commercial (NC) clause.  For example, CC-By-SA is fine, but CC-By-NC may not be sold without permission.

How do I share my mod with the community?
Simply compress it, upload it, and share the link on the Mods board.  For compression, 7zip is probably your best bet, and we typically use the 7z format because it offeres the best compression ratio.  For uploading, we like Filefront and Mediafire, so either of those will do fine.  Feel free to post it on ModDB.com (http://ModDB.com) as well.

Where can I find more information?
The forum, the wiki (https://docs.megaglest.org), and
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[url=http://glestguide.co.cc]the Glest Guide[/url].

I just added or modified a texture, and now Glest and/or the g3d viewer crashes when loading the unit.  What's up with that?
This usually means that you have RLE compression turned on, or that your texture is in the wrong format or wrong location.  Open up your texture file, save it as a targa (*.tga) file, and make sure the check-box for RLE compression is empty (not checked), and that the location is in the same folder as the g3d files that use that texture.  (Note: When working with the GIMP, it's best to save your working copy as *.xcf and use the "save a copy" function to save it as a targa.  This lets you keep your layers intact between sessions.)  Another possible problem is capital letters.  Glest does not like capital letters in file names, so make sure everything is in lower-case, including file extensions.  This means that something.g3d is fine, but Something.G3D is not.

I'm viewing my unit in either the g3d viewer or in Glest, and it's not showing up, or parts of it are missing.  What's up with that?
This usually means that either 1.) you didn't have the objects selected in Blender when you exported, or 2.) you didn't triangulate all the faces.  To fix this, open up your blend file.  Select a mesh object, go into edit mode, select all faces, and hit "ctrl t".  This converts all of the quadrangular (four-sided) faces to triangles so Glest can see them.  Repeat the process for all your mesh objects.  Once you've done that, select all the objects you want to include, and export.

There's probably a ton of stuff missing, so post your ideas.

Edit by Omega: Updated Glest Guide links
Title: Re: Tools FAQ
Post by: Omega on 6 July 2010, 04:43:33
Download Links for Programs:

Notepad++: http://sourceforge.net/projects/notepad-plus/files/notepad%2B%2B%20releases%20binary/npp%205.6.8%20bin/
Blender: http://www.blender.org/download/get-blender/
Audocity (Sound Editor): http://audacity.sourceforge.net/download/
Paint.NET (Image Editor): http://www.dotpdn.com/downloads/pdn.html
The GIMP (Image Editor): http://www.gimp.org/downloads/
Glest Tools:
Code: [Select]
http://www.filefront.com/14631195/GTP_1.0.exe (includes map editor, GAM, G3D viewer, Export Script, and Import Script in an installer)
Title: Re: Tools FAQ
Post by: John.d.h on 6 July 2010, 06:06:13
Thanks.  Added and updated. :thumbup:
Title: Re: Tools FAQ
Post by: -Archmage- on 6 July 2010, 13:49:11
Maybe merge this (https://forum.megaglest.org/index.php?topic=4521.0) into this topic? :)
Title: Re: Tools FAQ
Post by: John.d.h on 7 July 2010, 07:14:39
I'll be taking information from that thread, yes, but I'm trying to put everything together in an organized way into a kind-of "getting started guide", rather than just a straight-up merger.
Title: Re: Tools FAQ
Post by: -Archmage- on 7 July 2010, 15:01:07
I'll be taking information from that thread, yes, but I'm trying to put everything together in an organized way into a kind-of "getting started guide", rather than just a straight-up merger.

Ok.
The FAQ's great, I'll post something more if I think of anything. :)
Title: Re: Tools FAQ
Post by: Trappin on 24 July 2010, 16:21:40
Easy peasy screenshot utility.

Irfanview (http://www.irfanview.com/)

Title: Re: Tools FAQ
Post by: Omega on 29 July 2010, 03:14:53
That's not really related to tools though, but I suppose the ability to take screenshots of the game is a must and some people might not know how to do it... For windows users, they can use the even easier to use Sniping Tool, which is bundled with windows. Nothing special, but it's all I've ever needed. Cam studio is good if you need to make a video.
Title: Re: Tools FAQ
Post by: ultifd on 3 August 2010, 06:18:19
That's not really related to tools though, but I suppose the ability to take screenshots of the game is a must and some people might not know how to do it... For windows users, they can use the even easier to use Sniping Tool, which is bundled with windows. Nothing special, but it's all I've ever needed. Cam studio is good if you need to make a video.
Yeah.
Hmm, Irfanview is good for taking screenshots and then editing them, but if you just need to take screenshots (and you could always edit it later, Irfanview just usually makes it easier I guess) other programs would be better, such as Lightscreen (http://lightscreen.sourceforge.net/), which I use. But it is windows only.
Easy peasy screenshot utility.
So technically Lightscreen would be even easier.  :P

Anyways, nice thread. This is going to be really useful, I bet.
Title: Re: Tools FAQ
Post by: Trappin on 8 September 2010, 16:53:01
Texturing and Tiles:

titi linked this gimp application http://www.logarithmic.net/pfh/resynthesizer and look at the textures created by the tool http://www.logarithmic.net/pfh/resynthesizer/more

mictes linked this application http://registry.gimp.org/node/24636
Title: Re: Tools FAQ
Post by: John.d.h on 8 September 2010, 17:46:44
Texturing and Tiles:

titi linked this gimp application http://www.logarithmic.net/pfh/resynthesizer and look at the textures created by the tool http://www.logarithmic.net/pfh/resynthesizer/more

mictes linked this application http://registry.gimp.org/node/24636
Thanks.  I've added the first one. :thumbup:  I don't really see the benefit of the second, though.  I only glanced at it, but it seems like it does the same thing but worse.
Title: Re: Tools FAQ
Post by: titi on 16 September 2010, 12:17:45
I didn't tested it yet, but the second one looks very very promising too!
It can handle things with structures inside like brick walls for example.
Beeing able to make those things tilable is something really great! Look at this example:
(http://registry.gimp.org/files/LF_Even_preview_brick.gif)
Title: Re: Tools FAQ
Post by: John.d.h on 16 September 2010, 19:13:16
Looking at it again, it makes a lot more sense.  I'll go ahead and add it.
Title: Re: Tools FAQ
Post by: Trappin on 28 November 2010, 01:34:12
Code: [Select]
http://www.frecle.net/index.php?show=treed.about
tree[d]

tree[d] is an easy to use tree generator!

An accessible user interface allows you to create nearly any type of tree within minutes. Use the included media to try out the many options, to create realtime trees for your games or visualizations. Once you have created your perfect tree, make an infinite number of variations by clicking a single button. And export the tree as a 3D model or as a billboard texture.

Export 3D models to .x, .obj or .b3d

Best of all tree[d] is free to use, and you can include the trees you make in your own projects, commercial or free, as long as they are not model packs, texture packs, 3D model generators, or texture generators.


The license is open for Glest modeling.
Title: Re: Anim8or
Post by: ultifd on 9 March 2011, 06:49:45
Should we add
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[url=http://www.anim8or.com/main/]Anim8or[/url]? It's actually not too bad, you can make some nice models with it...it might be a bit outdated, but with the right work you can make models just as well as Blender...or even better, I guess.
http://www.youtube.com/watch?v=srOBLT26fdE
Have any of you tried it before?
EDIT: Fixed URL
Title: Re: Tools FAQ
Post by: John.d.h on 9 March 2011, 07:10:57
I'd rather stay away from adding new programs.  I prefer keeping the knowledge base from spreading out too much.  Just about everybody here uses Blender, so there's a good chance of finding help if somebody has a problem.  If somebody has a problem in SketchUp, Milkshape3d, or Anim8or, there's not a whole lot that this community can do to help them out.  Plus, things tend to get lost, corrupted, etc., when moving data from one program to another, and it all has to end up in Blender to export anyway.  Even the 3DS users are basically on their own because they are so few.  If somebody's already really good with another program, then by all means they should feel free to do most of their work in that one, but any beginners who want to work with Glest should definitely learn Blender instead of anything else.
Title: Re: Tools FAQ
Post by: ultifd on 3 May 2011, 02:46:44
That's true, but what's your opinion of of Anim8or then... Have you tried it before?
Title: Re: Tools FAQ
Post by: John.d.h on 3 May 2011, 03:12:36
No, I don't really see a reason to try or support some obscure program.  If everybody uses Blender, then we have a central knowledge base and sharing assets becomes infinitely easier, and then of course there is the problem of exporter plug-ins.  If somebody already uses it, then that's their prerogative to keep using it, but I won't be encouraging it or going out of my way to help them.
Title: Re: Tools FAQ
Post by: -Archmage- on 3 May 2011, 03:34:14
No, I don't really see a reason to try or support some obscure program.  If everybody uses Blender, then we have a central knowledge base and sharing assets becomes infinitely easier, and then of course there is the problem of exporter plug-ins.  If somebody already uses it, then that's their prerogative to keep using it, but I won't be encouraging it or going out of my way to help them.

 :thumbup:
+1 John
Title: Re: Tools FAQ
Post by: Omega on 3 May 2011, 06:19:52
No, I don't really see a reason to try or support some obscure program.  If everybody uses Blender, then we have a central knowledge base and sharing assets becomes infinitely easier, and then of course there is the problem of exporter plug-ins.  If somebody already uses it, then that's their prerogative to keep using it, but I won't be encouraging it or going out of my way to help them.

 :thumbup:
+1 John
I'd add some points too, but that'd quickly race the topic to a hundred posts, so I'll just go with an agreement here, adding that we should not encourage the usage of other software at all for that very reason. Even using 3DS Max is a bad idea because the exporter is many versions outdated and not (if anyone?) uses 3DS Max here anymore.
Title: Re: Tools FAQ
Post by: ElimiNator on 3 May 2011, 15:23:55
No, I don't really see a reason to try or support some obscure program.  If everybody uses Blender, then we have a central knowledge base and sharing assets becomes infinitely easier, and then of course there is the problem of exporter plug-ins.  If somebody already uses it, then that's their prerogative to keep using it, but I won't be encouraging it or going out of my way to help them.
Blender is the way!
Title: Re: Tools FAQ
Post by: Ishmaru on 3 May 2011, 16:39:16
 Magitech was made using max. I use 3ds max 8 am I the only one left?
Title: Re: Tools FAQ
Post by: Omega on 3 May 2011, 19:51:43
Magitech was made using max. I use 3ds max 8 am I the only one left?
Seeing I didn't even know anyone used it, probably. Max is expensive, that's why. Free > $$$
Title: Re: Tools FAQ
Post by: ElimiNator on 3 May 2011, 21:28:51
Magitech was made using max. I use 3ds max 8 am I the only one left?
Most everyone has upgraded to Blender.
Title: Re: Tools FAQ
Post by: ultifd on 3 May 2011, 21:56:51
Magitech was made using max. I use 3ds max 8 am I the only one left?
Maybe that's why the quality is similar or perhaps even better.  :D j/k
I wonder if most people who use 3dsmax got it from a torrent...so expensive.
Title: Re: Tools FAQ
Post by: Ishmaru on 4 May 2011, 00:39:00
Maya is even more expensive!  I have about 10 years experience with max thus that's why I use it. I have some experience with other 3D modelers ( milkshape, gmax, maya, blender, and zbrush) I like 3ds max the best with maya a close second.  I don't have any modelers, or a computer atm... :P