Re Blender, how do you determine the scale to build at?When you open up a fresh scene in Blender, that cube you see is 2x2x2. These correspond to the size units that Glest uses. For reference, Mr. Magitech is about 2.1 units tall IIRC. Scale is dead simple to change, so don't worry too much about it.
The only thing I have no real interest in is sounds.Yeah, a lot of people need others to help for that... I'm sure there are so good free/licensed sounds on some websites...
I'll start a proper mod thread when I have enough material for an alpha releaseI think you can just rename this topic :) No need...
digraph g{
Bailey -> Serf [label="produce"]
Bailey -> Motte [label="upgrade"]
Motte -> Castle [label="upgrade"]
Motte -> ManAtArms [label="produce"]
Village -> LongBowMan [label="produce"]
Village -> Billman [label="produce"]
Serf -> Field [label="produce/tend"]
Castle -> Knight [label="produce"]
}
TWould be difficult to square with steam-punk influences and presents modelling difficulties as mound does not work with what I've seen of unit creation (assumes flat building with four entrances?).As far as earthen mounds go, it should be impossible to make one that looks okay with all tilesets because they vary so much. You could have a pile of stone or something, but I think that's about the best that's currently possible. Buildings aren't restricted to any set number of entrances. The passable areas of the building are specified in the xml file in the cell map.
Should I build and test the alpha versions in megaglest 3.4 or GAE?
Which is more popular?/easier?
Should I build and test the alpha versions in megaglest 3.4 or GAE?I you want people to play it online MG.
Which is more popular?/easier?
Let's not get into this again. Conzar's reply was sufficient, and Mr War can make up his mind from there.Should I build and test the alpha versions in megaglest 3.4 or GAE?I you want people to play it online MG.
Which is more popular?/easier?
When will bump mapping be introduced to GAE? - because as soon as it is I'll be adding bump maps to some of my models.It's already in the git repo.
you colud try http://www.jamendo.com/en/creativecommons (http://www.jamendo.com/en/creativecommons)
the parts Attribution (CC-BY) and Attribution-ShareAlike (CC-BY-SA) could be used, you only have to name the author and in case of CC-BY-SA you have to publish your media files under CC-BY-SA http://creativecommons.org/licenses/by-sa/3.0/ (like Megaglest is).
maybe:
http://www.jamendo.com/en/track/249244 (CC-BY-SA)
or:
http://www.jamendo.com/en/track/688178 (CC-BY-SA)
Did anyone have any luck? I tried rebuilding the heavyarrow completely, I tried resizing the Tga and fiddling with the xml.I didn't get a chance to look at it yet, sorry... Though, how big is this model? For odd reasons, if a projectile is too large, it does not show up or shows up glitching with a flicker of a gigantic projectile. No clue why or what causes it...
More productively I also swapped the g3d for projectiles used by other units (norse flying axes, air ballista arrow etc) and these worked. So it's the g3d file or tga. So I have the unit operating with air ballista arrow but would prefer to know what was wrong and be able to create my own projectiles.
Your model does have an animation - it changes sizeYeah, that was initially noticed a few years back when someone tried to create a spinning axe. It should be a feature request...
I didn't know about the particle effects needing models to only have one frame limitation. I wasn't expecting it either!
Animation seems to have been the prob so no animated flames on my fire arrows thenJust add a particle effect to the model as well to make fire.
I got it working, thanks man
I'll have to research what a difference engine is ;-)It's a very smart way to make the scaffolding indeed. I must study from your model. :O
Glad u liked the scaffolding it's not as detailed as on some other peoples models because I concentrated on low Polly count . There are only ten triangles in the entire scaffolding it's a bottomless box with a scaffold texture wrap using transparencies
idea requires at least two full factions because you cannot balance it with magicyech et al
For steam punk a major influence of mine is Howls moving castleI'm glad to hear you like the Miyazaki hayao's film.
I could only play it (on Linux) after I renamed all the filenames to lowercase.Oh it seems war made same mistake as me. :O
Is this a normal problem? How do mod-makers ensure they have lowercase names?
Is this a normal problem? How do mod-makers ensure they have lowercase names?Yep, it's a popular problem. This is how:
After applying the fix posted by titi, there are still files with wrong case (uppercase letters) in the data directory. You can fix them by running the following bash command in the data directory:Code: [Select]find -name "*[A-Z]*" -print0 | xargs -0 -L 1 bash -c 'mv "$0" "$(echo $0 | tr [:upper:] [:lower:])"'This replaces all upper-case characters in filenames with lower-case. You can also use this in the techs dir.
The imagination of that guy is amazing; he's in the league of HG Wells and Tolkien with the very rare ability to define/invent whole genres where others, even greats, can only enrich what's already out there.
It's true. Miyazaki knows so much about WWI and WWII Warships and Aircrafts and Tanks(Do not assume he is a warmonger, though. he has a left-wing socialism thought and hates war). ;DQuoteThe imagination of that guy is amazing; he's in the league of HG Wells and Tolkien with the very rare ability to define/invent whole genres where others, even greats, can only enrich what's already out there.
Creative people are influenced by the culture and world where they live, this Japanese fellow must have seen this WW2 image previous to drawing the steampunk warship sequence.(click to show/hide)
strongly influenced by Moebius(bande dessinée writer
Is it possible to make a unit 3 long but only 1 wide?
model progress - very low poly count :DWow It reminds me Henri Farman's Biplane... :O
(http://i56.tinypic.com/30mredy.jpg)
Um not canards, they'd be in front. By thanks man
The 3 view is from the viewer and the struts show up well - it's using the transparency trick
Overwhelmed with how time consuming this game is to mod.Every game needs much time to mod (atleast with good quality).
If anyone wants to join the mod pm me. Really experienced and productive modders who can work as a team only plsSad, that I'm not experienced in modding Glest :'( but wich you best luck in finding good team ;).
Overwhelmed with how time consuming this game is to mod.
Does anyone know if it's possible to have two particle XML fir the same attack? I have boars with twin cannons and I want a shell to cone from each barrel
I tried but get the error "particle node doesn't have the attribute named path"
silnarm tells me that multiple attack particles will come eventuallySounds good, although I can't find it in trac, perhaps the version after the release of "Glest 4".
Still making slow progress.....
(http://i56.tinypic.com/if6atc.jpg)
Here's the latest version of it, just put it in your MG folder:http://www.gamefront.com/files/20127310/Latest+MG+G3D+Viewer.7z
Looks great so far, but the ship's anim snaps back to first frame.I think he means the galleys move animation. The oars jump and smokestack jump as if missing frames.
Thanks manO, ok I thought it was move.
U mean the exploding one? That's a dying animation so it only gets played once
Well I'm not an expert in that sort of stuff, but I beleive the AI will only use the first attack. But there is probably a ticket somewhere for it though.Yup, this is true unless one is for air and to other land. If there are air units they will use the air attack and viceversa.
BTW, that trebuchet looks awesome! :~)
Thanks dudes that works
If I have a unit that cannot move but morphs in and out ( like my trebuchet which needs to unpack to fire), how can you stop it moving automatically after an attack?
detox -s lower-only -r *Was weird having enemy foot-soldiers attacking a ship but they did.There isn't actually anything that can be done about that, as water units are treated as though land for targeting. And it would be a bit awkward anyway if the ship went right up to someone and started bombarding him while he just stood there.
I thought the shipping seemed a bit cheap, but if you want to encourage naval I guess its good that its cheap?
The trebuchet range was really long, and made the battleship range seem really short.Maybe needs balancing. Trebuchet is 'super' weapon although it has mobility/defense/cost downsides. The battleships are intended more for anti-ship and guarding fords so I didn't want to make them an artillery piece - I recall in AOE-II the cannon galleys were too powerful/long ranged for my liking.
The double-fire from the battleships was gorgeous.Thanks, I had a lot of help from the board on that. I ended up building the projectile G3D as having two shells including a flame trail as part of the G3D instead of the particle effect. It would look less convincing with slower projectiles and or longer ranges.
What do generators generate? t.Gives you energy, used by war factory, ironclad and stuff. But mainly to give steampunk feel.
If using GAE, you should give the submarine stealth when it goes underwater. You could also have a destroyer unit, etc, that is a detector.I would keep it simple and have the anti air ships detect subs as well. That's how Warcraft 2 was Navy was done. (and i liked Warcraft 2 :P)
The submarine is proving really complex but tanks are easy. For the sub I might try to reverse the logic so it is never cloaked, but when submerged make it impervious (new armor type maybe) but needs to surface again to attack. Surfacing and submerging are done by morphing.
Still hoping someone wants to build maps for this tech tree, ones with lots of deep water.
That's a very WIP texture, right? :|Yes this model hasn't been put into the mod yet, but you never can be sure with me man, if the texture works ingame then that's all I care about. You can spend forever refining textures when have the pixels won't get renders anyway ;-)
That's a very WIP texture, right? :|Yes this model hasn't been put into the mod yet, but you never can be sure with me man, if the texture works ingame then that's all I care about. You can spend forever refining textures when have the pixels won't get renders anyway ;-)
(http://i51.tinypic.com/wsnwp5.jpg)
Nice model. I can't wait to command the flying fleets. but I like the Bow part shown in the concept art's more than actual g3d's.Thanks man. I play your mod too, love it. That picture isn't the final skin I used but I kept the turreted nose to fit in with other imperial units.
btw I forgot to tell, I've played this faction's new alpha. all of the new models included in the alpha are exciting! ( especially I like the garrison and the steam-engined trebuchet! ).
Just out of interest, did you name it the matilda tank after the ww2 british infantry tank, otherwise its looking really goodMore because of the robot wars house robot. Matilda always conjures up images of big stubon pigs so apt name man
Glest Advanced Engine: Error log file.
XML Error in techs/great_empires/factions/imperial/units/citizen:
Node "buildings" doesn't have 4 children named "building"
Tree: buildings (building building building unit )
techs/great_empires/factions/imperial/units/packed_trebuchet: Warning: node 'discount' of morph command is deprecated, use 'cost-modifier' instead
techs/great_empires/factions/imperial/units/packed_up_trebuchet: Warning: node 'discount' of morph command is deprecated, use 'cost-modifier' instead
techs/great_empires/factions/imperial/units/trebuchet: Warning: node 'discount' of morph command is deprecated, use 'cost-modifier' instead
techs/great_empires/factions/tech/units/swordman: Warning: node 'discount' of morph command is deprecated, use 'cost-modifier' instead
techs/great_empires/factions/tech/units/technician: Warning: node 'discount' of morph command is deprecated, use 'cost-modifier' instead
techs/great_empires/factions/tech/units/technician: Warning: node 'discount' of morph command is deprecated, use 'cost-modifier' instead
techs/great_empires/factions/tech/units/technician: Warning: node 'discount' of morph command is deprecated, use 'cost-modifier' instead
XML Error in techs/great_empires/factions/tech/units/worker:
Node "repaired-units" doesn't have 8 children named "unit"
Tree: repaired-units (unit unit building unit unit unit unit unit )
How do I set up a wiki?
I sense Omega will come here soon and tell you to make pages for each individual unit, which I suggest you do too. :PTechnically, you said it first, so I don't have to, though I will anyway. Of course, focus on fleshing out the faction and techtree pages first, as they are the most important.
Eh, you need to start putting (Military) or the UN thing on your units Omega. It's going to be annoying for others when they have tanks and such...I sense Omega will come here soon and tell you to make pages for each individual unit, which I suggest you do too. :PTechnically, you said it first, so I don't have to, though I will anyway. Of course, focus on fleshing out the faction and techtree pages first, as they are the most important.
[2011-04-18 01:30:47] *ERROR* In [[redacted]/megaglest-trunk/source/shared_lib/sources/graphics/model.cpp::loadMeshTexture Line: 431] Error v4 model is missing texture [techs/megapack/factions/imperial/units/war_machine/models/destroyed.tga] textureFlags = 1 meshIndex = 19 textureIndex = 0
the trebuchet is a tactically complex weapon. It has incredible range but is difficult to position and hard to defend. It can see only 1/3 of it's range so it doesn't auto attack much. It's range is so great that you can snipe at enemy workers and sentries without them seeing it.
@Trebuchet, I know. It doesn't seem to attack and it seems to get stuck too. :| It worked a few times, though. I don't think their unpacking or packing speed is slow though, it seems normal to me. So it's pretty useful if it works, I think.
[the trebuchet is a tactically complex weapon. It has incredible range but is difficult to position and hard to defend. It can see only 1/3 of it's range so it doesn't auto attack much. It's range is so great that you can snipe at enemy workers and sentries without them seeing it.Yeah, I know. It's not that hard to defend it though :P All you need to do is hide it behind something or hide it near their base, I guess.
I'm getting this error with the MegaGlest variant, latest available version:I think that's a Linux problem man, should be solved now.Quote[2011-04-18 01:30:47] *ERROR* In [[redacted]/megaglest-trunk/source/shared_lib/sources/graphics/model.cpp::loadMeshTexture Line: 431] Error v4 model is missing texture [techs/megapack/factions/imperial/units/war_machine/models/destroyed.tga] textureFlags = 1 meshIndex = 19 textureIndex = 0
I just know the MG version needs fixing somehow. Ultras are like Megas! Don't know about megas and normals though... :angel:I don't see how that's a bad thing. The AI doesn't have to play the same, and you shouldn't expect to win against an ultra without experience.
If you try it yourself, you'll understand. The AI has never been this aggressive. It shouldn't be, either. This isn't about experience or whatever...and yes I always expect to win against an ultra :D always beatable, besides with Imperial.I just know the MG version needs fixing somehow. Ultras are like Megas! Don't know about megas and normals though... :angel:I don't see how that's a bad thing. The AI doesn't have to play the same, and you shouldn't expect to win against an ultra without experience.
This is more a question for titi, he is away for a bit, so need to wait for his return.ha! See even simple minds sometimes think like the great! I just PMd Titi asking permission to release as an add-in to MegaPack tech tree rather than releasing as a whole tech tree which just duplicates so much of the megapack (resources, tech tree xml, Tech faction...)
http://www.youtube.com/user/UltiFD <-- /me waits impatiently for a taster ;)Me too! Cept there isn't anyone to test with, basically.
It's better if it's separate, trust me. Titi won't be back till May 4 and etc...This is more a question for titi, he is away for a bit, so need to wait for his return.ha! See even simple minds sometimes think like the great! I just PMd Titi asking permission to release as an add-in to MegaPack tech tree rather than releasing as a whole tech tree which just duplicates so much of the megapack (resources, tech tree xml, Tech faction...)
Cool, I knew that you didn't meant CC0 from your earlier post. :thumbup:
(At least) the MG-version has a to low height-value so flying units "fly" in the roof.Ahah! I put it that way to see if anyone played it! Thanks, will see what can be done in future releases
(http://img233.imageshack.us/img233/7659/screen3de.th.jpg) (http://imageshack.us/photo/my-images/233/screen3de.jpg/)
Woah, really digging the art style man. Great use of different brushes and bevel filters, really original looking.I'm trying to get a 'steampunk' look with some old Mr_War tile sets. hmmm, need to keep trying, the cross-hatch look doesn't tile so well.... YET....
Because your art style is so unique, what about making a specially suited tileset? and so it matches the textures underneath buildings better. Can't wait to test it out.
It's good to hear you adjusted animation speed and food.Separating speed and animation speed is very useful for building and moving animations, just attack where there may be an issue.
I'm always thinking it's confusing that the glest displays attack skill speed as attack speed in game, since if the attack animation speed was differ from skill speed, the attack speed displayed in game becomes fake. I think Glest should display animation speed as attack speed in game, it's a bit off topic though.
The new worker looks very nice. I'm looking forward to see their kung-fu fighting. ;D
I bought new card (geforce 560GTX Yeah ;D) and have played Imperial2.
This is very nice update! :thumbup: buildings and untis models are much more improved, as well as units animations! I'm impressed.
A few issues I've noticed: Fire cart moves faster than soldiers, It looks a bit odd.
As Muwum already mentioned, The factions start with minus food incomes is a bit unkindness, as it restricts first steps of players to build food prodution buildings. I think they should start with at least some pigs.
I tought for second you said a 5600 Geforce, allmost fell down the chair.:O Will the glest runs even with 5600 series geforce?
Is this for GAE (water units?) or are they just in scenarios?He explained elsewhere that it's just a scenario. If I recall correctly, he used opaque shallow water to allow units to "walk" in the water and create ripples. The water units are separated from the land units with "cliffs".
Is this for GAE (water units?) or are they just in scenarios?He explained elsewhere that it's just a scenario. If I recall correctly, he used opaque shallow water to allow units to "walk" in the water and create ripples. The water units are separated from the land units with "cliffs".