Ok! Hands and I will crank this stuff out and make it available ASAP! I'm assuming that we'll all use this model and set of animations as the base for the refit. Stuff can be added to the armature for cloth, helmets, weapons, stuff like that, and the animation modified as necessary. That way we don't have 1 guy running drunk, another running perfect, another running backwards like in a lot of collaborative mods.In which case, do you want to make a few animations, or at the very least, running and stopped (and possibly death?). Obviously the animations would have to be tweaked slightly the weapons, and diversity of the weapons makes a generic attack animation useless, but death animations are pretty straightforward with regards to the character themselves. Bear in mind that MegaGlest allows multiple animations, and the death animations would benefit the most from that (and attack, but that's up to each individual unit).
Hey, instead of a poll, why can't Omega, Muwum, and I all share the title of "Lead Designer"?
That wont look like gold from MG's high camera, it needs gold showing/more yellow.
Regarding the blurriness, it's because the G3D viewer is limited to very basic texture filtering (basically, how textures are modified when viewing them at an angle). I'm not sure what exactly, but probably bilinear. MegaGlest itself defaults to bilinear and can support trilinear filtering, though trilinear isn't that much of a difference. Anisotropic filtering would make a huge difference, but might be difficult to implement (not sure; on one hand, the algorithms are well defined and already written, but on the other hand, I even understand the finer points of how it works). Not related to the MegaPack refit, just explaining the blurring.I know, I'm just saying because it's making my art look like crap.
At any rate, are we aiming for some level of texture detail in the refit? Units could easily use 512x512 textures. Beyond that for a single cell unit won't do much, though. Buildings, however, could use 1024 x 1024 and maybe even up to 2048 x 2048 textures before larger textures hit the point of severely diminishing returns (ie, no difference). However, outside of the game, larger textures could be very useful in media such as artwork or the starting video (I'd actually really like to redo that video when we're done with the mod, as it has a really rigid feel to it). What we could do is use large textures when creating models and then downscale them to an appropriate size for in the game. So we might model our spearman with a 1024 x 1024 texture, but in the game, it'd use a 512 x 512 or maybe a 256 x 256 texture. Whichever we feel gives the most "bang for our buck". The larger texture could be an option for use in other media. Of course, that could make unnecessary extra work for modelers, so I wouldn't intend to enforce it. Just an interesting idea if the modeler feels up to it.
But any way, while we're on the topic of textures, I do think we need some standards. In particular, I propose we use PNG images for ALL textures. There's no reason to use TGA or BMP textures, since PNG has the same level of quality while being a smaller file size and more supported format. JPG is cool, but we have multiple people working on this project, so I'd imagine we'd see some people editing textures made by others. That means that if we use JPG, that lossely encoding is going to work against us, since the image quality would be decreased every time we save the image.
JPGs should be used for any texture such as a tileable material texture for something like a rock, anything that doesn't need alpha.I have to disagree with this. I don't think the filesize should matter that much, especially since there's likely not going to be that many images without transparency (since all units should have team colour somewhere). The main issue with JPG is that it's lossely. Every time you save it, some information is lost. Saving at 100% quality gets around that, sure, but the moment someone saves it at a lower quality, it all starts going downhill. With so many people working on the project, we can expect that the files will likely be saved over multiple times, and if not at 100% quality, the JPG image will lose more information each time, making future editing harder. Heck, even 1% compression will add minor artefacts that might not be visible, but can effect the editing by messing up selection abilities. I just think it's easier to use PNG, which doesn't have these issues. If filesize is an issue, we can run all PNG images through a program like PNGGauntlet, which maximizes the compression on images (it can take ages to save the image, but really squeezes out every excess byte). However, I'd expect maybe 10-20% of images to have no transparency, which means that filesize should't be that much of an issue.
Do we need any kind of sound artists??We're definitely going to need some sound artists, but I think we're going to have to see the final models first, so we can make the sounds fit the unit best. We'd also be best off making a list of all the sound effects we need, so multiple people could contribute. There's a number of online repositories with compatible licenses, but a number of sound effects will have to be recorded, not to mention voices. For the music, I don't think we have any composers in the community, so that's a matter of picking the best fitting music available online. If MegaGlest implements a feature to allow multiple music tracks per faction, I'd like to take advantage of that. Otherwise we could chain a few different tracks into one very large track and use it to avoid too repetitive music.
I've modeled the Obelisk and am currently texturing it. I will also do the Garden models once the obelisk is finished.Man why didn't you check the repo?? I already took the egyptian obelisk and improved it and added a destruction animation.. :look:
MegaGlest Refit is now finished here is the download:I got fooled.
http://www.mediafire.com/download.php?4mx2muvep4gliu8
Well, school's over, so let's get this thing going again!Summer classes :P But please do.
Well, school's over, so let's get this thing going again!Summer classes :P But please do.