MegaGlest Forum
Modding and game content creation => Mods => Topic started by: MuwuM on 27 January 2014, 17:24:46
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(http://muwum.org/bg/BattleGlest-small.png)
I'm thinking about reviving the BattleGlest - project.
I love the idea of rebuiling the BattleGlest - mod I paused some months ago.
My ideas for features:
- complete support for the latest MegaGlest version (without harming the sandbox)
- precompiled Lua-script to have clean coding, but still have all coding in the scenario XML-file
- all playable heroes will be included in the precompilation of the Lua-script
- full animated models
- many particle effects
- voice-over for all characters
- support for 5 versus 5 and 3 versus 3 player matches
- ...
I'd like your comments whether I should try it again and who would/could help me to build an awesome mod.
(http://i.creativecommons.org/l/by-sa/4.0/88x31.png) (http://creativecommons.org/licenses/by-sa/4.0/)
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License (http://creativecommons.org/licenses/by-sa/4.0/).
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I could help with VO's.
I love doing voices :).
I never played the first battleglest i have to admit.
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Nice logo there. And I'd like BattleGlest to be revived, too.
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It be nice to see it get completed!
I didn't know you quit this project before
Anyways, someone posted a link to some CC by SA models from a 3D RPG game, I think these would look great for Battle Glest!
https://forum.megaglest.org/index.php?topic=9324.0
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I didn't know you quit this project before
Yes, it was just paused. But after the changes related to the Lua-sandbox some fundamental changes need to be done. So I think starting from scratch is quite helpful for doing it right.
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Do you have any Ideas about the look or theme of the new BattleGlest?
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I would prefer a heroic, ironic, funny fantasy theme (similar to http://www.grotesque-game.com (http://www.grotesque-game.com)). There will be comic-style models and exaggerated voices. I actually have a couple of hobby-voice-artists avaiable, so voice will not be too hard. If I manage bump-mapping and outline effects I'd like to use them, too. But I'd like to keep coloring kind of realistic. I hate purple minotaurs ;), but like red and blue mushrooms ::) . For the UI I think of something similary to the axe in the WIP-logo on first post. Which means colorful, simple, with outline and a little 3D.
Features I like
bumpmapping
(http://upload.wikimedia.org/wikipedia/commons/0/0a/Bump-map-demo-full.png)
e.g. normal mapping
(http://upload.wikimedia.org/wikipedia/commons/thumb/3/36/Normal_map_example.png/800px-Normal_map_example.png)
sample normalmap
(http://upload.wikimedia.org/wikipedia/commons/8/86/IntP_Brick_NormalMap.png)
cel shading / toon shading (+ outline)
(http://upload.wikimedia.org/wikipedia/commons/b/b7/Toon-shader.jpg)
(http://upload.wikimedia.org/wikipedia/commons/thumb/a/af/Cel_shading_composite_final_image.png/799px-Cel_shading_composite_final_image.png)
combined samples
(http://i.imgur.com/GSCdc.jpg)
(http://www.neorena.com/Editor/MaxCelTest_01.jpg)
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The Problem is that you cant do a black border with megaglest.
And i would still help you :) and i hope that you can make it run faster than before because the old version lagged here.
(what about this monster without the backpack or whatever that is (http://opengameart.org/content/cartoon-alien-invader))
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The Problem is that you cant do a black border with megaglest.
Not yet, you can't. Such a feature could be requested.
GAE once added a feature that would add a team colour outline on units. Similar logic could be used to apply a black border.
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Yes try not to reinvent the wheel :p
The Ryzom assets linked above are great and would fit perfectly for such a game. They are also very well animated and not very high-poly (as the game is quite old).
Was .iqm now supported in Megaglest as an model format? If yes getting the Ryzom assets in the game should be a breeze.
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No glest still uses .G3d there was some some development for .Iqm support if I remember correctly, but it has been dropped. But surely its only a few extra steps in blender to convert.