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Messages - firedeathbot

Pages: [1] 2 3 4 5 ... 11
1
Maps, tilesets and scenarios / Re: map ragor
« on: 26 January 2013, 17:57:11 »
I really like this one. Nice job, going to try it out later.

2
I played this years ago. It was awesome then and it looks so much better now. You've done a great job.

3
Mods / Re: Rise of Warcraft ( Warcraft mod )
« on: 10 January 2013, 00:00:41 »
What I want to know is what is the purpose of cloning a game that already exists?

Cloning is the wrong word in this case. My understanding was that he wanted to use blizzard models from WoW in creating multiple rts factions.

4
MegaGlest / Re: Graphics Improvements Discussion
« on: 8 January 2013, 20:05:21 »
Already looked at obj, won't be doing it as its for static models (no animation support) which is a waste of our time.
You could always have it as an extra optional format. I never said that it should be the only one that would be worth adding.

What about the IQM format that you looked at last year, Softcoder? Obviously a new format is a lot of work, but that seems a reasonable choice.
Believe it or not but it is actually a lot of work because you not only have to write the loaders for the format, but you would also have to code support for skeleton based animations into the source.

5
MegaGlest / Re: Graphics Improvements Discussion
« on: 8 January 2013, 16:18:13 »
What are the advantages of .obj??
Its
Widely used
Text based (easy editing)
Extremely simple format

And md2/3 keyframe as in I can import it and edit, then export? Instead of having to reanimate if I don't have the blender files?
In md2 the keyframes are assigned to each vertex (similar to g3d), pretty sure md3 is the same. This would make these formats relatively simple to add because from what i've seen of the g3d format so far the animations and texture coordinants and vertices are all done very similarly to md2.

6
MegaGlest / Re: Graphics Improvements Discussion
« on: 8 January 2013, 14:58:49 »
I personally do want all of these features you mentioned above, but they will take time learning in order to do it properly. For example I spent 3 months working on MD5 model support (what they use in sauerbraten) only to discover there was no working plugin scripts for the latest blender (no thanks I didn't want that mess all over again).

Now I'm not sure the IQM format is really needed as modders aren't asking for a different format at all (yet) so I stopped that work (as I imagined myself it was a need).
Would almost be nice to have support for other model formats which use keyframe animations such as md2 or md3, additionally, obj support should be fairly easy to implement and would make it a lot more convenient to develop tilesets.

Althoguh md5 would be nice just because of the skeletal based animations, it might be too much work to implement it.

7
Mods / Re: Rise of Warcraft ( Warcraft mod )
« on: 8 January 2013, 07:12:54 »
Yea. Any way you can get the animations through is good, because trust me animating is a lot of work. :look:

@firedeathbot: I remember you... sort of, it's been a looong time. 8)

I havn't been on the forums in like 3 years.
A few days ago I was just chilling playing some league of legends, and my brother had apparently found one of my old cds from around 2008 that I had copied glest onto for a portable gaming experience. Needless to say, I instantly rushed to these forums and decided to check on the state of glest development. Took me awhile to bother recovering my password though

8
Mods / Re: Rise of Warcraft ( Warcraft mod )
« on: 8 January 2013, 06:57:24 »
I can't say I approve of ripping models off wow, however, i have to admit it could be pretty fun.

Rather than converting the m2 file to object and loosing all the animaton data you should just use a m2 importer either in blender or 3ds max (they exist, i just googled). I am not going to post the links, you should be able to find them in < 5 minutes.

9
General discussion / Re: GAE Gamepad Support and PS3/360 Ports?
« on: 21 November 2010, 14:39:15 »
I don't know about this, as previously mentioned it would take an extreme amount of work. I personally know that sony (at least on the ps2 they didn't) don't use opengl, so I doubt the ps3 would be any different. Xbox360 on the other and would be possible. Microsoft supports homebrew games to an extent, and the console uses opengl for graphics. Ive heard that when porting games to other systems, it is relatively easy to port to 360, while sony is fairly hard (only time I've heard about it is with modifications to the console, and using a linux distro).

10
Mods / Re: Superatores Terrae: 3rd Millenium
« on: 16 January 2009, 04:55:00 »
also rather than 2 boxes and a cylynder, for a tank add cubes on each side for tread cause it looks kinda weird

11
Mods / Re: Military Tech Tree -- Fixed and adding models!
« on: 16 January 2009, 04:48:19 »
looks cool, simililar to something i did a year or so ago, cept i used a tanks and planes, i just was too lazy to animate and rig human models at the time. after ive started back, blender isnt bad its texturing and animating that kills me, also glexemel is broken on ym cpu, if u need help can i have the xmls and see if i can find any probs?

12
OK then I'll call it a animunger.  Any objections?
the computer tracks invisible units,  unkess u made the shadow form jndestructable with weapon parameters with a new armor type

13
Mods / Re: Persian Mod
« on: 31 December 2008, 03:23:53 »
youve come along way, i remember some of your first models...
btw, u remem me, i havnt even been on forums for like 1 year or more at least

14
Mods / Re: Military Tech Tree -- Fixed and adding models!
« on: 31 December 2008, 03:20:18 »
looks good, keep up the progress

15
Mods /
« on: 2 May 2008, 18:34:49 »
@weedkiller: i have worked on an g3d and an xml export script for anim8tor but i had experienced multiple errors while loading the models so i gave up.

@weedkiller, i have used some of k3d, andand wings 3d but i have the same trouble

@hailstone: yea i agree anim8tor is a useful program, and fun to use

@wciow: yea i need to purchase a RAM upgrade, but i havnt decided whether to buy a new computer or not

16
Mods / What Modeling tool should I use?
« on: 2 May 2008, 01:52:10 »
I am running Windows ME, With Intel Pentium 3 Processor and about 128 memory ram and 24 gb free hard drive space.
What tool should i use?






Tools I have used for glest::::
milkshape (trial expired)
blender ( my computer laggs out of all versions of the program)
anim8tor ( no way to import/ export easily)

17
General discussion /
« on: 14 February 2008, 01:53:54 »
cool, keep it up

18
Mods /
« on: 14 February 2008, 01:52:21 »
go, myles go myles go!

19
Mods /
« on: 14 February 2008, 01:51:57 »
looks sweet.

Ve muy bien.

20
Mods /
« on: 25 September 2007, 00:53:51 »
Quote from: "encoish"
I just finished "The Sea of Trolls" Don't the berzerkers drink bog myrtle to go berserk?  I've never heard of inhaling a root before. But that's what the wikia says.
yea the sea of trolls is a great book one of my favorites

21
General discussion /
« on: 14 September 2007, 01:03:42 »
Quote from: "johndoe"
Looks like you will need an English class more than a Spanish one. Hey, look on the positive side. After 3 years, you might be able to forgo English and apply for Spanish citizenship instead. I am shure they gonna appearatiate ur leet infezstation skillz.

WTF, wat about my Infestation skills, and why should i get a english class?
for your info caps and punctuation is not totally mandatory on the internet.

and  what does this meen?
"they gonna appearatiate ur leet infezstation skillz"
spelling translation
they going to appreciate your leet infestation skills."
either way what does that mean?
infestation is still alive, i am having trouble with a modeler so i am using some sst:ld models at the moment but the xml is done, and i have finished the trickier xml files like a min and some turrets

22
Mods /
« on: 5 September 2007, 00:49:53 »
nice i like the techtree,
also i might tree a go at the bard, also i might look at some texturing vids so i can help more later cause it looks good

23
Mods /
« on: 27 August 2007, 21:39:46 »
cool

24
General discussion /
« on: 27 August 2007, 21:34:17 »
Quote from: "jbr"
How have you been able to develop under 95?!? I use it sometimes b/c I like old stuff, but as your main comp, you'd be better off putting linux on it... And it could work too... I just put linux on an old 95 era computer and it ran great! ((x)ubuntu feisty fawn)...

And, were you even able to use glest under 95? (I wonder if I could manage it?)

As to blender, the biggest problem I had is python, which I fixed by googling around a bit (that was on vista) and it also worked for me with xp...

And yeah, 3 language credit reqs are ... a bit annoying ... (I took Latin for fun in eighth grade for a high school credit, and then I had to take it again (and again) so I get the 3 consecutive years in...)


yea, i was wondering about linux, but i am $100 dollars short of buyin a new xp, so i thought i would just skip it, also i would use my floppy drive to move the data around computers, (my little brother put a few coins in it and broke it the other day), but i would print off the xml with a printer, and type most off it up by hand and then, do the moddeling and playing at the library

25
Mods / Re: Demonionic mod thread
« on: 23 August 2007, 21:06:13 »
Quote from: "deathguppie"
a captian Nemo like madman

as in from 2000 leages under the sea?
old classic, yet you had to pitty the captain, and the awe at his climactic end.........

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