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Messages - -Archmage-

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1
Tools / Re: New Blender 2.9x G3D Exporter!
« on: 30 July 2021, 22:07:29 »
Very nice!

2
Mods / Re: Rework of Megaglest : Glest 2.0 - Discord!
« on: 13 August 2019, 01:51:21 »
Discord link doesn't work? And the website is pretty much barren?

3
Mods / Re: Elf Faction 0.9.7 & 2.0A (Both MG Compatible)
« on: 13 August 2019, 01:47:30 »
This is pretty cool, I'm glad to see development is still moving and it's available for multiplayer now!  :)

4
Mods / Re: Elf Faction 0.9.7 & 2.0A (Both MG Compatible)
« on: 1 May 2019, 01:00:39 »
I see you guys are running into a lot of the same problems that I did.
I restructured the entire faction multiple times trying to find a more unique structure that the AI would play.

Ultimately, it's hard to drift far from Tech's structure in my experience.

5
Mods / Re: Elf Faction 0.9.7 & 2.0A (Both MG Compatible)
« on: 16 February 2018, 20:17:31 »
If I didn't change a texture during development, I would've just linked to the one already in the faction. No point in creating duplicates all over the place.

6
https://godotengine.org/

Check this out. It's free, it's open-source, has a Linux editor and multi-platform build support as well. :P

7
Mods / Re: Elf Faction 0.9.7 & 2.0A (Both MG Compatible)
« on: 23 January 2018, 04:01:05 »
I do hope you kept with the original idea of expensive and very strong units.  :angel:

8
1) Yeah, I wanted to do something more interesting. Those flying units take creative shortcuts.  :P

2) I'm not going to update this mod anymore, but I'm not opposed to anyone else getting creative with the faction.

3) That's actually an ideal way for a noob to start, that's why there were so many XML/texture mods built on magitech. I used to make those.  :O

@Kinrove: Thank you and nice work! Send me your github email on discord(or wherever) and I'll make you a contributor to both repos.

@Andy: I invited you to be a contributor on both repos, since I can already see your Github account.

I'm assuming that'll give you guys all the access you could ever need.  8)

9
Thanks for the feedback!

1) How so?

2) Wanted it to appear to be from the sun. I originally wanted to make the sphinx an actual golem like unit, but the systems required to tether the sphinx to the pyramids don't exist, and I figured the radical gameplay change wouldn't be welcome.

3) That's a texture edit you could do yourself if you wish.  :P


10
Feature requests / Re: Add more players for a LAN party
« on: 10 January 2018, 17:10:00 »
You can always setup two separate games: 2v2 and 3v3, or have a couple people sit out and spectate other people. A 10 player match isn't possible at this time.

11
Mods / Re: [New Faction] Nights Watch (GoT) [WIP]
« on: 10 January 2018, 17:08:23 »
I can show you some advanced rigging techniques(makes animating way more fun and easy) and how to properly animate cloth for this engine. Let me know if you'd like my help.
It looks like you've got modeling and texturing down pretty well. :)

12
Mods / Re: Re-Mastering the Egypt Faction (Big Update January 2017!)
« on: 27 December 2017, 04:33:00 »
I haven't gotten any recent feedback, no.

And thanks, I'll add it to the main post.

13
MegaGlest / Re: Re: how to grow MegaGlest
« on: 24 December 2017, 19:14:40 »
I agree that IRC isn't responsible for a lack of growth, but I do agree that Discord is far more popular and user-friendly, and that it could help growth a little.

Realistically MG has a good deal of competition and in most aspects just can't compete.
It has a very out-dated engine(AI being an especially sore point), and very out-dated graphics, meaning it also has limited gameplay scope(AI mostly, and lack of engine-side support for many desirable gameplay features), and just doesn't look appealing next to most other strategy games.

If you guys want to continue this side of the discussion it might be good to split the topics, if not, whatever.  :P

14
I came across a way to delete actions easily. In the outliner panel, set the display type to 'Blender File'(it's default is 'All Scenes'), then open the action tree and you can right-click -> delete on individual actions.

I also recommend learning how to use IK constraints, they make humanoids vastly easier to animate.

15
I would just duplicate the walking action for each tool and make a couple changes to make it look like the character is holding something. Then just parent the weapon/tool to the hand bone as you said.

16
Mods / Re: Elf Faction 0.9.7 & 2.0A (Both MG Compatible)
« on: 16 December 2017, 06:09:22 »
Whatever license you want. Seriously, I don't care. CC0 is fine for my work. :P

It's not balanced in it's current state, it's a bit too powerful if I remember correctly, but it works just fine as a challenging opponent.

17
Mods / Re: Constraints when creating characters & factions ?
« on: 7 December 2017, 08:38:25 »
Hey again,

1) You can do whatever you want with rigs in Blender, .g3d format doesn't store bones at all. It's basically a mesh cache.
2) As many as you need for gameplay, and then you can have multiple animations for some actions for more variety. Look at the Unit XML setup on the wiki.
3) I know some people around here run low-end computers, so I would recommend 1K tris for normal human characters as that's very low and is plenty to get a decent looking model. No big deal if you go over that though.
4) No, all lighting is per-vertex. There is no per-pixel lighting/shading in this engine. One of my shading tricks to make per-vertex lighting look good is to add some extra geometry to large edges(usually with a bevel) so that large edges actually show up in the shading.

18
Mods / Re: [New Faction] Nights Watch (GoT) [WIP]
« on: 7 December 2017, 08:28:21 »
Awesome, I'm a fellow GoT fan.  8)

You can go a good bit higher with the tricount, that's actually a bit under what the 2005 models have.

19
1) As far as I know, the G3D exporter only exports what you have selected, simply don't select the tools you don't want. For an easier time in the viewport, disable the items in the Outliner, or put them on different layers.

2) Welcome to one of Blender's most terrible features. If an action is "used" by anything it cannot be deleted no matter what. Check the NLA Editor, often Blender will automatically create an NLA strip for your action that will "use" the action. The objects you're animating can also 'use' actions, so make sure all of your meshes are set to some non-consequential action. Additionally, that little number next to the 'F' is the number of users. Once you get that to 0, press the 'X' and then you have to save and restart Blender.

Have fun!  :D

20
Mods / Re: Elf Faction 0.9.7 & 2.0A (Both MG Compatible)
« on: 17 May 2017, 03:40:50 »
That was me, Gameboy hasn't been around in years. :P

21
Mods / Elf Faction Update
« on: 16 May 2017, 18:09:51 »
So I did a lot of work last summer towards an Elves 2.0, but alas I've very much lost interest in this game and have been back more recently for modding purposes only. This was something I was working on on and off, but ended up putting aside to work on Egypt Remastered.

I don't plan to finish this overhaul, but it is well progressed with many models new and enhanced, textures fixed, building scales mostly fixed, a lot of new animations, and some new sounds. I also restructured the faction multiple times(mostly because of the AI), and it's very roughly balanced. The faction does require more resources on purpose, but it's units are a lot stronger now. This means that the resource-cheating AI(when it plays the faction properly) can be quite brutal.

I'm releasing it as is, as version 2.0 Alpha. Feel free to modify or reuse the faction or it's source material as you wish. I request, but do not require credit for myself. Mod credits are in the faction folder.

Download - Elves Faction 2.0A w/ Faction Links - 126MB ZIP

Download - Elves Faction Source Material - 198MB 7z

The download button is on the top right, icon is down arrow.


22
MegaGlest / Re: My impressions and thoughts
« on: 22 March 2017, 19:53:56 »
Quote
So I give a big NO to too much automation. Micromanagement is an important part of this game!

Exactly why I don't play this game anymore, or most RTS games, they all center on micromanagement instead of strategy. The ability to micromanage is great and fine, but the fact that I have to constantly stop units one by one from killing themselves is really not my idea of fun. I want to be the general, not the cohort counselor.  ::)

23
MegaGlest / Re: My impressions and thoughts
« on: 21 March 2017, 04:02:32 »
So essentially less micro and more strategy, with more intelligent units. Totally on board, you've highlighted some of the primary reasons I don't play MG(or most strategy games). Auto repair(in a different fork of the game: GAE) made workers maintain buildings and healers maintain troops without any attention needed, but the devs don't seem to want any unit autonomy at all. There was even a discussion about making newly spawned troops fight back if enemies are in range, instead of walking(non-combat movement) to the meeting point and getting slaughtered. As far as I know, that feature request has been rejected, so units will continue to commit suicide if your base is under attack.  :|

24
Maps, tilesets and scenarios / Re: Swamp Tileset 2
« on: 15 March 2017, 04:27:31 »
Screenshots?

25
Quote
Think about persian or magic workers, those would start to auto attack if produced.

This would mean that the base is under attack, so you probably want them to fight if enemies are that close to your main building.
And even then, I said "switching units to attack mode based on whether they are attacked". So the workers wouldn't switch unless they were hit by something.

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