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Topics - myles

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1
Hey Everyone,
After having my questions answered over at the GAE section I'm trying to nail down what hasn't been done before, what is achievable and what will be fun.

- Fast paced game play. So far most Glest game play has been slow to get going, this is meant in both animation/ movement speed, but also in the time it takes for the fun to start kicking in (from my perspective).

- Asymmetrical factions. What I've seen of most Glest factions are realistically just reskins and balancing changes. What this comes down to is the two factions not having enough core differences (Collect -> Build -> Fight).

- Resource based fights. I'd really like to see fighting over primary resources, I've not seen this happen so much in Glest, but I think if the main resources could be contested, it would end in some really awesome and dramatic attacks.

- Unit Leveling. I know this is only a feature in GAE, but I think it'd be great if units felt they had some worth, to really push this I'd like to see (Yeah this is a feature request too!) change in the model/ texture as they level up.

- Clean & Easy to read graphics. I've noticed a lot of mods are starting to go with a more realistic texture style and I believe this may be crippling the ability for players to quickly read what things are. Factions should be easy to distinguish (not just by team colours) but by silhouette and movement style. It also requires quite a clean tileset and map.

This isn't my own little personal list, so feel free to brainstorm with me! And I hope I did not offend anyone with what's been said.
Thanks!  :)

2
General discussion / Fantastic work, but a few questions!
« on: 25 May 2011, 19:59:07 »
Hey, maybe some of you remember me from roughly 4 years ago when I worked on the Starship Troopers mod? Since then I've worked in the industry for a few years as an Environment Artist.
I usually try and keep up to date with whats going on with Glest, especially GAE. I'm really impressed with the feature list now, so much I'd like to consider doing a full game for it with a professional attitude. I had a few questions/ issue though that used to bother me about Glest, I've searched around but I couldn't find any clear answers, I was wondering if somebody could clear things up for me :)

1.) Texture Size Limits. I remember there used to be a max texture size previously, I could probably work with small sizes, but it'd be comforting to know I could go up to perhaps 1024x or 512x in some situations.

2.) Cliffs. When working on the maps I felt they really needed a little more height, Is there a way to add cliffs? Perhaps with paths that would lead up to the top, though if not, just having them unaccessible would work.

3.) Environment (Map) Objects. Being an Environment Artist by trade, I like to add a lot of character to my maps, though I remember having trouble with collision and most of all having a set limit of map objects I could use.

4.) Lighting. Seeing that you now have some basic Normal Map/ Specular map implementation, I was wondering if there were dynamic lights in the engine? That could be attached to units/ effects?

I probably have a lot more questions, but these would be a good start. Thanks!

3
General discussion / Rotating Turrets ect.
« on: 6 December 2008, 14:23:14 »
Hey!
I was wondering how possible it would be for Glest to have rotating turrets, so for the defence towers or tanks in Glest a turret on the top could be a seperate G3D file that would rotate to look at what ever it was shooting at.

4
Mods / Improving Animations + Hey!
« on: 15 November 2008, 10:49:06 »
Hey!
Its been some time since I was last here, last time I was here I said something about doing a new mod, well I guess I lied, I certainly dont have time to do another one, but any how now Iam working on a *cough* kinda commercial mod *cough* as a Level Designer, but any how, I noticed one or two people said my animations were rather 'rigid' I completely agree, although unfortunatly I dont have the models of any of the SST stuff any more.
But never the less I want to improve my animations, so I found a test model I made for Glest some time ago, its a samurai guy, I hope to mange to animate him nicely, so watch around here ;D

If there is any chance of me getting some of the SST models back, I will be making changes, slowly, Iam now a much better texture artist and have a few little tricks that may help ;D


5
Mods / SST Faction Downloads
« on: 15 November 2008, 10:28:13 »
Hey!
I realise im not really in touch with whats going on around here,
Could any of you do me a favour and bring together some links to any community changes/fixes people have done to my mod, SSTLD?
Im going to be remaking a few parts of it, and Iam also going to be making a small website with downloads/screenshots.

Cheers!

6
Mods / What would people like to see in new mods?
« on: 28 July 2008, 12:19:14 »
Iam considering making a new mod, I appolgize for the last space mod but I got caught up and was unable to continue. So what kinda things are you guys looking for?

7
General discussion / Campaign
« on: 8 April 2008, 19:58:10 »
Hey"
I dont know if this has been posted before but with the GAE well on its way I was wondering if people think this would be possible,

The campaign system could be just like launching a scenario, then once youve selcted a campaign you would be taken to a 'lobby' like area. Where you can load old games and see the levels you have completed and ones you are working on. There should be some sort of description of the campaign in the lobby to. Only the maps you have finished and the map you are working on would be shown. Then when you select a map it shows a small discription. At the launch of the scnario you should have the option to play a video file or display some text.

I know it s next to impossible but it would be nice to see,
thanks!

8
General discussion / Glow & Specular Maps?
« on: 16 March 2008, 17:52:56 »
Hey All!
This is more direct to the glest coders and team but I was wondering if it is possible to implent a specular & glow map along with the diffuse map? How has the diffuse been implented? Is it a shader? You may know the glow map also by light map ;)

If we are using DirectX9 for the rendering then I found this little script, i dont know if it will work :/
Code: [Select]
// This example assumes that d3dDevice is a valid pointer to an
// IDirect3DDevice9 interface.
// lptexBaseTexture is a valid pointer to a texture.
// lptexSpecLightMap is a valid pointer to a texture that contains RGB
// specular light map data.
// lptexLightMap is a valid pointer to a texture that contains RGB
// light map data.

// Set the base texture.
d3dDevice->SetTexture(0, lptexBaseTexture );

// Set the base texture operation and arguments.
d3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE );
d3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
d3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );

// Set the specular light map.
d3dDevice->SetTexture(1, lptexSpecLightMap);

// Set the specular light map operation and args.
d3dDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_ADD );
d3dDevice->SetTextureStageState(1, D3DTSS_COLORARG1, D3DTA_TEXTURE );
d3dDevice->SetTextureStageState(1, D3DTSS_COLORARG2, D3DTA_CURRENT );

// Set the RGB light map.
d3dDevice->SetTexture(2, lptexLightMap);

// Set the RGB light map operation and arguments.
d3dDevice->SetTextureStageState(2,D3DTSS_COLOROP, D3DTOP_MODULATE);
d3dDevice->SetTextureStageState(2,D3DTSS_COLORARG1, D3DTA_TEXTURE );
d3dDevice->SetTextureStageState(2,D3DTSS_COLORARG2, D3DTA_CURRENT );

9
Mods / Space Mod
« on: 14 March 2008, 22:04:26 »
Hey All!
Ive been a little inactive recently because im starting to mod some larger games such as HW2,Unreal ect.

But Im still really enthuastic about any independent games and am always looking for ways to support them. So for the next three weeks I will be working on a space mod, ive seen a threads with ideas for them but nothing ever seemed to get finished.

I shall not be making a lot of units, maybe only 5-7. Instead I plan to change the gameplay of Glest. I will be using GAP (if permission from Daniel is given). I would also like to look into making a few core changes to Glest, one or two graphical changes as well as some changes fighting is carried on.

Before I even start thinking about ship desighns I really want to chat about what kind of features and ideas people have, I would really like this to be a communit driven project. So Iam asking anyone who has a drawing abilities to come up with faction desighns, weapon desighns and If any of you C++ coders out there have a chance to talk to me about new features Id love to get in touch.

So tell me, what would you like to see?

10
Maps, tilesets and scenarios / Blocking Units!
« on: 3 February 2008, 20:53:01 »
Hey!
I have always had problems blocking units for moving through trees, or any other models that are set so the units cant walk through them. Is there something  have to do to stop units from walking through them?

11
Mods / Weather Systems
« on: 28 January 2008, 17:31:56 »
Hello!
I was going to try and implant a dust system into my SST:LD mod. I know there is snow so I should beable to edit the snow. Is there a way i can change the colour/speed/denisty?

Thank!

12
Mods / SST:LD Mod - v2.1
« on: 27 January 2008, 19:45:47 »
Hello! It has been a year since the SST:LD glest mod started and to celibrate the anniversary we have released SST:LD 2.1 as a standalone release. This includes multiplayer and a standalone release for Mac machines and a base release for Linux users and Glest players who dont want to have 2 copies of Glest. We also have a review and a few gaming tips.

SST:LD 2.1 - Windows - Mac - Base Files

Review
- Gaming Tips

Special thanks to Titus Tscharntke who made the base files and to jak for the mac port. The mac port is only version 2 so it does not include multiplayer. Read the details for the mac port as you will need to install a framwork. I hope you enjoy the new release!

13
Mods / Glest Modding Tutorials
« on: 14 January 2008, 17:08:00 »
Hello!
I'am hoping to do some Glest video tutorials over the next year or so. I have this list so far -

Maya to Glest (using 3DS Max 7)
3DS Max to Glest (using 3DS Max 7)
Blender to Glest (only if someone else can do it)

Starting Basics (setting up the correct folders)
New Faction (full)
New tile set (full)
New menu (full)
Changing configuration files and adding new languages

Mapping

Now I would like to do one final one to include any little community additions anyone has done (like walls) and any little code snippets that can create something not already in Glest and also what can be done by messing with the code. But for all those id like everyone to come up with ideas.

Thankyou!

14
General discussion / What will be next?
« on: 18 November 2007, 21:40:55 »
Now a brilliant multiplayer is out what would everyone like to see next? Not counting anything to do with the multiplayer i would like to see the possibility of having more modding options, such as -

A.I Personalities
A way of "tagging" effects to a skill or command
Having a way of a "turret" model on top of another model, like a tank turret or gun turret.
Random model animations like it does with sound.

15
Mods / SST:LD 2 Release!
« on: 16 November 2007, 17:48:09 »
Hello!

SST:LD 2 is out! With new units, models, maps, props and much, much more. Units like tanks and commanders are now available, new models for the barracks and turrets, and new deffences to keep the bugs at bay, like turrets, mines and walls. 2 new maps and 2 new campains and props. All the bugs are gone (pun not inteaded). A linux version will be out by the end of the month and hopefully a Mac version as well.

Windows / Moddb/ 80MB   - http://www.moddb.com/mods/5862/sstld/do ... st-release
Windows / SST:LD / 80MB - http://www.sstld.g2mods.net/downloads/SST.zip

 Thankyou! And look around for a CnC version soon!

16
Mods / Two Attacks?
« on: 6 October 2007, 10:47:19 »
Hi!
I was wondering if it was possible to have 2 attacks at the same time from the same unit? The unit would be a bulding, same animation.

Thanks!

17
Mods / SSTLD 2 News
« on: 1 October 2007, 16:43:14 »
Hey!

Here are some updates on some of the redone models or new models for SSTLD 2.

New Barracks Model -


New Turret Model -
Level 1-

Level 2-

Level 3-

18
Mods / SST:LD Release
« on: 26 August 2007, 16:25:50 »
Hello! Today we have released the full release for SST:LD. The patch needs the BETA installed first. The README explains how to install the patch.

Mirrors:
Moddb - [ZIP] (~42MB) for Windows
SST:LD -   [ZIP] (~42MB) for Windows

Titi on the glest forums has done a Linux port of the BETA. He has also helped a lot with the Technical changes. Also there will be no more updates for SST:LD as most of the original files have been lost and are impossible to recover. To anyone interested there is a Map Editor for Glest which can be downloaded here.

Thank you to everyone who has helped me with this project, especially Werewulf who seams to have completely disappeared from this world, i dare her to post a co

19
Mods / Proffesional Glest Modding
« on: 11 August 2007, 21:37:21 »
Hello!
I think its about time i start doing somthing with glest again, just for a little fun. But what i think glest misses are proper mods. Ive got to say all the mods so far for glest just dont have the same standard as glest did. Now no offence to anyone, we all did as good as we could on our own.

But i want to change that. We need to group together and begin work on a mod with a good standard. I think that if we work together, theres no reason we cant acomplish this.

Now i cant think of anyone that can not have a role in the development of this mod. If you can model or code it doesnt matter there are still PR and Testers needed.

Id be happy to work as lead artist. Now i had a good idea of what i would like other people to work on, but its there own choice.

One thing i have to say is that im not expecting full time modding from anyone. I have a mod myself to work fulltime on. But during those times where your not too sure what to do, why not help the mod?

Now ive got a few ideas such as a War Of The Worlds kinda idea. Ive already got a friend to help out with concepts to get us artists started.

So who wants to help?

20
Mods / SST-LD BETA
« on: 14 May 2007, 20:12:34 »
Hello! Today we have something extra for you guys, a BETA release! Finally you can download the installer, I would like you to remember this is only a BETA release and already we are working to fix them. One thing we would like you to remember is that when exiting the game wait a minuet because the game can crash, taking you system with it.

Anyway with the good news, this contains everything we have been working on and any comments you have will be greatly appreciated,  also if you can post them on the
Code: [Select]
[url=http://www.myleslambert.co.uk/SST:LD/Forums/]Forums[/url] that

Code: [Select]
[url=http://files.moddb.com/7231/download-sstld-beta-v10/]Moddb Download[/url]
[url=http://files.filefront.com/SSTzip/;7509304;/fileinfo.html]FileFront[/url] / [url=http://www.sstld.g2mods.net/downloads/SST.zip]SSTLD[/url]

Well I hope you enjoy playing and i look forward too seeing you on the
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[url=http://www.myleslambert.co.uk/SST:LD/Forums/]Forums[/url]

21
Mods / SST-LD News Update 8
« on: 28 April 2007, 20:34:52 »
Hello! This update was a lot quicker than the over ones, this time though we have go something a little different than the last news posts. This time we have a small trailer done of the mod ingame. This time you will be able to see more of the animations and how the units actually look ingame from all angles.

Low-Res Streaming
Mirror 1
Low Res / High Res
Mirror 2
Low Res / High Res

Well i hope you enjoyed the video and thankyou for all the support we have had, please visit the Forums and tell us what you think could be done to make the game better. Hopefully if all goes well next week we will be putting up the first release of the game, thankyou.

22
Mods / SST:LD Update 2
« on: 22 April 2007, 18:59:12 »
Hello! Again another two weeks have passes and it's time to show you what we have been up to. Again we have some more in-game screen shots to show of the Human side this time. If you have visited the
Code: [Select]
[url=http://www.myleslambert.co.uk/SST:LD/Forums/]Forums[/url] then you would already know about how the human side has developed.

Code: [Select]
[url=http://www.myleslambert.co.uk/SST:LD/images/13.html][img]http://www.myleslambert.co.uk/SST:LD/images/media/Thumbnails/Media/Ingame5Thumb.gif[/img][/url] [url=http://www.myleslambert.co.uk/SST:LD/images/16.html][img]http://www.myleslambert.co.uk/SST:LD/images/media/Thumbnails/Media/Ingame6Thumb.gif[/img][/url] [url=http://www.myleslambert.co.uk/SST:LD/images/15.html][img]http://www.myleslambert.co.uk/SST:LD/images/media/Thumbnails/Media/Ingame7Thumb.gif[/img][/url] [url=http://www.myleslambert.co.uk/SST:LD/images/17.html][img]http://www.myleslambert.co.uk/SST:LD/images/media/Thumbnails/Media/Ingame8Thumb.gif[/img][/url] [url=http://www.myleslambert.co.uk/SST:LD/images/14.html][img]http://www.myleslambert.co.uk/SST:LD/images/media/Thumbnails/Media/Ingame9Thumb.gif[/img][/url]
As you can see the human side is now complete and believe it or not the only things left are Audio and prop models, hopefully next week we will have a in-game video to show you. If you ave noticed any mistakes please feel free to contact us or drop down by the
Code: [Select]
[url=http://www.myleslambert.co.uk/SST:LD/Forums/]Forums[/url] and tell us, thankyou.

23
Mods / SST:LD : Update
« on: 8 April 2007, 15:05:29 »
Hello! Well already two weeks have passed since our last news round. And so we have some of those in-game screen shots to show of. If you have visited the
Code: [Select]
[url=http://www.myleslambert.co.uk/SST:LD/Forums/]Forums[/url] then you would already know about these shots.

Code: [Select]
[url=http://www.myleslambert.co.uk/SST:LD/images/9.html][img]http://www.myleslambert.co.uk/SST:LD/images/media/Thumbnails/Media/Ingame1Thumb.jpg[/img][/url] [url=http://www.myleslambert.co.uk/SST:LD/images/10.html][img]http://www.myleslambert.co.uk/SST:LD/images/media/Thumbnails/Media/Ingame2Thumb.jpg[/img][/url] [url=http://www.myleslambert.co.uk/SST:LD/images/11.html][img]http://www.myleslambert.co.uk/SST:LD/images/media/Thumbnails/Media/Ingame3Thumb.jpg[/img][/url] [url=http://www.myleslambert.co.uk/SST:LD/images/12.html][img]http://www.myleslambert.co.uk/SST:LD/images/media/Thumbnails/Media/Ingame4Thumb.jpg[/img][/url]
As you can see development is coming along firmly and swiftly, if you have any queries, suggestions or critiscm plese join our
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[url=http://www.myleslambert.co.uk/SST:LD/Forums/]Forums[/url]  and post today. Hopefully next week we will be bringing you some more renders of the Human side, thankyou.

24
Mods / A Useful Re-Script Request
« on: 28 January 2007, 16:21:21 »
Hello,

I was thinking, the only thing stopping someone to completely modding this game is changing the name of folders + files just to change the name in the game.

Would it be possible to add a new variable in the XML files like - <display_name="soldier"/> so it looked at this variable to get the name of the unit for the GUI instead of changing the folder name and file name. Also to do the same with resources.

This, i think would really help allot of people. And I know this would mean editing the source code and then re-compiling. I think this is a good idea. Would anyone be willing to do it?

25
Mods / SST - LD MOD
« on: 20 January 2007, 22:17:06 »
Hello,

I'm working on a mod for glest-

StarShip Troopers : Last Defense is a free 3D RTS game set in the StarShip Troopers Universe and will have many original and creative features.

Story:
You are Commander Jenkins, born on planet Earth 2007. The year now 2047, and it is your turn to get revenge on the bugs.

History:
Space travel became a reality in the year 2010 and Earth spread out far and wide and populated every planet it found. People did not believe in another life form but they were wrong to. The bugs retreated back from the Humans, building up their forces and waiting to strike.

Images-

Code: [Select]
[img]http://i78.photobucket.com/albums/j113/CoolBill859/screen3.jpg[/img]
[img]http://i78.photobucket.com/albums/j113/CoolBill859/screen2.jpg[/img]
[img]http://i78.photobucket.com/albums/j113/CoolBill859/screen1.jpg[/img]
[img]http://i78.photobucket.com/albums/j113/CoolBill859/screen0-2.jpg[/img]
[img]http://i78.photobucket.com/albums/j113/CoolBill859/screen0-1.jpg[/img]
[img]http://i78.photobucket.com/albums/j113/CoolBill859/Bug.jpg[/img]

===**URGENT HELP NEEDED**===

I'm looking for somone who can animate in 3DS Max and can rig models.

Thankyou,

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