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Topics - Kinrove

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Hello everyone,

I was wondering how do you manage the animations when there are potentially several accessories being used by the character ?

e.g : The worker has a hammer, an axe and a pickaxe.

- 1) Is there a simple way to do toggle the visibility of each accessory when edited and do the export of the animation ?

This way, I have one animation and I just change the accessory according what I want to export (Walking_axe.g3d, Walkind_pickage.g3d).

-2) I'd like to delete some animations within the action editor, but it seems that even though I press the "x" next to the name of the animation, the action remains, even after a restart... (the  F button next to it is disabled as well). Any idea on the way to deal with it ?

Regards,



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Mods / [New Faction] Nights Watch (GoT) [WIP]
« on: 3 December 2017, 20:19:48 »
Hello everyone,

I'd like to create a Nights Watch faction. I've been experimenting since this Saturday and here is the first model I've done (517 triangles).
This is going to be the worker of my faction.

I'm going to use the tech faction as an exemple. I intend to replace each character.

Current state of Nights Watch can be found here:
https://github.com/Geo86/nightwatch


He already has a walk animation, idle and another for building.
In the meantime I've added a crow logo on the model as well.

The only issue I have is that I find the texture of the model ingame less sharp.

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Mods / Constraints when creating characters & factions ?
« on: 30 November 2017, 22:22:57 »
Hello everyone,

I'd like to create my own factions for MegaGlest, basically two factions would be great.
I'm going to use Blender as 3D package.

My first aim is to create a full character and import it in the engine.
Is there any documentation explaining how to achieve such a goal (to create a faction as well).

I went to the WIKI. It has enlighed me on some points but I couldn't find some answers for some other questions.

- 1) Is it possible to create a setup (rig) to animate our character and still export it without any issue ? (or we need to use only bones for the export) ?
- 2) How many actions (animations) do we have for each character ?
- 3) What's the max polygon count you would advice for a character ?
- 4) Is the MG engine able to handle specular and normal map ?

Best regards,

Kinrove

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