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Messages - Hagekura

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26
MegaGlest / Re: Happy 5th birthday MegaGlest
« on: 8 January 2015, 14:29:48 »
Happybirthday!
It's been a while since I left glest, but I'm glad to see MG project is keeping updated.
I will play the recent megaglest after a long time. Hopefully I can start again my mod project too.

27
First, I want to apologize that I have long-time derelicted this mod and away from this forum.

Pizza, I had continued working on the mod, but since the Earthquake and Accident of the nuclear plant, many things have been changing in this country.
Do you remember that I told making this mod is a hobby purpose for me? well, I have my life and I can't expense my life for my hobby. Perhaps this is the limitation of the independent project.   :-\

I feel sorry for people who have been waited completion of this mod. especially for megaglest team members they supported me so much. But I'm thankful for all of you remembered about this mod. I hope someday I can have room to breathe to continue working on this mod again.

>>PT
The muzzleflash texture problem is already solved in my current working version.
I will upload the new one sooner or later, but due to my condition I have stated above, I can't do this now.
Please wait. Thanx.

28

29
Titi you're meister. :) Very good work.

30
MegaGlest / Re: New Terrain Rendering possibility
« on: 21 February 2013, 04:31:59 »
Looks Brilliant!

31
MegaGlest / Re: Important game play changes
« on: 12 February 2013, 23:13:12 »
I really wanted the second "emergency return" feature implemented in the game! other features sounds very good too. Thank you.

32
Mods / Re: Prax Mod
« on: 7 February 2013, 03:29:33 »
Nice buildings and very neat techtree! It's good to see someone trying to make a new mod.
and german words sounds very cool. This is one of the reason why Ich liebe Deuctschland, BTW.
And so this mod is for a practice, are you planning to make an another real-part mod? If so, what kind of mod will it be?

33
Mods / Re: Free Assets Pool[New Official Man Model]
« on: 7 January 2013, 22:14:21 »
Thank you. :)

34
Mods / Re: Free Assets Pool[New Official Man Model]
« on: 7 January 2013, 20:17:42 »
I just want to mention that the model I updated didn't reflected on the first post.
As title says this is an Asset Pool! A place where everybody can post assets that they consider free for other people to use. This will be the answer to those who need assets, but can't make them.

Very soon, I will post a Spearman fully textured, and completely animated. I will also be posting many other assets as I work on a secret project. Each and every asset can be released under whatever license you wish, feel free to skip naming licenses and write exactly what you want. The only requirement is that it is completely FREE. Please include a picture, but is it OK if you don't. Pictures can be taken in the MegaGlest G3D Viewer. On Windows you can find the pictures in "<user>\appdata\roaming\megaglest\screens".
I'll sticky this if it picks up well. If not, well it'll sink in the sea of topics.

Assets: (All links go to user post.)
Wciow's Unused Models
Textured: Some     Animated: Some     Picture: No

Spearman by -Archmage-
Textured: Yes     Animated: Yes     Picture: Yes

Axeman from Megapack Romans Mod
Textured: Yes     Animated: Yes     Picture: No

Stoneyard by Atze
Textured: Yes     Picture: Yes

Tech Female by -Archmage-
Textured: Yes     Animated: Yes     Picture: Yes

Pony by Mr.War
Textured: Yes     Animated: ???     Picture: Yes

MarketPlace by Atze
Textured: Yes     Animated: ???     Picture: Yes

New Man Model by Psychedelic Hands and Archmage
Textured: UVed  Animated: Some  Picture: Animation

Edit by Omega: Removed Hagekura's contributions as per https://forum.megaglest.org/index.php?topic=8104.msg81063#msg81063

35
Mods / Re: MegaGlest Refit - Norse
« on: 24 December 2012, 12:24:38 »
I won't get to UV the man before christmas, sorry. Anyone else is free to if they'd like.
But I did finish my house last night (I think).
Here's a few quick snaps:

(click to show/hide)

Any feedback is much appreciated. Especially the kind which helps me improve it.
Woww great! This is one of the best building models for glest I've seen so far.
If you keep going with this quality, the MG refit project will get a great success.

36
Mods / Re: I've been thinking this for a looong time.
« on: 17 December 2012, 07:52:00 »
Wow you made a quite a big post while I post. :O The map is very interesting. I'll read the detailed storyline you made carefully afterward.
I think having this kind of discussions is fine... sometimes.
At least it could serve to stimulate a community some. It seems community activity recently (especially modding section) is very dead. So even a discussion about less possible plan is better than nothing. hmn... How should I put it? well,  Even a dead tree brings prosperity to the mountain.
Well, I'd think we'd be best off planning things out carefully before we do any modding. After all, if it's going to be a community effort, it will become a mess VERY quickly if we don't  have a strong plan from the start.

As well, personally, part of the problem I see with the MegaPack is that all the factions are just random. We got a bunch of steampunk medieval guys, some mages with demons and dragons, a real-life based Egyptian faction, an Indian faction stereotypic right down to its name, a bunch of viking guys mixed up with random norse mythology figures, and a bunch of persians with flying carpets and the cast of Arabian Nights. Diversity is fine, but what's linking these all together?

And some of the factions, such as Indian and Norsemen, have a very large number of units that are merely retextured magitech units. If a mod tries that today, it'll get lumped in a pile of a dozen other retextures.
Certainly, An unified view of the world will bring strong enchantment to the techtree.

37
Mods / Re: I've been thinking this for a looong time.
« on: 17 December 2012, 07:14:08 »
I think having this kind of discussions is fine... sometimes.
At least it could serve to stimulate a community some. It seems community activity recently (especially modding section) is very dead. So even a discussion about less possible plan is better than nothing. hmn... How should I put it? well,  Even a dead tree brings prosperity to the mountain.

As for revamping megapack, I'm basically sympathetic to this idea. I think megapack isn't so bad but it hadn't upgraded for a long time (except romans) while megaglest engine itself is constantly upgraded. megapack could use some recent mg features like attack-boosts, particle systems, and many more.
But you really have to bring some real stuffs to convince mg dev team to adopt your idea.  How about you stary by reanimating some of megapack units, Archmage? I know you are good at it. Making efforts step by step leads to good results.

38
Maps, tilesets and scenarios / Re: JungleHD Beta Released!
« on: 16 December 2012, 16:01:55 »
Yeah fantastic ground texture. I like it. :thumbup:

39
Mods / Re: NEW particle effects for Magic faction
« on: 6 December 2012, 06:22:10 »
maybe you know certain AI behavior, when the initiates(workers) get stuck to harvest any resource, the AI disperse them in diferent directions, the most of time the initiates walk a long distance when it happens, this affects the faction perfomance, the purpose of moving skill's minus 195 ep boost is to reduce the distance that the initiate walks, for now you will have to give a harvest, repair or construction command if you want to explore with initiates, I will ask for help to the coders to fix this flaw, if this can be fixed, this "attack boots" could apply to others factions and improve its attacks.

I use this reply to ask the glest community more opinions about the particles effects and AI behaivor.
That makes sense. but still I don't think the large ep minus boost for moving skill is a good way to solve the AI problem...

The particles looks very good. I like the particles of morphing, summoning and when mage tower was destroyed.

Btw You can also use the <ai-behavior> tag in the faction xml to give some direction for AI. https://docs.megaglest.org/XML/Faction
I recommend you to use the option to the next time.

40
Mods / Re: NEW particle effects for Magic faction
« on: 4 December 2012, 09:20:36 »
What's the aim for intiates moving skill's minus 195 ep boost? :confused:
Code: [Select]
    <skill>
      <type value="move" />
      <name value="move_skill2" />
      <ep-cost value="2" />
      <speed value="150" />
      <anim-speed value="130" />
      <animation path="models/initiate_walking.g3d" />
      <sound enabled="false" />
      <attack-boost name="test1">
        <allow-multiple-boosts value="true" />
        <radius value="12" />
        <target value="faction">
          <unit-type name="initiate" />
        </target>
        <max-hp value="0" regeneration="0"></max-hp>
        <max-ep value="-195" regeneration="0" />
        <sight value="0" />
        <attack-strenght value="0" value-percent-multiplier="false" />
        <attack-range value="0" />
        <armor value="0" />
        <move-speed value="0" />
        <production-speed value="0" />
        <particles value="false">
          <!--originator-particle-file path="glow_particles.xml"/-->
        </particles>
      </attack-boost>
    </skill>
Because of this It's almost impossible to expand.

41
Your modding development speed is truly admirable.
Maybe We can get the new release of the Annex before long huh? :)

42
Mods / Re: Vbros mod packs 1, 2, 3, 4, and 5! (Pack 1 Updated!)
« on: 24 November 2012, 03:10:12 »
Nice update.
btw It would be better make the gatling gun firing speed more rapidly, I think.

43
Feel free to try the 3.7.1-dev binary:
Code: [Select]
[url=http://w32.nightly.megaglest.org/nightly/megaglest-binary-win32-i386-3.7.1-dev.7z]http://w32.nightly.megaglest.org/nightly/megaglest-binary-win32-i386-3.7.1-dev.7z[/url]
I've tried it and Seems the problem has been solved now. thank you!

44
Closed bug reports / Re: A problem regarding the attack-boost skill
« on: 21 November 2012, 23:03:57 »
This is the code of the priest unit.
Code: [Select]
<?xml version="1.0" standalone="no"?>

<unit>

<parameters>
<size value="1"/>
<height value="2"/>
<max-hp value="700" regeneration="5"/>
<max-ep value="0"/>
<max-unit-count value="5"/>
<armor value="0"/>
<armor-type value="leather"/>
<sight value="8"/>
<time value="100"/>
<multi-selection value="true"/>
<cellmap value="false"/>
<levels/>
<fields>
<field value="land"/>
</fields>
<properties/>
<light enabled="false"/>
<unit-requirements/>
<upgrade-requirements/>
<resource-requirements>
<resource name="gold" amount="125"/>
<resource name="food" amount="1"/>
</resource-requirements>
<resources-stored/>
<image path="../../data/images/unit_medical_priest.bmp"/>
<image-cancel path="../../data/images/japanese_cancel.bmp"/>
<meeting-point value="false"/>
<selection-sounds enabled="true">
<sound path="sounds/hage_sessoni.wav"/>
<sound path="sounds/hage_iso.wav"/>
<sound path="sounds/namu101.wav"/>
<sound path="../worker/sounds/hage_hai01.wav"/>
</selection-sounds>
<command-sounds enabled="true">
<sound path="sounds/namu101.wav"/>
<sound path="sounds/nc1695401.wav"/>
<sound path="sounds/hage_nannarito.wav"/>
<sound path="sounds/hage_tadatini01.wav"/>
<sound path="sounds/hage_shouti201.wav"/>
<sound path="sounds/hage_inomchi01.wav"/>
<sound path="sounds/hage_namunennpi01.wav"/>
</command-sounds>

</parameters>

<skills>

<skill>
<type value="stop"/>
<name value="stop_skill"/>
<ep-cost value="0"/>
<speed value="1000"/>
<anim-speed value="35"/>
<animation path="../../data/models/medical_priest_stand.g3d"/>
<sound enabled="false"/>
<attack-boost>
<allow-multiple-boosts value="true" />
<radius value="6"/>
<target value="ally">
<unit-type name="worker"/>
<unit-type name="yumi_ashigaru"/>
<unit-type name="teppo_ashigaru"/>
<unit-type name="nagae_ashigaru"/>
<unit-type name="medical_priest"/>
<unit-type name="peasant"/>
<unit-type name="samurai"/>
<unit-type name="shinobi"/>
<unit-type name="standard_bearer"/>
<unit-type name="swordsman"/>
<unit-type name="tsubute"/>
<unit-type name="houroku_thrower"/>
<unit-type name="ikki_mob"/>
<unit-type name="wakiyari"/>
<unit-type name="warrior_monk"/>
</target>
<max-hp value="0" regeneration="5"/>
<max-ep value="0"/>
<sight value="0"/>
<attack-strenght value="0"/>
<attack-range value="0"/>
<armor value="0"/>
<move-speed value="0" />
<production-speed value="0"/>
<particles value="true">
<affected-particle-file path="heal_particles.xml"/>
</particles>
</attack-boost>
</skill>

<skill>
<type value="move"/>
<name value="move_skill"/>
<ep-cost value="0"/>
<speed value="210"/>
<anim-speed value="100"/>
<animation path="../../data/models/medical_priest_move.g3d"/>
<sound enabled="false"/>
</skill>

<skill>
<type value="attack"/>
<name value="attack_skill"/>
<ep-cost value="0"/>
<speed value="70"/>
<anim-speed value="70"/>
<animation path="../../data/models/medical_priest_attack.g3d"/>
<sound enabled="true" start-time="0.5">
<sound-file path="../shinobi/sounds/clothd1601.wav"/>
<sound-file path="../shinobi/sounds/throw012201.wav"/>
</sound>
<attack-strenght value="60"/>
<attack-var value="30"/>
<attack-range value="6"/>
<attack-type value="slashing"/>
<attack-start-time value="0.5"/>
<attack-fields>
<field value="land"/>
<field value="air"/>
</attack-fields>
<projectile value="true">
<particle value="true" path="particle_proj.xml"/>
<sound enabled="true">
<sound-file path="sounds/golem_hit1.wav"/>
</sound>
</projectile>
<splash value="false"/>
</skill>

<skill>
<type value="die"/>
<name value="die_skill"/>
<ep-cost value="0"/>
<speed value="90"/>
<anim-speed value="35"/>
<animation path="../../data/models/medical_priest_death.g3d"/>
<particles value="true" start-time="0" end-time="0.2">
<particle-file path="../castle/blood_particles.xml"/>
</particles>
<sound enabled="true" start-time="0">
<sound-file path="sounds/technician_die1.wav"/>
<sound-file path="sounds/technician_die2.wav"/>
<sound-file path="sounds/technician_die3.wav"/>
<sound-file path="sounds/technician_die4.wav"/>
</sound>
<fade value="false"/>
</skill>

</skills>

<commands>

<command>
<type value="stop"/>
<name value="stop"/>
<image path="../../data/images/japanese_halt.bmp"/>
<unit-requirements/>
<upgrade-requirements/>
<stop-skill value="stop_skill"/>
</command>

<command>
<type value="move"/>
<name value="move"/>
<image path="../../data/images/japanese_move.bmp"/>
<unit-requirements/>
<upgrade-requirements/>
<move-skill value="move_skill"/>
</command>

<command>
<type value="attack_stopped"/>
<name value="hold_position"/>
<image path="../../data/images/japanese_hold.bmp"/>
<unit-requirements/>
<upgrade-requirements />
<stop-skill value="stop_skill"/>
<attack-skill value="attack_skill"/>
</command>

</commands>
</unit>

45
When morph a unit within attack-boost range, the morphed unit will gain no boosts, furthermore, if move the unit out of the boost skill range, the unit will gain "minus" boosts.

For example, I made a priest unit to have +5 hp-regeneration boost for units within a range. and put a unit within the range.
Code: [Select]
[url=http://imageshack.us/photo/my-images/145/screen2rt.png/][img]https://imageshack.us/a/img145/425/screen2rt.th.png[/img][/url]The peasant unit gains +5 hp-regen. then next, morph the peasant.

Code: [Select]
[url=http://imageshack.us/photo/my-images/846/screen3gk.png/][img]https://imageshack.us/a/img846/975/screen3gk.th.png[/img][/url]The morphed unit doesn't gain hp-regen boosts that should have gain. then next, move the unit out of the boost-skill range.

Code: [Select]
[url=http://imageshack.us/photo/my-images/607/screen4h.png/][img]https://imageshack.us/a/img607/9467/screen4h.th.png[/img][/url]The unit gains "minus"5 hp-regen.

ps. for softcoder, thank you for sending me message about translation. I'm sorry I didn't notice your message till now. I will get to update the Japanese translation.

46
Hi ultifd It's good to see you again!

So, after playing Okami I found a trailer of a PS Vita game and then, well...  ::)
https://www.youtube.com/watch?v=3uDslBYKzrg
As I recall, Me also have heard the song before. :O
In fact the song is the one created by Japanese amateur composer Hamaya. maybe he provided the dev team the song.
Hamaya's site: SHW free music http://shw.in/

btw Okami had quite am impressive soundtracks. I remember. My favorite bgm are "The sun rises" and "Ryoshima Plains".

47
Mods / Re: Is this a first hero ?
« on: 20 September 2012, 00:40:18 »
This one needs unique model and animations.

48
Looking forward to the updates. :)

Trying to use the option "append" in blender to import a model into another one doesn't work :/ does someone know why? or if there are alternatives to do so? Thanks all :)
I don't know where exactly did you fail of append procedure, but  for example I post how I use append(in blender 2.49).
In this example I try to append bomb object from Houroku Thrower into Samurai retainer.

First open the samurai retainer blender file and select file<appned or link option.
Code: [Select]
[URL=http://imageshack.us/photo/my-images/844/append1.png/][IMG]http://img844.imageshack.us/img844/4742/append1.th.png[/img][/URL]
Then select a target blender file (in this case "houroku_thrower.blend" file)
Code: [Select]
[URL=http://imageshack.us/photo/my-images/585/append2.png/][IMG]http://img585.imageshack.us/img585/5199/append2.th.png[/img][/URL]
Next. In this case I want to append bomb object from the houroku thrower blender file, so select "object".
Code: [Select]
[URL=http://imageshack.us/photo/my-images/545/append3.png/][IMG]http://img545.imageshack.us/img545/2738/append3.th.png[/img][/URL]
Select the target object. In this case the target object is the "Sphere.002". and then press the "Load Library" button.
Code: [Select]
[URL=http://imageshack.us/photo/my-images/526/append4.png/][IMG]http://img526.imageshack.us/img526/8414/append4.th.png[/img][/URL]
done.
Code: [Select]
[URL=http://imageshack.us/photo/my-images/29/append5.png/][IMG]http://img29.imageshack.us/img29/3365/append5.th.png[/img][/URL]

49
Annex: Conquer the World / Re: Astro Marines for Annex by Mr War
« on: 29 August 2012, 05:17:25 »
This faction's units and buildings animations are very interesting. Particle effects are beautiful too.
Especially I'm very impressed by transformation animation of the Hornet mech - I love this mech - :D . but I found a little bug of Hornet Gunship, the Gunship doesn't have air-to-air attack "command", even though the unit has air-to-air attack skill in xml. so the Gunship can't attack air units.

50
Mods / Re: Storm Raven Faction Mod
« on: 26 August 2012, 09:24:36 »
I'm glad to see you are back.
Looking forward to more descriptions about the faction.

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