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Messages - Hagekura

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51
Annex: Conquer the World / Re: Mordavian Faction for Annex
« on: 22 August 2012, 20:59:17 »
btw This faction's units looks like they are came out from WWII. It's an interesting contrast with futuristic designs of other Annex factions. I'm not saying it's bad since annex has post-apocalyptic setting, I'm just curious. Is there a background story in this faction? :|

52
Annex: Conquer the World / Re: Mordavian Faction for Annex
« on: 22 August 2012, 08:15:20 »
@Eliminator-I don't know if its possible on units but I know buildings can do healing buffs and stuff, since Ishmaru's factions use this on all the tech construction buildings, but since the excavator is supposed to be an APC/Support vehicle, I hope its possible to put HP healing buffs or something on it as well. Do you know if its possible to put the repair/attack buffs on units Ishmaru?
As Eliminator already said, In megaglest it is possible to give units the HP healing buffs or any other stats boosts whether the unit is building or not. See the wiki article: MG/Attack-boost.

53
Mods / Re: Free Assets Pool
« on: 17 August 2012, 21:35:40 »
A Samurai Retainer Spearman
Made by Blender2.49b and Photoshop CS5.1

Download
7z File Size:31.4mb
With 8 Animations(Idle, Running, Charging, 3 attacking, 2 Death) and all PSD Texture files with layers.
Included: Blender File, Textures (PSD and TGA), G3Ds for all anims.
License:CC-BY-SA(Please credit as "Hagekura").

54
Here are another illusts about mongolian warriors and warriors of Yuan Dynasty of China.
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[URL=http://imageshack.us/photo/my-images/31/mongol4.png/][IMG]http://img31.imageshack.us/img31/5279/mongol4.th.png[/img][/URL]Mongolian Heavy Cavalry (13th centuries)
The mongolian warrior depicted in the illust has a battle standard of the leader of the Xiongnu, Touman Chanyu(Tumen). They were different from at all points from western knights. Their basic tactics is, weaken the enemy by skirmish with arrow attacks, and when the time is right, engage the enemy by lance charge. It is not depicted in the illust but they had small round shield at their left forearm.
Their equipments includes backup bows and strings. Their bow was composited from multiple materials. the bow's characteristic "C" curve occurs by stretching the bow string strongly.

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[URL=http://imageshack.us/photo/my-images/266/mongol5.png/][IMG]http://img266.imageshack.us/img266/1323/mongol5.th.png[/img][/URL]Mongolian horse archers ride steppe pony.
The steppe pony had narrow length of stride but runs very steadily, and very tough. The steppe ponies were very important war equipments for mongolians. The noticeable thing is that the horse does not use breast strap which european knights required.

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[URL=http://imageshack.us/photo/my-images/40/gen1q.png/][IMG]http://img40.imageshack.us/img40/9453/gen1q.th.png[/img][/URL]Cavalry of Yuan Dynasty.

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[URL=http://imageshack.us/photo/my-images/69/gen2y.png/][IMG]http://img69.imageshack.us/img69/519/gen2y.th.png[/img][/URL]Heavy Infantry(Left) and Light Infantry(Right) of Yuan Dynasty.

55
Glad you like it!  :D

Hopefully, I be able to do cut scenes + story mode in next release!
Are each engagements in that mission too difficult? You shouldn't need to repair after each engagement
I'm looking forward for the story mode. :)

About the A5 scenario, yes even though I'm not a so good player, the scenario is very hard.
Now I have finished alliance scenarios for A8 except A5 and I must say that A5 is the most hardest scenario in the Alliance scenarios I have played so far. Due to Player can't produce any units in the scenario, I had to be extremely care about loss of starting units, even the one loss of the vehicles impacts so much in the scenario, especially if the player lost the two strikers, It's unable to finish the scenario as long as enemy still have air units.
Maybe having some more vehicles or infantries might helps.

56
Prego!
And here is a picture about mongolian siege weapons from the same book.
Later I will post some more pictures of mongols and chinese soldiers from another books, I hope they will help your work. :)
Code: [Select]
[URL=http://imageshack.us/photo/my-images/846/mongol3.png/][IMG]http://img846.imageshack.us/img846/5678/mongol3.th.png[/img][/URL]
Upper-left:Pao
"砲(Pao)". The" Pao" is a chinese human-powered catapult. Multiple ropes are attached on one side of the bracketing, and throw the projectiles such as stones by pulling the ropes all together.

Lower-left:Hui hui pao
"回回砲(Hui hui pao)". "Hui hui pao" is a persian trebuchet. It throws the stones by the power of counterweight. The waterwheel like wheels depicted in the illustration is used to lift a weight. Man walks inside the wheel and rotate the wheel to raise up weight. This mechanics was used in the ancient roman construction cranes, maybe it was introduced from romans via persia.

Upper-right:Ballista
Chinese had the ballista called "床子弩(Chuangzi Nu)". It's a large-sized crossbow using restoring force of bow strings.
Meanwhile, persian used Ballistas using "torsion springs" mechanics . They are smaller ballistas and they could throw 1kg stone projectiles with range of 100 meters, and more larger ones of them could throw 10kg projectiles with range of 150 meters.
Mongols used and improved the ballistas, and by the improvement their shooting range even reached to 350 meters. They used the ballistas in siege warfares, furthermore they also used them in field battles.

Lower-right:Invention of Gunpowder.
Gunpowder was invented at china at least in late 10th centuries, there even are some reports of 7th centuries that mention about gunpowders. Mongols get gunpowders after invading china.
In Mongol invasions of Japan, mongols used grenade like bombs.
Later gunpowders spread into a western world from eastern europeans made contacts with mongols.

57
Mods / Soldiers of Mongol
« on: 8 August 2012, 11:22:26 »
So they are pictures of mongol soldiers scanned from books I have.
sorry for bad quality of images and bad translations of the descriptions due to my poor english skill. :dead:

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[URL=http://imageshack.us/photo/my-images/259/mongol1.png/][IMG]http://img259.imageshack.us/img259/2679/mongol1.th.png[/img][/URL]Left: Mongolian Horse Archer
From their childhood, mongolians trained with horse riding and archery, and they consisted cavalry corps with superior archery techniques. their armor is very light. Some wealthy men of them wore armor patched with metal plates, but their true source of strongness is a mobility, so they prefered to wear very light armors. Their underwear are made by silk, their long coats are felt, and leather cuirass.
Silk clothes are expensive, but elastic, and when wounded, the silk clothes press the wound and stops bleeding. so they prefered to wear them more than heavy armors.

Right: Mangudai(Special Attack Troop)
"Mangudai" are light-cavalry. Their task is to bring enemy force into prepared traps of mongolian main forces. So to speak, their task is to be used as a decoy. When encounter with enemies, Mangudai release arrows and fallback immediately. They are even break ranks purposely when fallback, to provoke enemy pursuit. the enemies pursue mangudai unwary trapped into mongolian main forces. Like racehorses today, mangudai's horse kicking strap was attached near the saddle, to lift the rider's hip.

Code: [Select]
[URL=http://imageshack.us/photo/my-images/189/mongol2.png/][IMG]http://img189.imageshack.us/img189/1310/mongol2.th.png[/img][/URL]Left: Mongolian Heavy cavalry
Mongolian heavy cavalry were used to finish the enemy force wavered by arrow attacks. They equipped 4meters long lances, and single-edged scimitars, and bows. Both rider and horse were armored with Lamellar armours, and wore mongolian boots which have curved up front tip.

Right: Kheshig
"Kheshig" are true elites of mongolian armies, only the choosen best soldiers could be Kheshig. When Kheshig first appears in record of early 13th, Kheshig consisted by 1500 men, but when Genghis Khan became a leader of mongols, members of Khesig was 10000. Their military organization was called "Keshiktei", which main role is as bodyguards of Great Khan, but Keshiktei also worked as an leader development institution of mongolian officers. Khesig soldiers wear heavy armours, which means they are not only chosen elite soldiers, but they also are wealthy nobles suitable to be officers.


58
I've pleyed annex release 3. It's totally awesome. :scientist:
I'm playing alliance scenarios right now. they are very fun. I'm sincerely hope that mg will introduce campaign mode.
but for now I have only one complaint about one of that scenarios, about the "A5 death from above" scenario. In the scenario, after every engagement with enemy, I had to back my damaged vehicles at start point for repairing. It's a pain.

59
Thanks all for the compliments :)

@Hagekura: Grazie mille! :) Yes texturing is hard, i thought it was the easiest part but i was wrong! Luckily blender has the "smart unwrap" function so at the least i don't have to select manually all the faces XD Thanks for the links, those draws could be useful! About the number of faces, i think in blender (you use blender right?) there is an option to remove the unnecessary faces, do you know how to do it? And thanks for the pictures you will post! I have some good pictures about mongolians i found on internet but yours are welcome too! Do you have tipps for horses? I made some horse models but they all have fat legs :/ and i dont want to use someone else models (i prefer making my own models). I can't wait to play mongolians vs japaneses  :D
Yeah I use blender (I'm still using 2.49b :dead:) plus photoshop for painting textures.
I don't know much about options to remove unnecessary faces, but maybe blender has some sort of that functions.
About tips for horses, an american artist Jack Hamm's book "How to draw animals" is a fantastic introduction for rendering animals include horses. I'm also learning about horses with this book.
(click to show/hide)
I'm looking forward to play mongolians vs japanese too. along with Mr.war's the great ming faction, we could have some interesting match with three eastern-asian factions. :D

60
It's great you've started making a faction.
Texturing is the most hardest part for me too when making a model for glest. :O Forza!

@Tyrannosaurus: Thanks to you too. Yes i noticed it too! I will fix it before to texture them :) I used a different way to model (i made a left side with half body 1 leg and 1 arm, then doubled it, bridged the two parts and added a head)
You can also use mirror modifier to make a symmetrical object in blender.
http://wiki.blender.org/index.php/Doc:2.4/Manual/Modifiers/Generate/Mirror
I usually make fundamental parts(Body, legs, arms, head) of my model with mirror modifier, after that apply mirror modifier and add asymmetrical parts.

I saw screenshots of your models. I like fireworks launcher. ;D also the buildings models are looks nice.
Now then, I have an advice about models that you shouldn't divide object too much. For cylinder part of tents, I think even around 12~16 verticles looks round enough for in-game. keeping object with minimal verticles will also helps you editing them more easily.

For humanoid models, if you have a time, I suggest you to watch them:
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http://fineart.sk/photo-references/figure-drawing-all-its-worth-andrew-loomis/012
http://fineart.sk/photo-references/figure-drawing-all-its-worth-andrew-loomis/030
http://fineart.sk/photo-references/figure-drawing-all-its-worth-andrew-loomis/036
http://fineart.sk/photo-references/figure-drawing-all-its-worth-andrew-loomis/037
http://fineart.sk/photo-references/figure-drawing-all-its-worth-andrew-loomis/056
http://fineart.sk/photo-references/figure-drawing-all-its-worth-andrew-loomis/062
http://fineart.sk/photo-references/figure-drawing-all-its-worth-andrew-loomis/063

of course you don't have to know correct anatomical details for making models for glest, but it will helps.

By the way I have some books that describe about mongolian soldiers, so I want to scan and post them in later.

61
MegaGlest / Re: Are there attack speed limits?
« on: 18 July 2012, 22:50:58 »
If you want to set an very high attack speed or rapid firing rate such for machineguns,
You should also increase the skill's animation speed as well as the attack skill speed.
In fact, even set the attack skill speed to 1000 it does nothing noticeable changes, but if you set the animation speed 1000, the attack rate will be dramatically changes even the skill speed is very low.

62
Feature requests / Re: enable descriptions about unit
« on: 13 July 2012, 04:53:50 »
In the Glest Advanced Engine, you can add in-game units descriptions.
Take a look into articles about the GAE's "Tooltips" feature in glest wikia.
GAE/Translating: https://docs.megaglest.org/GAE/Translating

But I also want that this feature will be implemented in Megaglest too.

63
Mods / Re: Nubian Civilization (Historically Based)
« on: 9 July 2012, 20:12:29 »
Congrats for start working on the mod. Go for it!

64
But the "right click a building to return carried resources" function definitely sounds good.
Yeah, this is it!

65
I'm sorry, my point was not clear.
I wanted to say about more simple function.
Currently workers harvesting resources don't return to main building until their load become full, or once cancel their harvesting order and command harvesting order again. It's inconvenient when the emergent need of correct resources and evacuate workers.

So I want that order workers to return to main building and drop off resources by selecting the target workers, then  simply clicking main building like castles.

But "Ringing alarm bell" like feature which Ishmaru mentioned will be also very interesting. I remember Rise of Nations and AOE had such features. If possible, I also want it.

66
Could you make the workers be able to drop off harvested resources by clicking the certain buildings?
It may be useful when your base is attacked by enemies, and urgently needed to order workers to assemble gathered resources and evade them.

67
Cool, Is next release of the annex is close?
Will it includes Astro Marines faction?

68
Thank you for the Information Omega. The PNGGauntlet sounds very good tool. :thumbup: I will use it.

Pizza, as Ishmaru says, Mods downloaded by MG are 7-zipped, so using tga format won't suffer receiving the archive from the server. and think of that most of today's computers have hundreds of gigabytes of disk spaces, The sizes of TGA textures won't be so serious problem even after an extract, IMO. Even though I'm taking care about my mod's texture sizes.
Anyway, to sum up the opinions about texture format in the forum, It seems PNG has advantages over TGA. so I will try to convert my mod's textures into PNG format. Stammi bene! :)

Mods from MG mod menu are 7z archives.

Hagekura: How many keyframes do u use on average? Maybe that has a bit of weight to it?

And great concept art BTW!
Thank you!
In general I use a small amount of keyframes in my unit models. For a walking animation, I use only 4 keyframes, and about 10 to 20 or less keyframes for attacking/dying animations.
But I think having many keyframes won't  be a serious impact for in-game frame rate.

69
Mods / Re: Nubian Civilization (Historically Based)
« on: 3 June 2012, 05:31:56 »
Again the nice picture. :thumbup:

How long did it take you to make your own mod (or at least the first version)?

Well I started making the mod in June 2010, first alpha release was 3 november 2010. Since then I'm still working on the mod, so It's been almost two-years since I started making the mod. It's truly 光陰矢の如し "Time flies like an arrow."  huh? :O

70
Thank you Tyranno.

Scusi Pizza, Compressed Textures, Like PNG or JPG instead of TGA format?
Certainly it will save a lot of disk spaces and I don't concern about losing some qualities of textures by doing this, but I wonder how actually effective is it for reduce in-game lags, since I'm not expert about game engines. I want to hear the insight about this matter from developers of the folks.
Also as far as I know, particle effects can't be toggled on and off by mod side. It's a function of the application side, I think. Grazie!


71
Mods / Re: Nubian Civilization (Historically Based)
« on: 3 June 2012, 00:40:24 »
Hi Tyranno. Love the artwork!
and I'm concur with Omega's advice that making the mod to the end will envolves a lot of efforts and patience - Now I'm keenly aware of this with my mod :dead: - but be courageous and never giveup.
Goodluck on your project.

72
Danke herr. The balance problem about the cannon is worth considering.
I assume that the firing rate of the cannon is the problem.
I will change the cannon's spec and make it requires EP to shot. It could be damp down the effectivity of the cannon.

73
I'm just curious, what kind of air units would you make?
Well I'm thinking Tengu as a candidate for the air unit.
Code: [Select]
[URL=http://imageshack.us/photo/my-images/705/tenguw.png/][IMG]http://img705.imageshack.us/img705/4277/tenguw.th.png[/img][/URL]大天狗(Daitengu, Otengu)

Hagekura i noticed (since time ago but just recently i noticed even more and decided to mention it) that the Japanese faction is more resource needing than the other factions (especially comparated to the megapack factions).
Indeed. :( In the next update I'll reform the folder structure of the faction, so that many duplicated files (Like image files and some particles xml files) can be combed out. Currently image files are scattered in the each units folder, so by doing this loading speed of the faction could be reduced a bit.

But to solve the fundamental problem, maybe I must remove some animations and simplify some too heavy models(like cannon, samurai). Arrivederci!

Btw recently I bought a scanner, so I want to show you some rough concept drawings I made alongside of making the mod. :O
(click to show/hide)


74
What if there were two versions of japaneese faction, one is the current historical accurate version, and a fantasy based version for megapack?

After all japaneese faction is much more complex then the me megapack factions anyways.
Yeah that plan is close to what I have in mind.

I will work on current version some more, like add some more units - It may includes air units - and do polishing and finish current japanese version, then I hope titi and mg team accept to merge JP faction into megapack. As I said before, current japanese faction has been built based on magitech/megapack. So I wish when current version is finished, go to merge with megapack.

After that, I will start rework with completely new japanese version. it will include own unique resources, attack and armor types, and it's own gameplay balance freed from restriction of magitech/megapack.


75
I agree to Pizza. Tech faction has Airship with rocket launcher, besides mech and ornithopter. All those machines are far more advanced than guns and cannons.

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