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Messages - myles

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26
General discussion /
« on: 21 March 2008, 22:54:16 »
AF is working on one, http://www.glest.org/glest_board/viewtopic.php?t=3313

Its not great but its the closest thing we have, we just need more people to use them.

27
General discussion /
« on: 20 March 2008, 22:35:22 »
I dont use the IRC generally because im very confused by them
do i need a passowrd/username?

28
General discussion /
« on: 20 March 2008, 16:19:26 »
I cant see animated textures being that great, apart from huge file sizes i cant see it would be very easy to implent.

As the glow and specular should follow the same UV map couldnt you simply have another TGA file like workerspec.tga and then in the xml have somthing like <specular value="workerspec.tga"/>

Wouldnt thatg work if coded?

29
General discussion /
« on: 18 March 2008, 17:47:42 »
Heh thats great, any chance of it being in the next version?

30
Mods /
« on: 17 March 2008, 16:54:53 »
Well yeah this would cause somewhat of a problem as it isnt allowed to create the only unit that generates resources. How hard would it to get around this? I will have a few more concepts up tonight,

Did you get my email i send to you daniel?

31
General discussion /
« on: 17 March 2008, 16:48:43 »
Ahh, does OpenGL not support Specular/Glow?
Ive always thought it does :/

32
Mods /
« on: 16 March 2008, 21:29:53 »
Hey!
Most of the changes will be changes that allow for a more space like comabt, but the main changes will be the way in which units are produced and the amount of abilities.

Basicly you will start off with 2-3 capital ships which can produce frigate/corvettes. There will be no structures. Resources will be slowly generated from your capital ships and when you destroy a ship. Capital ships can not be rebuilt but will be heavily armoured. This will create a game which will be very unpredicatable as the units that produce things will be moving around.

I hope for some cool explosions ;)

33
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 );

34
Mods /
« on: 14 March 2008, 23:50:01 »
A Alien Frigate, nothing certain or quality. Just a sketch :D


35
Multiplayer /
« on: 14 March 2008, 22:07:59 »
Hehe Im really pleased you did this AF, really showed us all :D

What server will we connect to?

Im going to keep it open so if anyone wants a game its likely ill be online,
Good Luck AF!

36
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?

37
Maps, tilesets and scenarios /
« on: 14 March 2008, 21:56:42 »
Yes I noticed the option but doesnt actually work for me in the editor even with the same model :/

38
Mods /
« on: 27 February 2008, 21:11:18 »
Not necesaserily, it really just means WorkInProgress meaning its not finished.

39
Announcements /
« on: 27 February 2008, 20:23:52 »
Cool, by more detailed do you mean higher-res shadows or softer? Id love to see somthing that allows you to change the weather settings :P

40
Multiplayer /
« on: 17 February 2008, 18:40:49 »
While I agree that the current IP is nearly useless, you must understand what the Glest team have said. They never had, and never will intergrate other peoples version of Glests code with the official version to keep Glest reliable and bug free. This makes complete sence.

You must also realise that multiplayer has really only just been released and that Im sure in due time there will be a lobby. But the Glest people do have lives and cannot devote all there time to Glest.

41
Mods /
« on: 17 February 2008, 18:26:36 »
Hehehe, Really Cute,
Funny I was just about to start a very similar project, youve managed to go right exactly where SST:LD went wrong, SST:LD tried to be realistic while the Glest engine cant really be realistic.

The thing I love the most is the trees :D

42
Announcements /
« on: 16 February 2008, 13:05:17 »
Just wanna say the menu is really cool, very shexy!

43
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?

44
Maps, tilesets and scenarios /
« on: 3 February 2008, 20:51:27 »
Cool!
Would it be OK for me to edit the two you have just made and some of the other glest maps for SST:LD? Thanks!

45
Mods /
« on: 31 January 2008, 21:33:21 »
Thanks all of you,

Titi I have added fog, while adding a atmosphere it isn't quite what I need. Daniel It would be really great if you would be able to look at some of the weather stuff and maybe add some new XML, but I understand you are learning and im in no rush, people like you are the ones that are gonna make glest extra cool :D

46
Mods /
« on: 28 January 2008, 17:36:15 »
Thats actaully very good Weed, I know the animation stuff is really hard so youve done a great job. I cant wait untill the next version of this mod :D

47
Mods /
« on: 28 January 2008, 17:33:11 »
Great work Hail,

I really hope you learn more and more about C++ and what not. Good work!

48
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!

49
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!

50
Linux and other ports / -
« on: 20 January 2008, 19:46:54 »
dazmax please can I have your compiled version?
MSN myleslambert-^-hotmail.co.uk

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