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Messages - titi

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4176
Mods / Blender can export animations again
« on: 28 May 2007, 20:32:13 »
It's done!
Weedkiller and I  have made a new exportscript.
Blender can export animations for glest again.

see glest wiki http://http://glest.wikia.com/wiki/Blendermodelling

download on www.titusgames.de:
http://www.titusgames.de/blender/[g3d_xml_exporter_v0.1.4.zip

4177
Mods / new blender export script!
« on: 28 May 2007, 20:30:02 »
It's done!
Weedkiller and I  have made a new exportscript.
Blender can export animations for glest again.

download on www.titusgames.de:
[url]http://www.titusgames.de/blender/[g3d_xml_exporter_v0.1.4.zip/url]

4178
Mods /
« on: 26 May 2007, 22:37:20 »
here is a linux friendly version of the new science faction with corrected filenames (lots of case sensitivity problems )

http://http://www.titusgames.de (see others work)

4179
Mods / Linux beta
« on: 24 May 2007, 06:51:33 »
Hi, I have built a Linux friendly version of the beta without installer.
Download and install the following in your glest installation

the new techtree:
unpack this to  glest/techs
Code: [Select]
[url=http://www.titusgames.de/sST/sST.tar.bz2]http://www.titusgames.de/sST/sST.tar.bz2[/url]a map: unpack this to glest/maps
http://www.titusgames.de/sST/gourge.gbm.gz

a new tileset: unpack it to glest/tilesets
http://www.titusgames.de/sST/sand.tar.bz2

to play choose the new techtree, new map gourge and  new tileset sand

Now you can play sST-beta vs indian-beta  ;)

4180
Mods /
« on: 21 May 2007, 15:16:04 »
This is all windows only right? So I will not use it ..... :wicked:


OK it's really interisting, but without someone who supports this needed
"modified glest" engine this is a dead end. It's probably a nice tool, but we
really have other problems with glest , no developpers for multiplayer
support for example. In fact we don't even have any really active developers
 for the code at the moment.

4181
Linux and other ports /
« on: 21 May 2007, 14:45:28 »
Oh thanks v.v.b.!
Sorry I missed your post.
Please email it to me:

Info at titusgames.de

4182
Mods /
« on: 16 May 2007, 09:45:32 »
Sorry, didn't see your post.

Is this fixed?

If you are in blender and press "7" on the number pad the ant should look at you. If it doesn't you have to rotate it along the y axis
in Object mode:
- select all by pressing the a-key until everything is pink.
- rotate by pressing the r-key, followed by the y-key ( this is for y-axis rotation only )
- rotate the ant using the mouse, klick to finish
- press ctrl-a to apply-scale and rotation on the objects
- export it.

I hope this works.

4183
Mods /
« on: 15 May 2007, 20:26:39 »
another hint for a cool effect:

try the following in the bugs cave xml-file on the top.
By this the bugs can walk into the cave

      <size value="5" />
      <height value="2" />
      <max-hp value="9000" regeneration="0"/>
      <max-ep value="0" />
      <armor value="0" />
      <armor-type value="rock"/>            
      <sight value="15" />
      <time value="200" />
      <multi-selection value="false" />
      <cellmap value="true">                  <----
         <row value="11111"/>            <----
         <row value="10001"/>            <----
         <row value="10001"/>            <----
         <row value="10001"/>            <----
         <row value="10001"/>            <----
      </cellmap>                                    <----
      <levels/>



You define a map here for your building where to walk and where not.
You told the game that the cave has a size of 5 so you must define 5x5 points where to walk and where not. this means 5 rows with five digits 1 or 0 .  

the zeros are walkable the 1 is a wall. you see, the entrance is on the bottom.

11111
10001
10001
10001
10001

and don't forget to give your big bugs a bigger size ( plasmabug size=4 !
otherwise they will also try to walk into the cave .

By the way, how did you made that the "workerbugs" run away if it is dangerous and they have finished their building?

4184
Mods /
« on: 15 May 2007, 20:02:25 »
no that will be mine the indians !!!  :D  :D


i meant the plasma bug for example: its better with an animation speed of 90

      <skill>
         <type value="move"/>
         <name value="move_skill"/>      
         <ep-cost value="0"/>
         <speed value="50"/>
         <anim-speed value="90"/>   <--------------
         <animation path="models/catapult_walking.g3d"/>
         <sound enabled="false"/>
      </skill>

4185
Mods /
« on: 15 May 2007, 16:54:04 »
I played it and it works! ( on Linux!! with some modifications )

Animating:
The bugs ( especially the big ones ) animate too fast for their movements.
This should be corrected in the xml-files.

Linux :
You have to modify a lot of filenames.
There are a lot of models wich ends with .G3D which should be .g3d ( linux is case sensitive ) like referenced whith the xml-files.

the other file to rename are some TGAs wich have names like
 "texture_Map #1.tga" "texture_Map #2.tga" "texture_Map #3.tga"

which are referenced from the texture mapping in  the models with
"texture_map #1.tga" "texture_map #2.tga" "texture_map #3.tga"

( map not Map )

Installer:
The most annoying thing was the installer !
Why is there an installer???:?: I had to run a wine installation to get access to the files
I copied the needed parts to my glest directory. Ok by this I don't have the modified start screen, but that is all. ( Is that really all? )


Final words:
Great work ! The real mods are coming now !!!!!

4186
Mods /
« on: 15 May 2007, 11:05:22 »
Congratulations!

I will test it this evening.

4187
Mods /
« on: 8 May 2007, 21:49:13 »
ok, here is how to do:

how to do:

1. in blender go to objectmode and move the object center point ( the big ping point under the model ) excactly to center ( normally you better never move anything in objectmode to avoid this)
Now the object is in the cenetr position ( verify this from two views ( numpad 7 and numpad 1 for example )

2. now go to edit mode. Select all vertices ( A-key )
    now move ( g-key) and rotate (r-key) until the object is in position.
   The right position is slightly above the x-coordinate and y/z coordinates
   should be around the center. viw ( numpad-7) shows you the thing glest
   sees them from the front

3. when you done those things go to object mode and apply scale and rotation ( because what we did in 1. chenges the position ..).
apply scale and rotation : a-key or menu: Object->Clear/Apply->Apply scale and rotation.

4. in objectmode select your mine and export it to glest-xml, thats it.
 

If you are new to blender:

To move things:
select them and press the g-key. after that you can move the things or !!press x or yor z. If you do so, only moving along this axis is allowed.
to rotate things:
Do the same as described for move. The given axis is the rotation axis.

To move and rotate with the help of the keyboard is more exactly!

titi

4188
Mods /
« on: 7 May 2007, 20:48:09 »
cannot download, permission denied ....
fix it and I will help you ;)

4189
Mods /
« on: 7 May 2007, 13:08:07 »
You mean the indians right?

The models are finished, we are currently setting up the xml-files ( also nearly finished ) and we create sounds.
It's a lot of fun for my boys on the microphone crying like an eagle for example! But it's not easy to "speak" realistic sounds.

4190
Linux and other ports / glest editor
« on: 7 May 2007, 10:50:27 »
Does anybody has a working glest editor for linux ( 32-bit )?
I read it is possible to compile it with a patch.
Can someone build a standalone precompiled package (tar.gz)?

4191
Mods /
« on: 6 May 2007, 20:52:00 »
A complete linux installer version can be found here:
http://http://liflg.org/?catid=6&gameid=58

4192
Mods / Release
« on: 6 May 2007, 20:43:36 »
I'ts released now!!
See http://www.titusgames.de/
zip: http://www.titusgames.de/tileset_jungle_v1.0.zip
tar.bz2:
Code: [Select]
[url=http://www.titusgames.de/tileset_jungle_v1.0.tar.bz2]http://www.titusgames.de/tileset_jungle_v1.0.tar.bz2[/url]
and a screenshot from the jungle.
(with the new race indians we will release soon.)
 

4193
Mods / good animations news
« on: 6 May 2007, 12:33:41 »
I've got something for blender 2.34!!

It can export animations again!
I'm in contact with someone from the blender community and we get good results now. The things are still a bit unstable, but it works.
If you can't wait, contact me, otherwise I will release a new blender-xml-exporter soon which can export animations !!

( contact is:  info at titusgames )

4194
Mods /
« on: 4 May 2007, 19:33:24 »
for g3d-xmls?
No, there is no importer available

4195
Mods /
« on: 3 May 2007, 23:09:36 »
there is an export script  fix for blender 2.43! available at www.titusgames.de

4196
Mods / the animating problem
« on: 3 May 2007, 20:43:45 »
As far as I know creating an animating model is no longer possible with blender. Looking at the exportscript and searching in the web gives me the reason:
With blender 2.4 there was a big change in the way blender animates!!
So the current script cannot export animations with blenderversions >= 2.4!

Details: In older blender versions after setting a frame number the object data has changes. The object was really deformed. So you could read the new vertex coordinates for this object. This is no longer possible!
you always get the same data for every frame, that's why the things are not animating anymore. If anybody knows how to fix it please let me know!
I will try my best .....

here is the critical python code:
...
        iobj: is just a counter to visit all selected objects
...
        l = range( 1 , frameCount+1 )
        for frame in l:
            Blender.Set('curframe', frame)
            fmesh = Blender.Object.GetSelected()[iobj].getData()
......

4197
Mods /
« on: 3 May 2007, 14:15:15 »
alt + prnt does it for a single window. This works in Windows and Linux.

4198
Mods /
« on: 3 May 2007, 11:57:04 »
open the file with an editor and read the comments
or have a look at the wiki:
http://http://glest.wikia.com/wiki/Exportscript

4199
Mods /
« on: 3 May 2007, 11:00:55 »
damn an error

copy and paste ...... so there is a new working version of the exporter available ( same versionnumber, please reload it again )
www.titusgames.de

4200
Mods /
« on: 3 May 2007, 09:30:01 »
Huh, many polygons. This might be a problem for the enginge if there are too many of these polygonmonsters in the game  :D

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