Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - titi

Pages: 1 ... 165 166 167 168 [169] 170
4201
Mods / Problem is fixed!
« on: 2 May 2007, 20:15:57 »
Hi I fixed the blender xml-export script.
Blender v2.43 can export now!!

A new version ( version 0.1.3 ) is available on www.titusgames.de
http://http://www.titusgames.de/blender/g3d_xml_exporter_v0.1.3.zip

update:

damn there was 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

4202
Mods / exportscript issue fixed
« on: 2 May 2007, 20:14:02 »
My first excursion in the world of Python was successful!

I fixed the blender xml-export script.
Blender v2.43 can export now!!

A new version ( version 0.1.3 ) is available on www.titusgames.de
http://http://www.titusgames.de/blender/g3d_xml_exporter_v0.1.3.zip

4203
Bug report /
« on: 2 May 2007, 11:16:55 »
Same problem here, but it doesn't happen very often ( every 20th game I play )

ubuntu linux 6.06 32-Bit

Athlon64 3000+ , nvidia geforce 7600GS (nvidia-driver)
and
Athlon64 2800+ , nvidia geforce 4200 ((old) nvidia-driver)

4204
Is glest 2.1 released?
Has anymone statically linked binaries for me ?  ::)

4205
Mods /
« on: 1 May 2007, 08:12:19 »
I've learned it with this one ( but the german version is a bit more up to date  )
http://wiki.blender.org/index.php/Manua ... es_Part_II

see the skinning part !

4206
Mods /
« on: 29 April 2007, 18:49:00 »
wow!
Good work!

Can you guys help us with the export of blender-animations?
Is it possible that  you give us a simple animation example which exports well to glest ( a blender file and a simple "how to"! )  ?

pleeeeeease
my indians need an eagle and a campfire and .....

4207
Mods /
« on: 29 April 2007, 18:43:52 »
same here !

I can create models with textures, but all animation failed ( I know how animate now with blender armatures). See my glexemel post.  :)

4208
Mods /
« on: 27 April 2007, 07:26:18 »
UPDATE:
Found a problem!
It was the UV-mapping. Remove your material from the ghost and the export is OK and glexemel will work!
The way you assigned the textures to the ghost seems not to be glest-compatible  :confused:
By this the ghost(only the ghost!!) gets glest-compatible, but it's still lying on the ground. Select the ghost in objectmode and export it. this will produce a lying ghost.

more problems:
- the plane with the shot has an unvalid tga-file attached. In glest only black/white or rgb-tgas are allowed




Some other hints:
-----------------------------------
In object mode select the objects then press ctrl+a to apply changes.

A little bit special is the positioning of the object:
When this is wrong ( the object is in the ground or is not visible or something else ) here is the way how I fix it:


In object-mode select the object and do object->transform->ObjectDataToCenter.
Then move the object-center-point (dont't know the correct blender name)
to the center of the grid. (x=0 y=0 z=0)
Then change to editmode and move all of this objcet in the correct place ( relative to the center ).
Then change to object mode and apply changes (ctrl-a).
thats it, the obbject should be in the right position in the game.
Maybe there is an easier way, but .....

For your ghost it doesn't fix the situation.I still don't know why.

4209
Mods /
« on: 26 April 2007, 11:57:23 »
Yes comments :)

I also tried to export (wraith attacking) to glest, but it failed.
(Glexemel said error ....)
I think one of the main problems is, that I can still see quads in the model.
They must be converted to Triangles before exporting to glest.
I know that you get very different errors when exporting models with quads to glest. You can try to fix this to get a working model.
Another problem is, that you probabaly fogot to apply scale and rotation on your objects before you exported to glest.

At the moment I for myself am only able to create non-animating glest models ( because I'm new to blender ).

4210
General discussion / Hi captainallen
« on: 26 April 2007, 11:30:45 »
Welcome captainallen!

We really need blender knowlege here!

Can you create some animating low polygon models for us?
We have a blender importscript and an exportscript, but they both have their limits.
Please see the glest wiki for more details.
http://http://glest.wikia.com/wiki/Modify_Glest

Example of what I need:
I need a riding indian who shoots with a bow.
I need the animations for
attacking
riding
standing
dieing

If you want you can import a horse and a man from the existing game to get startet.


( see www.titusgames.de )

4211
Mods / -
« on: 25 April 2007, 19:00:29 »
:cry:

4212
Mods /
« on: 25 April 2007, 08:45:25 »
You still don't know how to use it?

I'm using the linux version buit the windows version should work the same:

It should work like this:
1. export your model from blender. You receive a .xml-file.
2. copy this xml-file to your glexemel directory.
3. open a dos-box(cmd-window) and navigate to the glexemel directory.
4. type something like this:
         xml2g.exe  filename.xml filename.g3d
5. that's it! you reveive a .g3d file

titi

4213
Mods / v0.4
« on: 24 April 2007, 00:11:38 »
v0.4 is available

v0.4 includes:
                   - new ambiente jungle sound for night/day.
                   - some new textures
                   - a flowered tree

What did you think of the new sound ( stop the music to hear it! )

4214
Mods / @theotherhiveking
« on: 23 April 2007, 15:22:12 »
@theotherhiveking:
Did you ever created an animating model with blender which could successfully exported to glest?
If you've got one please please please send me the blenderfile.
(email:  info aat titusgames.de). I want to learn it too!

titi

4215
Mods /
« on: 23 April 2007, 14:25:18 »
looks great!

What about a beta-version?
Can others ( me  ;) ) use your models too?  ( will they be released under GPL?)
Are the models made with blender or 3ds?

4216
Mods /
« on: 23 April 2007, 08:34:45 »
A validator would be nice.

When started from a terminal ( xterm/dosbox ) glest gives errormessages, but if you have a separate checker you don't always have to start glest to check the things.
It could be based on DTD's for the xml-file. It's simple to write and would help a lot. You don't always have to start glest to check the things.

All this can easily be done in java ( platform independend ) and easy to implement. If someone is willing to produces the DTDs ( the main part!!) probably I can create the program.  ( I just did things like this at work )

4217
Mods /
« on: 19 April 2007, 22:49:06 »
screenshots?
You get them by pressing the "t" button when youre in the game.
You'll find them in the screens directory then. The screenshots are TGA-files.
You can convert them using gimp. Simply load them in gimp and save them as jpg.

By the way free cameramove is "m" and you can navigate this view with
the keys:
w a s d

Is that what you mean?

4218
Mods / v0.3 it's nearly finished!
« on: 19 April 2007, 21:37:52 »
v0.3 is released and it's nearly finished!
Download it as .zip or .tar.bz on http://www.titusgames.de and unpack it into your "tileset"-directory in your glest installation. Then choose tileset "jungle" in the game and play a level.

Please test it and give me your comments !

4219
Mods / good idea but...
« on: 19 April 2007, 12:33:40 »
I for myself think there is no need to create such an editor.
OK, it's better with an editor, but those people who really want to change the behaviour, quickly learn the xml-thing.  :D

What we really need are new (and good) models!
Xml-file editing can be done by a lot of people.
There are also people with texturing skills, but what's really missing are new models! No models, no new races...

And MULTIPLAYERSUPPORT!
The missing multiplayersupport is the most annoying thing!

4220
Mods / new tileset jungle ( released 2007/05/06 !!)
« on: 18 April 2007, 20:29:26 »
Ok probably it's not a jungle, but it's something with palms!
My first new models !! Created with blender/gimp.
Try this new tileset:
http://www.titusgames.de

edit:
The following is fixed now:

Quote
Probably someone could help me with e Blender/Glest-problem:

As you can see, I have two model ( grass and a cactus ) with problems.
The models are in the earth, but why?? Did I forget to apply something in blender?

Here you can download the grass model.
the model:
http://www.titusgames.de/blender/grass.blend
the texture:
http://www.titusgames.de/blender/grass.tga

Please help me if you can!

here a screenshot:
Code: [Select]
[img]http://www.titusgames.de/pflanzen.jpg[/img]

4221
Mods / it's possible
« on: 18 April 2007, 12:30:11 »
I think it is all possible!

You can create a shot which damages things in a region and you can choose the kind of attack. Have a look at the "archmage". There you can choose the kind of attack and he has a attack that also damages things nearby ( Also have a look at his .xml-file. There you can see that the shot definition has parameters for things like this!!

4222
Mods / Solved
« on: 24 March 2007, 00:39:23 »
found it:

from the exportscript comment:

....
Before exporting your model, apply the transformations
#       to each of your mesh (In the 3D space window's menu :
#                           Object->Clear/Apply->Apply ... )
......


I forget this one, so the rotations I made weren't applied and not effective.

4223
Mods /
« on: 23 March 2007, 20:57:21 »
Here is a link to the tipi model:

Try to export this and you'll see a lying tipi in glest. How con I fix this???

http://http://www.titusgames.de/blender/tipi3_1.blend


please help me

titi

4224
Mods /
« on: 22 March 2007, 11:55:36 »
I think no!

I rotated the model in every direction without moving the camera, but without any effect!

4225
Mods / Blender generated Models with wrong orientation
« on: 22 March 2007, 10:47:21 »
Whats wrong here?

I imported some models from glest and export them again ( only non animating ones at the moment). Everything works fine, but now I created something completely new ( an indian tent ). When I export this, it's always lying on a side when shown in glest. I tried to change the orientation in blender for the model, but without effect.
What do I have to do to get the tipi standing not lying?

Any hints?

Pages: 1 ... 165 166 167 168 [169] 170