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Topics - weedkiller

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Tools / Real-3d-painting_likeBluePrints
« on: 22 October 2016, 13:36:26 »
I model for quite some time now (though not very well),
but theres one idea that comes to my mind:

I often construct my models from 2d planes, so i thought what about an Editor that lets you contruct an 3d Mesh just from x/y/z planes paintings?

heres what i thing it could work:
- Object is constructed from several (not concave) subobjects.
- subobjects are merged as voxels (think of minecraft)
- the result is exported as a highpoly mesh that can be simplyfied and edited in blender

the alignment of the blueprints is like constructing a plane:
-you have your main layer (for example y-layer)
- and you can define several cross sections(x-layers)[theese cross sectiones are interpolated according to y/z-layer]
- at last you can define a additional boundary in the z-layer

the layers would be movable and groupeable like layers in gimp

heres an image which demonstrates this:


i think i have thought it through till to code this, only it would take me quite some time, so dont expect anything soon.
first could be a commandlinetool which processes a set ob x/y/z-layers...

feel free to post concerns/hints/whatever 8)

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Mods / anotherSteampunkMOD
« on: 28 February 2015, 11:48:04 »
Hi everyone,
i want to create another steampunk MOD but one which focuses more on heavy tech units.
This is how fare i made it until now:
Sadly i suck at texturework, but since im on my own this will have to work  :P



- please submit units you would like to see.
- any other comment is good

EDIT:
first playable version:
To play it use it as an faction in megapack tech tree.

http://www.filedropper.com/steampunk

4
Mods / ORCS for MG [UPDATED!]
« on: 27 May 2010, 16:47:57 »
2cond Beta: http://www.mediafire.com/?y43wltock4z1q9k

Hi guys,
plz leave comments about balance, units and stuff..

still left to do is:
- sounds
- music
- building creation/destruction modells

and here some pics:

5
Mods / Persian Mod (part of megapack v4)
« on: 27 April 2008, 16:09:31 »
Here is the persian mod

For downloads see http://www.titusgames.de

current screens:
Click on the image to see more!


----------
original post by weedkilller:

Hello, as Zaggy Dad adviced i will start making persian modells now. I dont know if it will get a full faction but at least i will collect modells until i can group them to one.
I chose persian because then we can use Zaggy's elephant and i like the orientalic(?) lookings; Greeks would have been nice too but my creativity was not so good at them.

Please give me feedback and hint for improvements of the modell.

the image is a link to the hostservice as i dont know if they like direct linking...

6
Mods / [solved] blender_export_(smoothinggroups_?_problem)
« on: 19 March 2008, 14:09:09 »
Hi all,
i have some "beauty" problems with blender export to g3d.
I use the newest blender-exportscript and the glexempel .exe with wine to convert.

The problem is that ingame the models aren't smoothed correctly like seen on the image. I'm not sure where the problems begin but i will investigate. At the moment i know that normels are exported corectly and it should be something with smoothinggroups (wether a face has hard or smooth borders to others, for example a quad of triangles always has smooth borders inside).

Does anyone know any tricks inside blender to change facegroups? i only can set all smooth or hard but not different smoothingroups...

Ok, an image: The left one is original g3d with white texture and the other in and exported one with also white texture.

probably it helps to look at xml files, if the problem doesnt occure right after converting in every direction ;)

7
Mods / compiling with ... (Dev++4 for example)
« on: 4 June 2007, 09:28:37 »
Hello, [skip what you dont like]

[some dreams]
don't call me stupid, but i want to try compiling glest. well, my aim is to change some code of glest (something i could be able for: multi-attackanis, some advanced hero-support, not just levels). also i will try to understand the working of ai, in order to optimize the techtrees in our mods and of course, as a shadow on the horizont(?) ... multiplayer

[my skills at the moment]
ok, i must mention that i am not close to c++, i have good understanding for pascal (but delphi, so memoryhandling and stuff like this has not been my work...), i also have made a chat-program (lan) and a basic openGL program (you could run and rotate by the mouse, the only "physik" was: the camera and modell was placed on the ground, the 3d-landscape was kind of 2d (no "tunnels" in it). so i already was contacted with some network-code (simple socket-communication) and api (of course i used a template for the windows-stuff)
i read many c++-tutorials in the last days and i have now a basic understanding of c++ (syntax, some pointer-operations etc.), but of course i am not able to understand the glest-sourcecode since i did't get behind the many files. this is also a problem whitch remains, when i want to compile it:

[compiling problems]
i tried to use the intructions for glest1.0 (see https://docs.megaglest.org) for glest2.0 sourcecode, but it was also for another programm (visual VC, not Dev++4). so i could only guess what the corresponding properties are in my program.
I started with the "sharedlibrary". what should i use as projekt-template? i have to use one, or is there a "main-file" in the glest-code that i only have to compile(with all its included"childrenfiles")?
well, as there was talked about "static library" i chose a *.DLL, but this is "dynamic link library". can it be the same?
since dev++ doesnot copy files into the project-path but just opens and uses the given files, i simply copied the "sharedlibrarysource" into two subdirectionaries called "header files" and "source files". than i decided some special folders to be used: (is it right to choose, or must all be used?)
in graphics:
- subfolder "GL" , not "GL2" or "D9D"
in platform:
- subfolder "win32", not "SDL" (3. one?)
in sounds:
- "openal" , not "ds8"

well, could it work with this? can you give some explanations?

i have also problems with linking: the compiler says that for example in "texture_manager.cpp" the file "texture_manager.h" is not found, and it wants a "texture_manager.o" file whitch should be a binary compiled version of "texture_manager.cpp". but all these files (exept *.o) is included in the project and even listet in it. must i set more include-path, or what is this? and, why does it search *.o, shouldnot it create the binaries itself out of the *.cpp ?

hmm, and last, i am not sure which librarys (SDL, xerxes, ogg) to use.
i used most of the ones mentioned in the wiki, but i could not get the mentioned version of SDL and xerxes. the last one should be working i think, but what about SDL? when there are false names ("stinct.h" as "SDL_stinct.h") should i better rename in glest-source than in the SDL-package?

and, last but not least; i couldnot find the lib-path for the project. i found an include-path and set many of them (like in the tutorial) but the only lib-path-settings appear under "compiler configuration". can this be compatible?

well, i cannot expect someone to have an answer for this all, and i still won't be able to make good modifications to the code even if i could compile it ;), but hope dies last...

8
Mods / XML-Stuff
« on: 31 May 2007, 09:53:29 »
Hello,
I've started with this "coding stuff" now.
I want you to collect all the tipps you have so we share knowledge and get "unique" character and unit-behaviour.

OK, my current question is, how can i implement different attackstyles?
Yes i just made three skills, but they arent treated equal. Always one ani is prefered and the others only show when they are user-enforced.

I also tried to "enumerate" different anis (<animation path="models\***.g3d"/>) but i wasn't sucessful. is there a standart syntax in XML, which lets the program choose one value randomly? I searched like a syntax like it is shown at the sounds, but it seems this feature isnot supported for animations.

My last idea would be to connect all attack styles into one ani. when the unit attacks for a longer time it should use the different styles. but this creates a new balancing problem: can i damage severaltimes during one attack-sequence?

feel free to post your own questions and successes(?).

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