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 - weedkiller

Pages: 1 2 [3] 4 5 6 7 ... 12
51
Mods / Re: Ancient Egypt Faction
« on: 3 September 2009, 10:25:02 »
well, thanks for the flowers guys 8)
i think the ibis is good now, i only need to resize it but therefore i must do ingame tests.
yea, atm i have holidays(studying) but not for long anymore xD



the chckenfarm is still workinprogress; textures need a redo and size must be skaled...
chickenfarm_blend+tex
ibis_blend+tex+g3d

52
Mods / Re: Ancient Egypt Faction
« on: 2 September 2009, 14:37:56 »
Ok, i made some tests, i think ths size is good, its a bit taller than normal units, but anubis is also thiner...
well as ever the perspektive is eating details, the skin is looking just black, it becomes better if you zoom in; but that was always the problem

anubis_blend+g3d+tex

edit:
hm, what do you think how an ibis attacks?



53
Mods / Re: Ancient Egypt Faction
« on: 2 September 2009, 12:54:39 »
ok, what about the texture? i think basically its good, but i must have a look if the face works ingame
i already animated it, but of course i am not so good at it, so perhaps we need a workover.


54
Mods / Re: Ancient Egypt Faction
« on: 1 September 2009, 11:23:39 »
heres a new unit anubis; its not supposed to be a real god but a mythtical warrior like the mummy or pharao(priest)
now i have the pleasure to texture it xD, hope i find some good phototextures


edit: typing errors

55
Mods / Re: Ancient Egypt Faction
« on: 31 August 2009, 18:22:26 »
thanks for the textures, i will see if i can replace my drawings wth it, always so ugly xD
ok, thats now without the grass, i will go on when i have my first expiereiences within glest

any suggestions what building/units we need now?



56
Mods / Re: Ancient Egypt Faction
« on: 31 August 2009, 17:35:20 »
this is how the transparency looks atm. i will do tests in glest later, but right now i think it works.
i tried to avoid halftransparency but you get these edges anyway...



57
Mods / Re: Ancient Egypt Faction
« on: 31 August 2009, 13:35:58 »
I let them peck and modified the ground. I can still leave the ground away, for examle for snow terrain, but then i loose the dirt too... the problem with transparency was, that the model wasnt shown itself through it right? then i must try some triangles...


58
Mods / Re: Ancient Egypt Faction
« on: 30 August 2009, 07:11:48 »
i modified it a bit, now it has chickens...


59
Mods / Re: Ancient Egypt Faction
« on: 28 August 2009, 15:48:41 »
i looked over the tech tree and perhaps we can use this chickenfarm ;)

60
Mods / Re: Ancient Egypt Faction
« on: 13 August 2009, 12:34:40 »
ok, last attempt for textures... the g3ds may be the old ones, titi improved them (tnx ;) )
newTGAs

61
Mods / Re: GLADE Team Project: Dark Magic
« on: 23 July 2009, 18:09:40 »
easy one ;)
set the map input in your material from "orco" (current) to "UV"

orco means something like the texture is projected from every axis on the model (like a cube which is wrapped on the modell when i make it smaller and smaller around the object)

62
Quote
Obviously Glest can do team coloured alpha
where?

i tried something like that with the indian princess modell, you can make a seperate mesh with teamcolor. then you change its alpha in its material so the whole mesh looks transparent. i didnt use it finally because it didnt work good for my modell; i think doublesiding was lost this way...

63
Mods / Re: Ancient Egypt Faction
« on: 1 July 2009, 19:14:02 »
finished some anis; its probably too big atm, you can try playing it as replaced tech/archer  ;)

chariot_blend+g3d



64
Mods / Re: Ancient Egypt Faction
« on: 15 June 2009, 20:01:40 »
finished some first moves, the textures are sadly not satisfying atm, if you want to improve, here you go xD
chariot.blend

65
Mods / Re: Ancient Egypt Faction
« on: 5 June 2009, 15:49:20 »

ok, now i im starting with textures, the archer is of course a placeholder, i will "agyptinise" it later
the red and green color can be teamcolor, but perhaps i must apply aditional details to it; i will see ingame.
perhaps some parts can be have fixed color.

@mummy and scarabs, wow that looks impressive 8);
i think the tapes of the mummy already are well placed, it only needs more detail and contrast

66
Mods / Re: Ancient Egypt Faction
« on: 21 May 2009, 20:32:26 »

slowly but steady... uvs are ok now, as you see i plan many parts just as repaints... will save much work

67
Mods / Re: Ancient Egypt Faction
« on: 13 May 2009, 20:13:00 »
started a chariot

Free Image Hosting by ImageBam.com

As you see i still have to create the contour. Shall i make the warrior from an archer, archmage or a agypt worker (of course repaint of armor), what do you think?

68
Mods / Re: Ancient Egypt Faction
« on: 22 April 2009, 20:35:15 »
hi titi  8)
has been a while and i admit i never finished persians, but you did well ;)
temple
ok, heres the file, i tried stretching it so if anyone whould have a go on textures?
i can try myself but i personally think good texturing is more difficult than lowpolymodelling...

what about the units? we still need the horse-car-archer?
as i read agyptian warriors didnt were helmets or amors, so we can just copy some workers again...

ps: i thnk i will make uv's soon, that is still part of modelling

69
Mods / Re: Ancient Egypt Faction
« on: 22 April 2009, 18:36:03 »
hi fellows xD
if you like a temple... well its quite basic but maybe it gets more details by texture

Free Image Hosting by ImageBam.com

70
Mods / Re: Dwarf faction
« on: 14 October 2008, 16:45:55 »
hm, yes persians will go on but not likely in further time. i finished with school and am studying right now; so much about free time  :P
i will play on it from time to time but to be honest it will go on slower that it already was

71
Mods / Re: Dwarf faction
« on: 13 October 2008, 15:56:21 »
hi, just played your faction!
I think its really good, the models have very unique looks and so far (well its small till now) the techtree makes fun.
Ok, to add some critics: you did already a great job on textures especially in thinking out details of amor etc. I always have problems to get a convincing looking armorcomposition. Only thing i can say: especially the hero needs higher contrast in its texture, it looks too onecolored from range. Only some dirt or just lowering brightness in some parts should do the effect.

Ah and, was quite funny in game when ai came with cataults, as they have radiusdammage and i only had meelefighters it was like a tank that did half my army alone xD. But thats of course only due to the limited techtree so far.

Keep the good work  8)

72
Mods / Re: 3d models
« on: 30 September 2008, 20:16:03 »
make some suggestions   ;D
blender has some scripts, common formats can possibly created, but you must look at the spezific case.
what animationsystem do you have in mind? morph-vertices like glest or bonebased like in real rpgs?
if you ask me there may be md2/md3 direct-x(*.x?) some ascii-based(*.asc) or maybe some fbx(?) ...
if you like northmen i can give you the blends. original glestmodels are not directly compatible. you need lots of work there.

73
Mods /
« on: 13 August 2008, 10:21:48 »
hey nice idea  :D now you need one in mage-style too

74
Mods /
« on: 11 August 2008, 10:38:06 »
Hi,
sounds very impressive and a well-though up faction.
For the dwarf building i only found this pic by google.


I think the houses must be build into the earth, so they are  not very high and perhaps they have earth-walls/hills that cover the house from being seen.
The walls should be natural stone and the roof should be high and wood/grass. The edges must be bound, so it looks like taking cover at its place...
Hm, dont know if that helps its always another part to out this imagination into a model.

75
Mods /
« on: 7 August 2008, 08:37:30 »
Hi,
if you want some help i can try something, but i think you know about spare time and creativity-flow  :O ...
Maybe you can make a axethrowing unit; can projektiles be animated, so that the axe spins? they are at least g3ds (like the arrow of the archer).

Pages: 1 2 [3] 4 5 6 7 ... 12
anything