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Messages - weedkiller

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76
Mods /
« on: 6 August 2008, 17:58:13 »
Hi,
if ms3d supports animation you could try it.
Blender 2.46 has it under its file->import section.

77
Tools / -
« on: 2 August 2008, 07:58:59 »
YEA, it works, thanks hailstone :D

https://docs.megaglest.org/Video_tutorials

78
Tools / -
« on: 1 August 2008, 09:15:39 »
I have put the videos on a summarypage in the wiki. Does anybody know how to create an embeded version ? htmlcode does not work copy/paste and the videofunctions seem to copy the full video there... dont know if to do that.
https://docs.megaglest.org/Glest_Blender_Hints

79
Mods /
« on: 1 August 2008, 08:08:29 »
Hi,
i added your tutorial to the wiki. I hope you like it, else please edit it.
http://http://glest.wikia.com/wiki/Wciowanimation

80
Mods /
« on: 31 July 2008, 07:54:03 »
thats really well done!
it should be added to the wiki too.

if you put it to contribs, can you include the texture too? you can do that in the blend if you click File-> ExternalData-> Pack into blend and File->Compressfile
//EDIT:
eh, i forgot, the texture is with the g3ds...  :-[
anyways, i heared of an browserplugn for blender, perhaps that can be used for the wiki. but perhaps not such a good idea as it wont show bones, must search further on that

81
Mods /
« on: 31 July 2008, 07:36:08 »
i mostly use relative path for the image. like
//mytexture.tga

82
Mods /
« on: 29 July 2008, 15:45:02 »
you could upload the blend to let us have a look
http://http://www.mediafire.com/

83
Mods / -
« on: 27 July 2008, 16:06:47 »
ok, i worked more on the texture. Everything is handdrawn exept the face. I am still not really happy with it but i cant get it nicer  :confused:

//EDIT texture was missing


Code: [Select]
[url=http://www.mediafire.com/?gmydgdndb2w]http://www.mediafire.com/?gmydgdndb2w[/url]

84
Mods /
« on: 26 July 2008, 10:56:01 »
Okay, sci-fi sounds good because its something new (besides Nihilirians's mod which was that way). I also like the fast-gamng style, this can be done by xml-configuration.
I think we should only speed up buildings (buildtime, production). Also there should be defenceguns whih have high attack but low health so you need troops to cover them or they will be rushed. Units should last some time on field, but that always depends (equal units will slay each other one on one). Lets say: You need 5 units to kill 1 unit with first attack.

And story, we could take only one star at first, so only one race and ofter that you can add another one. This is as ever to keep it not too much work but enough to track on quality.

I think they should be like humans that way they have fingers for weapons and 2-legs; or more legs but a body like a Centaurus (so a part of body looks lke human skeleton; no spider-insect that wont even be able to use a hammer).

Then weapons like lasers but with "technology"background: One fires fast but inacurate and only middle damage (wonder if that can be done). Other has big laser with slow recharge and bg bubblefire (splashdamage). There can be tanks but only without turret and i think like in glest it should be obvious where the driver is.

Okay my little flood of thought...

85
Mods /
« on: 26 July 2008, 10:30:29 »
The wizard which lets you import g3d doesnt work for exporting... Anyways the imported g3ds need some work till they are ready for export again. Thats due missing boneinformation in g3d-format and other stuff.

Check out the wiki: To export to g3d from blender you need two things, the exportscript(which creates xml files) and gleempel whixh packes the ascii-xml into a binary g3d file.
http://http://glest.wikia.com/wiki/Main_Page
http://http://glest.wikia.com/wiki/Blender_Modelling

http://http://glest.wikia.com/wiki/Glest_Blender_Hints
http://http://glest.org/glest_board/viewtopic.php?t=3666&sid=f6164cadc3e676b3ab6fc1471250eff9

86
Mods /
« on: 24 July 2008, 08:06:16 »
well, at the beginning Nihilirian said that he wasnt waiting for a god showing up.. so which of us will turn the glest-engine into a mmorpg if we even have no 100% network working? (not ment in a bad way, i think Glest-team did a great job in every way; they are even not paid for it)

so lets be realistic, if we teach each other how to do 3d,2d graphics we will learn much. and you could do the mmorpg with the created modells afterwards if you feel so  :D. i think you can only learn by practising, so lets go ahead and make a new faction with a big team!

my suggestion for a theme is:
- (okay completing the persian faction would be selfish) :wicked:
- a 3rd daemon-based faction in contribution to magi/tech. there should be no humans in it, only a group of wild monsters

87
General discussion /
« on: 21 July 2008, 18:10:08 »
perhaps you can fake the smoke within the animation with transparent faces. only looks bad if the machine turns   :O

88
Mods / -
« on: 21 July 2008, 17:55:03 »
hi zaggy, yes i would appreciate(?) you give a try at animating, i suck... its supposed to be an princess but it just moves to rogh when i try  :O

thanks for the elephant, that was the thing which made me start with this.

i upload the current version that is rigged and modelled. texturing is still missing.

i think i got the facecout right now. just 600 faces when i see right so nothing to worry...

EDIT:
Code: [Select]
[url=http://www.mediafire.com/?ztcdcnatjmi]princess_rigged[/url]

89
Mods /
« on: 21 July 2008, 13:36:33 »
Hi Nihilirian,

i still am not sure what you mean by engine; Have you already changed the c-code of glest and recompiled it?
If yes we might be able to do some tweaks and hopefully we can teach each other to understand the code, but you may notice that even GAE with daniel.santos and hailstone is currently kindof stopped because its so difficult (and only few people had to do the hard work for all).
If not, well than we can only use the changes we can make with xmls and art (3d, images, sounds).

That doesnt mean that we can not make something impressive but its just exchanging parts and not really programming. Also we must test what glest gves us in its current state and then we must think up which themes are possible (for example you cannot make boats and no good tanks because you cant make a rotating turret).

So i again think, main focus are new factions of course based on a great story and designing menusa nd stuff.

Basically i am interested in every project with glest, but dont put me as a fixed member because there are times in which i can not contribute much creative work.

90
Tools / -
« on: 20 July 2008, 18:18:18 »
I made some pictures for windowsusers how you use glexempel to get your model xml to g3d and into glest.
Pictures are from vista but it can be used for xp too.






I dont get a embedded version working, so i must upload it elswere to be used in the wiki.

91
Mods / -
« on: 20 July 2008, 14:37:06 »
hi guys, i need some help with the princess model... i got a face done but i dont get it really lowpoly, it already has about 200 faces (just the head with hear). So if you could have a look, thanks.

@Nihilirian you mean his clothes around the legs? shell i upload the modell so you can improve it?

Code: [Select]
[url=http://www.mediafire.com/?l2egd29bmwg]indian_princess_head.blend[/url]

92
Mods /
« on: 20 July 2008, 08:59:38 »
Hi,
out of my Northmenprojekt together with titi i think i got some experiences about how such a project can work.

Main issue is that motivation and inspiration must be kept alive as itis the main thing which is needed. I think you can loose creativity very fast so dont overstress yourself with selfcreated rules, that can only be limiting. You cant expect that everyone has time to track the project in a row. If someone doesnt show up anymore that must not influence the project, the others keep working and maybe the other finds time and motivation again.

Okay, now how can you handle a project that is developed by many people? In my opinion you must create the techtree at first together with conceptwritings how exactly the unit shell look like. And dont make too much units, you will end up with low quality, better focus longer on one unit and try improving it. Of course we are no professionals(well at least me 8)   :D

EDIT:
@kukac  "Pató Pál úr" -> i found a spanish poetry, only word i understood was "pest", so maybe a very cruel tale right? :D

93
Tools /
« on: 19 July 2008, 15:13:23 »
Hi titi,
i think it covers the part that it is intendet to. Its not possible to show everything in video because theres so much to know about glest-modding(especially in blender/ or glexempel on linux-windows).

So if you want a tutorial that covers everything how to create modells from scratch for glest you need to create a pdf or stuff which can be more structured than a video.

I once created a gif which showed the texturing-settings in blender needed for glest; perhaps i will expand it and we can fill out the wiki.

Do you know a way how to include a video into html/ any other documenttype so it can be structured via text and then you are shown the buttons by a short video?

94
Maps, tilesets and scenarios /
« on: 19 July 2008, 14:37:52 »
WOO-iciow  :D !
Like this very much especially the new isle with water around it. I think i will play now glest the first time on my laptop...
The closeup render shows how good the alphamap and light-balance is of the palms, very impressive.
The block rocks could perhaps turned into cliffs, maybe i can try making a model but im not good at textures.

EDIT: maybe im dumb but i cant find how to download from the site?

95
Mods /
« on: 18 July 2008, 17:33:14 »
hi titi,
well, it will be a faction if i get enough modells done, xml making should be not too hard if i just copy a existing faction (so if i just replace the tech modells and use its "slots"). Of course it can be improved afterwards...

Your ideas sound very unique/individual, thats great. I was inspitated(?word) by zaggydads elephant, so if i use it again (will ask him) we would alredy have enough for a techtree as i want to keep it simple but with quality (ok, as much quality i can make 8)

96
General discussion /
« on: 18 July 2008, 14:09:47 »
hi, i am not sure but perhaps you can run the install exe or msi in compatiblitymode? (rightclick->properties->compatiblity->xp/win98)

97
Mods / -
« on: 18 July 2008, 14:04:52 »
Hi guys :)

I found some time to continue... plz tell me how you like the texture. Next step is animating, skeleton and rigging is already complete.
I called this thread "mod" at first but i wont be able to finish a full faction so, if someone wants the model for his mod i can post it here.


98
Mods /
« on: 23 June 2008, 16:53:13 »
you can make the unit transparent with gimp and the alphachannel. Then you cannot use teamcolor on this model. But changing the behaviour is only possible by "recoding" glest...

99
General discussion /
« on: 15 June 2008, 13:02:54 »
Hi ttmj,
wow i just looked into your file (with my new lappy under xubuntu XD) and i must say, nice setup!! I havent testet it on the model so far but i think its really great work.

100
Announcements /
« on: 31 May 2008, 15:07:23 »
I think my PC is little newer despite it has lower graka (P4@2,2 - 512Ram - Geforce 4200 Ti with 64mb).

I compared at fourrivers with standart and new tileset:
Shadows are 3d and 3d for water is on i think.

-standart:
I have a framerate at 75. Framerate doesnt drop because of the tileset whatever you do (camerazooming) and trianglecount is around 20000 at max (only the map, didnt build new units).

-new:
With the newer tilesset i get 75fps as maximum aswell but if you look at much trees or zoom at them you get drop to 38 frames. Trianglecount is ~40000 then. Basically the rate is around 60 fps so i think its playable all time.

So i think you mustnt worry, although it takes more power it is really worth it (looks so nice :)

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