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Messages - atze

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51
This scenario is really good, great done  :thumbup: :)

I see it as titi,
... ( I really thought my MG build would have a bug when I frist startet it! ) ...
'I thought exactly the same.  :O'
 
Be a clue to something like "press p now and have fun!" or so.

Nonetheless, really well done.

52
Closed bug reports / [fixed] r4598: rock textures are gone
« on: 8 October 2013, 18:04:18 »

Testing svn rev. 4598 I noticed that rock textures are not longer rendered.

Here are 2 screenshots with the same settings (tileset), for better understanding.

Screenshot 3.8.0 beta1 :
(click to show/hide)

Screenshot svn rev. 4598 :
(click to show/hide)

My system:

Linux 64 bit, ATI driver 8.97.100.7, running MegaGlest r4598 (which I compiled myself)

53
Mods / Re: Prax Mod (release version 0.5.8)
« on: 24 September 2013, 19:23:14 »
So to just get a little feedback :|, I once opened a poll.

54
Mods / Re: Factions Download Center
« on: 24 September 2013, 11:53:44 »
I can't find a download for Prax though, I heard about people playing it.

Any download to add?
Last I heard, it was a closed beta. I'm sure a finished product will be available in the near future, though.

Correct  ;) , Prax-Mod ( version 0.5.8 ) is available, even directly over Mod-Centre and download see Prax-thread.

55
Mods / Re: Prax Mod (release version 0.5.8)
« on: 14 September 2013, 20:29:11 »
Here, after some time  :), a playable version. There is a version that is not 100% complete. One or the other will still be added, probably.

See first post.

56
autor map: Pentagon is calvarr https://forum.megaglest.org/index.php?&topic=7752.0 (Reply #2)

1vs1_2vs2_lakesway = lakesway  (include 3.7.1)
another_riverside_a3 = flankenangriff https://forum.megaglest.org/index.php?&topic=8252.0
loggerheads_a1 = loggerheads https://forum.megaglest.org/index.php?&topic=8252.0
swamp_of_hope_a1 = swamp_of_hope https://forum.megaglest.org/index.php?&topic=8252.0

57
Mods / Re: Changing the color of a statue's socle
« on: 5 June 2013, 17:41:22 »
I aim to modify the color of the status by colorizing the texures of the statues models in order to create ice or maybe even lava statues.
However, even though this works for the model on the statues socle, the socle itself remains grey.
My question is can I fix this and if I can how can I do so?

PS: I'm new here, if something is wrong with the post or the place I start it, I'm sorry.

Welcome helpme^^ !

I would do this by using the "uv-map".
To be modified to model import using the g3d-im-/export-script in blender.
Show me where the texture of the mesh (some models have several different meshes and textures).
In the uv-editor (in blender) of the desired mesh create a uv layout (and save it!) and
as a level to edit the correct texture in a graphics program (eg Gimp) use.

Here is the uv layout of the base of the statue Battlemage. (texture_statue.png)



58
Also idle animations are not played by the sorcerer, spear fighter, dog. More I have not yet tested. (Prax-mod,  svn rev. 4341 and rev. 4343)

59
Mods / Re: VegaGlest
« on: 23 May 2013, 22:46:12 »
The project looks interesting.  :thumbup: :)

60
If the logfile (ClientSynchLin64.log - game #2) is needed from me, it can be found here: http://www.sendspace.com/file/3vfza3

61
Mods / Re: Tech High Quality
« on: 29 April 2013, 11:14:53 »
Really nice work, looks fantastic.:thumbup:  Do not be discouraged by others. A new faction takes time. Just do more and more. I'm curious, on the other stuff from you. :)

62
Mods / Re: Prax Mod
« on: 22 April 2013, 21:25:40 »
things to improve:
- water is too blue in farm

Ok i fix it. (see next point)

- teamcolor is missing on three buildings ( blacksmith/airdefense and ??? I forgot )

You mean yet determined the farm. I considered completely rebuild these 3 buildings. And then definitely with teamcolor.

- wyvern cannot see far enoughso air defense can attack wyvern and wyvern does not see attacker

The particles from the sting-defence are specially made ​​visible. And the Wyvern attack is extremely strong. 'm Not sure whether I should change this. :|

- lower production time for wyvern a bit ?

See point before and the sorcerer has a upgrade ;) hexerzeitsprung/sorcerer time slip. However, you have quite a little faster, they should be produced. :thumbup:

- Drachenturm has set a too high height. This looks bad with produced wyvern above. Lower it a bit even touching the fag on top does not matter too much in my opinion.

I already had the Wyvern then flies through the roofs. However I like the effect, if the Wyvern is just great and then enter floats.

- maybe add an upgrade for the  dogs later in game ?

That's a good idea, I had this on our last test match somehow.  ;D

In any case thank you titi, for the constructive feedback. :)

63
Mods / Re: Prax Mod
« on: 22 April 2013, 18:26:56 »
Here is a low poly version of the zombie. I used the decimate modifier and I fixed the texture after I used it. So use texture too.

http://www.titusgames.de/tmp/untoter_low_poly.7z

Thank you titi :), got it in the end managed alone. Is now even at 6 Faces smaller ;D, than the Modified from you. Nevertheless, thanks for your effort :thumbup:.

64
Here are some screenshots of the tileset, for the new MG-Version, on which I am working. (thanks at this point, for the work on a ground-texture of titi, thanks)


(click to show/hide)
(click to show/hide)
(click to show/hide)
(click to show/hide)

65
Good work, titi.  :thumbup:

66
Is great, you really well. It looks really nice. Super! :thumbup:

67
Mods / Re: MegaGlest Refit - Desert Nomads
« on: 5 March 2013, 14:38:31 »
Here are 2 versions, is just an idea. ;) What mean you?

version 1:
version 2:

68
Mods / Re: MegaGlest Refit - Desert Nomads
« on: 5 March 2013, 10:19:59 »
but where are the artists of the team  :look: , work with all its ? (icons, models ... ) Anyway, just a thought.

I thought I used everything i have ... our Google Drive is very confusing, as we have many folders containing nothing... :(

... I just have the well and your models + the old market from omega

That's a shame. :( Perhaps most are just in a creative break. ;)

Here are idea´s for the icon background. (png and svg)



download: http://www.sendspace.com/file/6clssk


69
Mods / Re: MegaGlest Refit - Desert Nomads
« on: 5 March 2013, 08:04:05 »
Okay, good work MuwuM  :thumbup: , but where are the artists of the team  :look: , work with all its ? (icons, models ... ) Anyway, just a thought.

Here a obelisk model. (Is still in development.)

preview: 

download: http://www.sendspace.com/file/6gc5x1

70
Mods / Re: MegaGlest Refit - Desert Nomads
« on: 2 March 2013, 06:23:07 »
Here is a palace for the Desert Nomads Group. With different textures. Preview shows screens with 1024x1024 texture. Everything is not really finished. However, to further test, it should be enough for now.

preview texture 01:



preview texture 02:
(click to show/hide)

preview texture 03:
(click to show/hide)

download: http://www.sendspace.com/file/l9hm0r

71
Mods / Re: MegaGlest Refit - Desert Nomads
« on: 1 March 2013, 08:00:09 »
Great job MuwuM :thumbup:, so you continue to test / work can here once the stables. Texture is not really finished, I've tinkered only one quick look at the UV map.  :angel:

download: http://www.sendspace.com/file/scx0lm

72
Mods / Re: Prax Mod
« on: 22 February 2013, 01:55:14 »
I updated the Tech Tree. See first post. A few upgrades have been added a few new models and textures have been revised. I think this faction is by and large finished and playable. :| May still lack a little polish.
Now I still need a suitable name for the faction. If anyone of you has a suggestion. :) Then please post here.


73
MegaGlest / Re: A sneak peek of what I am working on ...
« on: 20 February 2013, 01:26:25 »
Looks great.  :thumbup:

74
Mods / Re: Prax Mod
« on: 16 February 2013, 14:29:50 »
I've had another opportunity to try the latest Prax preview today, and I must say I really like it. I need to play it more to really get an an idea how to properly play it, but I can already say that is has a nice gameplay, which differs from Megapacks', and thus makes a nice variety. Models, textures and animations look good to me, some are quite innovative and they all fit into the medieval fantasy theme nicely. Great job, Atze, I'm looking forward to the Prax release!

Thanx, tomreyn :). Release would already. If I knew exactly with the licenses. :| The one with the licenses is what deters me unable to releasen the mod.

75
Maps, tilesets and scenarios / map intermezzo
« on: 15 February 2013, 21:42:26 »
Here Intermezzo, a 128x64 teammap for 1-6 player. Have fun.  :)



download: http://www.sendspace.com/file/y897pn

Map is available under CC0.

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