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Messages - atze

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76
Mods / Re: Prax Mod
« on: 8 February 2013, 22:22:16 »
Looks neat, although since the top part is bigger then the bottom you will need a selection radius as big as the top part, so towers built beside each other don't intersect.

Yes you are right, I've taken it. Works pretty well.  :)

77
Mods / Re: Prax Mod
« on: 8 February 2013, 20:23:50 »
This mod does look nice, hope you finish it so everyone can enjoy it.

Good job so far.

Well let's see  ;). Thanks Softcoder  :)

Here's a Dragon-Tower (Drachenturm), I probably still with replacements. Then the Wyvern, created with the Dragon-Tower.  ;D




78
Mods / Re: Prax Mod
« on: 7 February 2013, 09:19:28 »
Looks neat.  :)

Thanks.  :)

Hello I wonder why not include the other factions in MegaPack?

                  I hope a good job of translator  :)

Do not understand your wonder, sry.  :angel: ?  Or it was not a good translation   :| ?

Nice buildings and very neat techtree! It's good to see someone trying to make a new mod.
and german words sounds very cool. This is one of the reason why Ich liebe Deuctschland, BTW.
And so this mod is for a practice, are you planning to make an another real-part mod? If so, what kind of mod will it be?

Nice that you like it.  :)
Yes for me is that everything only once just an exercise. Make me currently fun to work with Blender. Have to create before a mod, like MegaPack or Vbros, but not first with this number of factions. It may be 2 or 3 factions. (I will not even promise too much, maybe I'm in half a year, no more loss, who knows.). This faction here is already playable. At this point and a big THANKS :thumbup: to tomreyn, nig, titi, and PT for testing and hints. Building (I'm learning more with every model in Blender), I do not really think the problem (apart from good texturing :D), because they are mostly static. Units are there for me more difficult, because the are animated. And beautiful animations are time-consuming and unworkable for me :confused: currently. (and you and others have just hung with the other Mod's the bar pretty high ;)) So a correct story to the factions, I do not currently. However, everything is pretty medieval. But rather in the fantasy style.


79
Mods / Re: Prax Mod
« on: 6 February 2013, 15:24:20 »
nice... I especially like the castle. I think we could reuse a bit of them for the Refit ;-) ... 

Thanks MuwuM, nice that you like it :). For the Refit, but I'd rather build another ;).

WHY are liniting the 'Steinheiligtum' to a maximum of 5 ???

The first is just an idea, the stone sanctuary (Steinheiligtum) has a boost effect (+20 armor/ +20 attack stacking) on the Warlock (Hexer). Therefore the limit.


80
Mods / Prax Mod (released 0.5.9.7 wip)
« on: 6 February 2013, 10:57:58 »
Here is a prospective plan from the first faction (technology tree in German) a mod, I'm working on. All the buildings are of me (except for the textures). Most units (I hope this is allowed) are from other mod's (moddern) (I still can not really animate.). Prax stands for the German word (Praxis) practice, so in something like exercise. So is probably not the final name of the faction. What say you?



download: Prax 0.5.9.7


81
Mods / Re: MegaGlest Refit - Desert Nomads
« on: 30 January 2013, 23:18:33 »
Here is a picture of my progress on the camel rider:

(click to show/hide)

really nice work, great  :thumbup: i like it.  :)

82
Mods / Re: MegaGlest Refit - Desert Nomads
« on: 30 January 2013, 08:30:50 »
...
Atze, can you please upload your excellent models somewhere for us to download.
...

Here only the first, the market-g3d-model (stand). The size of the file, due to the size of two 2048x2048 textures.

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

83
Maps, tilesets and scenarios / Re: map fourplay
« on: 17 January 2013, 01:07:39 »
Is that my tileset? I can't quite tell... :P

My guess is no. ;D (it is a modified: surface-textures are mostly from Karnigul (GameBoy, maybe ? Omega/Trappin), water-textures and sound are from Evergreen (titi), 3 models are of yughues (opengameart.org), the rest is my work  8))

84
Maps, tilesets and scenarios / map fourplay
« on: 16 January 2013, 23:27:57 »
Here, a small map for 1-4 player. Fourplay 64x64. Team or free for all. Have fun.  :)



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

Map is available under CC0.


85
Tools / Re: .m2 to .obj then .g3d help!
« on: 7 January 2013, 19:03:26 »
I succeed to change the axes :D .
...

Just as a hint: The new export script, you need the axes no longer manually turn before export. Makes the new export script with a check. Thx Yggdrasil.

86
Tools / Re: .m2 to .obj then .g3d help!
« on: 7 January 2013, 10:56:51 »
Very nice model. The alpha channel of the helmet-texture could be reduced a little. This picture is to show you, that it is possible to make out the object file a g3d file. You to explain, sorry for my English is not enough. Possibly / hopefully someone else can.


87
Mods / Re: MegaGlest Refit - Desert Nomads
« on: 7 January 2013, 08:38:00 »
Great job Atze! Do you have a Skype account? Dropbox?

Thanks :). No. No.

88
Mods / Re: MegaGlest Refit - Desert Nomads
« on: 6 January 2013, 14:16:49 »
Here is a Blender render of the stables, where I am currently. What say you?


89
Mods / Re: MegaGlest Refit - Desert Nomads
« on: 6 January 2013, 11:15:19 »
...
P.S what happened to all the pots and crates you showed in your earlier pictures? :(

The model is duch the goods then twice as large. (Is now at 183.9 kb.)

(click to show/hide)

90
Mods / Re: MegaGlest Refit - Desert Nomads [new poll]
« on: 6 January 2013, 09:47:22 »
(click to show/hide)
That looks cool, but remember it looks too much like the picture, maybe remove the 2 double pillar things that are holding up the cloth, add some food bins there and wood frames to hold up the cloth.

ElimiNator, do you mean something like this? Sorry, I can not really English and google-translator confused :o sometimes.




91
Mods / Re: MegaGlest Refit - Desert Nomads [new poll]
« on: 5 January 2013, 08:32:22 »
Here again a Blender render, with a few details.



Ok, here with 256x256 texture than g3d. (97,7 kb + 147,1 kb texture) With a few less details.



And here than ingame picture.


92
Mods / Re: MegaGlest Refit - Desert Nomads
« on: 4 January 2013, 14:15:23 »
See how this is:


Sort of angled walls and maybe a cloth cover thing in the front?

Do you think about this here, once had a few minutes time.


93
Maps, tilesets and scenarios / map orlog
« on: 28 December 2012, 01:23:28 »
Here is a map I made a while ago, Titi they liked  :) , so I put in here this time. It is a 64x64 map for 2-4 players.



download: http://www.sendspace.com/file/c74a7k

Map is available under CC0.


94
Tools / Re: exporter/Blender 2.5 series
« on: 22 December 2012, 03:23:47 »
Thank you Yggdrasil, that is a very useful supplement.  :thumbup:  :)

95
Maps, tilesets and scenarios / Re: Jungle-HD 1.0 FINAL Released!
« on: 17 December 2012, 22:32:38 »
Nice tileset! :thumbup:  Good work. Just a small note, I had to rename the texture "bigrock_replacement.JPG" in "bigrock_replacement.jpg" (V1.0). Linux is unambiguous. ;)

96
Maps, tilesets and scenarios / Re: map clinch
« on: 13 August 2012, 21:33:41 »
Nice map!

I was worried about pathfinding issues since there is just one passage across the river, but then that's actually the same for Conflict an similar maps. And it's not an issue at all.

Can you make this map available under CC-BY-SA 3.0 Unported (german version) or a similar open license so we can add it to the mod menu?

No problem :D, map clinch is available under CC0.

97
Maps, tilesets and scenarios / map clinch
« on: 10 August 2012, 20:10:03 »
Here, have a small 4 player  map made. (64x64) Map is similar like map conflict. Have fun. :)



download: http://www.sendspace.com/file/0nzn65

98
Mods / Re: Multiply Matrials And UV-maps. Export problems.
« on: 29 July 2012, 19:46:50 »
First. If that what you're doing, because something like that look like the picture?

I thought that baked with the help of UV coordinates (UV Map), a texture. (the bake function in blender) The UV coordinates do not seem to be optimal.

You might look here:
https://www.youtube.com/watch?v=Tj-S5QAac3U

or here:
https://www.youtube.com/watch?v=_YDWOjNr4b4

99
Mods / Re: Multiply Matrials And UV-maps. Export problems.
« on: 29 July 2012, 15:06:05 »
If I understand you correctly  :|, the result should be something like this ...



I guess you have to optimize the UV map.
Bake at this optimized UV map, the texture. This texture store. (for example, texture_testbox.png)
Then you will delete all the materials (in object mode) (save possibly earlier). Then create a new material, with the stored texture (texture_testbox.png). (UV-setting at Coorordinates).
Then export only (object mode), done.

100
It works, :thumbup:  thank you tomreyn.  :)

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