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Messages - MightyMic

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26
You can get a full build here
or the excutables here

27
Tools / Re: exporter/Blender 2.5 series
« on: 9 January 2013, 03:02:22 »
Yggdrasil, is there a way to make the script default to having "rotate to glest orientation" checked?
I like working in blender's default axes better than glest's default axes

28
Mods / Re: Rise of Warcraft ( Warcraft mod )
« on: 8 January 2013, 15:48:52 »
I made a short video of how to link textures in blender, as this was the only thing I didn't understand when I started moding

https://www.youtube.com/watch?v=qazlKFvsGQE

29
Mods / Re: MegaGlest Refit - Desert Nomads [new poll]
« on: 5 January 2013, 01:00:57 »
When I think of desert nomads, I can honestly say that I cannot think of anything remotely anti-structure. I don't want to get Arch riled-up, but I think the sand monster (I was actually thinking of a djinn/genie, NOT the Persian genie) was the best idea as it fits in with the myths most people think of when they think Nomads (the djinn anyway)

imho, the anti-structure unit is going to be insanely out of place

30
Mods / Re: MegaGlest Refit - Desert Nomads
« on: 4 January 2013, 01:39:12 »
Ubuntu uses 2.62 as the default install but the latest export script needs 2.63 or higher. Is there any way to upgrade a Ubuntu install?

I think you can just replace the executables in the blender install location. (You'd need to unpack the *.tar.bz2)
That's what I do when I update blender in Windows
Hope that helps

31
Mods / Re: MegaGlest Refit - Desert Nomads
« on: 2 January 2013, 18:05:27 »
User Preferences -> Addons
It's third in the "All" Category

Example of before and after:





32
Closed bug reports / Re: Strange Lag
« on: 1 January 2013, 21:12:38 »
This is the easiest way http://w32.nightly.megaglest.org/nightly/

Edit: That's just binaries, Full Download

33
Mods / Re: MegaGlest Refit - Desert Nomads
« on: 1 January 2013, 19:44:34 »
Even the ancient 2.4x version should be able to append a model fine.

Didn't version 2.64 change how it does faces? That might mean that backwards compatibility stopped with 2.64 (it may have been vs 2.63)

34
Mods / Re: MegaGlest Refit - Norse
« on: 29 December 2012, 00:32:36 »
Alright, here is what I have of the castle so far... it's a lot lighter than Hand's longhouse, so it might need re-texturing. But tell me what you think




35
Mods / Re: MegaGlest Refit - Desert Nomads
« on: 28 December 2012, 21:20:58 »
I couldn't find a way to make plants around the base look natural. They always looked slightly out of place, but others are willing to try if they wish.

You could try boxes, like storage crates or something like that. And if you do make a plant, I suggest that is be a dry/dead looking thing

36
Maps, tilesets and scenarios / Re: MG Campaign
« on: 19 December 2012, 21:37:06 »
I tried it again and it gave me a different loading error...
Then I tried again and it worked...

Sorry, I didn't record the error that it gave, but it works

37
Maps, tilesets and scenarios / Re: HD Tilesets
« on: 19 December 2012, 21:25:20 »
I think if we make specific maps to play with the tilesets, it will also help with the idea of separate colonies...

38
Maps, tilesets and scenarios / Re: Lego Tileset - Alpha
« on: 19 December 2012, 18:26:37 »
I recommend uploading to dropbox next time. That's what I use now.

I'm using dropbox now too. This was like the first thing I ever made and I didn't really know what I was doing  :P

And never mind about the upload, I found the tileset buried deep into recesses of my utterly slow hard drive

39
Maps, tilesets and scenarios / Re: MG Campaign
« on: 19 December 2012, 18:10:10 »
Part 1:
Pretty fun but too slow, should probably customize unit speed to keep the game play fun

Part 2:
I died looking for the second ally... and I haven't tried again

Part 3:
Didn't load correctly (I think it was "james" in the tech faction) and spit out an error and returned to the main menu

40
Maps, tilesets and scenarios / Re: Lego Tileset - Alpha
« on: 19 December 2012, 04:28:38 »
When I updated to MG 3.7.0 (and subsequently 3.7.1) I deleted my Lego Tileset. I still have the .g3d and .blend files, but if someone has the tileset, I would be grateful if they would upload it. It would save me a lot of time... (and the links are all dead)

41
Mods / Re: I've been thinking this for a looong time.
« on: 19 December 2012, 01:15:22 »
Wow, looks really cool... and so much better than I could have done, I like it

42
Mods / Re: Lego Mod!
« on: 18 December 2012, 22:19:05 »
Has this been dropped?

I don't like to think so, but in reality it has been. I keep trying to start it again, but every time I go back into it, I re-realize how much work it is and stop... I would like to finish it eventually though

43
Mods / Re: I've been thinking this for a looong time.
« on: 18 December 2012, 05:08:13 »


This and a story would make a "campaign" much easier to create. We could choose a "good" faction and have the campaign play from that perspective. Each level of the campaign would be in a different territory with a different tile set. With the added video feature, we might even add trailers between the levels to help tell the story...

Take for instance, if the Brotherhood were the good guys. In the campaign when they attack the Wizard's Republic, the map would be mountainous and the tileset slightly snowy (maybe frost peak). When they attack Woodsmen, the map would be mostly forest and have a forest tileset... obviously.
Just something I was thinking about

44
MegaGlest / Re: Graphics Improvements Discussion
« on: 18 December 2012, 00:40:44 »
As a father of 7 children and a full time job and a volunteer fire fighter, I will not promise you things by any timeline on a project i do in my 'free time' (and primarily was originally at the request of the VBros).

I am impressed... and glad that you make time to develop MegaGlest. Thanks :thumbup:

45
MegaGlest / Re: Graphics Improvements Discussion
« on: 17 December 2012, 18:54:20 »
Can you apply shaders in blender with baking? I seem to recall that you may be able to do that... I'll look into it

46
Tools / Re: Importing Issues...
« on: 17 December 2012, 15:01:46 »
I can import my own models but try to import the hanged tileset model does that work for you?

Never mind, I get a bunch of point... that is strange. All of the other models I imported were just fine. It might be the g3d...

47
Tools / Re: Importing Issues...
« on: 17 December 2012, 02:34:24 »
I have Blender 2.64a, I used the latest export script with MG 3.7.1.

When I Import I get multiple anomalies!
-Can't Select Model(s)
-Missing Pieces
-Vertices Only...
-No Shape Keys

What am I doing wrong??

I'm using Blender 2.64a also and I can import just fine... everything seems to work. I have noticed that it import the faces individually (even if two faces share a vertex) The only thing is that it doesn't import bones, which is obviously because of the g3d format and not the importer.
You could try downloading the latest exporter again...

48
Maps, tilesets and scenarios / Re: JungleHD Beta Released!
« on: 16 December 2012, 22:31:58 »
What? Make the anim?

Yes... that's in MG right?

50
Mods / Re: I've been thinking this for a looong time.
« on: 16 December 2012, 21:55:46 »
I think the biggest problem with the fantasy right now is the particle effects. They're way to much... and having them emanate from a sphinx's head is a little over doing it

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