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Messages - jammyjamjamman

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26
Tools / Re: problem with rendering g3d files
« on: 8 April 2019, 19:06:30 »
OMG thank you so mutch, it solwed my problem!
you sould publish that video, it helps a lot!

Thanks err... where do you mean I should publish it? I suppose it could be added to the megaglest docs...
Ps. There was an error in the original video (black screen at the end) so I re-published it. Could you check if the new video works for you? :-)

27
Mods / Re: glest guide
« on: 8 April 2019, 17:59:05 »
this problem solved now!
but i would still like to know why glest guede doesent work now :/

Some of the guide links at https://docs.megaglest.org/Blender#Guides are broken for me too. The guide is very old so I think some pages have just been lost. You have to work out which guides work and which don't I'm afraid.  :-\

28
Tools / Re: problem with rendering g3d files
« on: 8 April 2019, 02:14:01 »
I made this to show how to texture models: https://youtu.be/u0awroGc9BE

29
Mods / Re: glest guide
« on: 6 April 2019, 21:21:42 »
Thank you guys!

im at the second stage, i can open g3d, so ill just need to study blender. if you know a few links/videos about texturing or just creating models, please share them here! i have the latest blender.

I'm a bit unsure what the best blender tutorials these days are, but I can give some tips. The main things you need to learn are:
  • Modelling
  • UV texturing
  • Object selecting
  • Animating

These are some guides I found by googling around:

These tutorials are quite big and you don't need to cover all of them. You'll have to try to pick and choose what you need. Blender has quite a formidable interface and you only need to know a small portion of it.

Other notes:
  • Don't make too detailed meshes with beautiful animations. Meshes should be "low poly" (low number of triangles and vertices) and animations should have a low number of keyframes.
  • Get models to play with from places like https://www.blendswap.com
  • Get textures from places like https://cc0textures.com/
  • Make sure the licenses for the models and textures are OK (blendswap mostly uses creative commons based licenses meaning you have to credit the creator and cc0 for the textures means you're free to use them however you want).

There's quite a lot to take in with modelling. I hope I'm not putting you off xP. The main first thing is to get used to modelling fundamentals (modelling, texturing, animation and exporting) and with the blender interface.

30
MegaGlest / Re: Installing MegaGlest using the Flatpak
« on: 27 March 2019, 01:35:38 »
I tried out the MegaGlest Flatpak last night.

Worked well, but a couple things worth noting:

1. It doesn't use an existing $HOME/.megaglest folder for user data. The path is $HOME/.var/app/org.megaglest.MegaGlest/.megaglest
2. It doesn't come with 7z and there's a warning when I enter the mod center that files can't be downloaded or installed.
3. MG doesn't see a mod if it's being pointed to with a symlink (only tried with .megaglest/techs

I think points 1 and 3 are related to this: http://docs.flatpak.org/en/latest/conventions.html#xdg-base-directories
Basically, flatpak is sandboxing applications (or trying to*), and this means giving applications their own directory to write to and not giving them access to any other folders. This means megaglest user files are being stored in a special xdg-spec directory. This is to avoid nasty situations such as... https://www.reddit.com/r/linux/comments/2sjjr3/warning_to_steam_users_dont_try_to_move_your/.

Flatpak is probably also blocking symlinks in these directories, because otherwise applications can just jump out of the sandbox (e.g. by writing their own symlinks). The only solution to this is to give flatpak-megaglest-build home directory privileges (which standard megaglest has anyway).

*Here's someone else's opinions on flatpak's attempts to sandbox: https://flatkill.org/

31
Off topic / Re: Kallen 3d
« on: 11 March 2018, 13:24:32 »
I only just found this recently. Looks really nice! :)

Just to note: whenever I go to the gates, a map pops up and I seem unable to navigate anywhere or close the map... Also, my character still moves when I click with the map popped up. I can walk into the *nothing* outside the gates. xD

32
MegaGlest / Re: Unable to see units during night.
« on: 7 March 2018, 23:15:34 »
hm, a reply on a 2 year old topic ? Is it still a problem ?

Changing brightness is still a problem for me. The brightness setting has no effect for me on linux, at all, using intel mesa or nvidia proprietary driver. It seems to work fine on windows 10.

33
Mods / Re: Elf Faction 0.9.7 & 2.0A (Both MG Compatible)
« on: 16 February 2018, 20:26:18 »
If I didn't change a texture during development, I would've just linked to the one already in the faction. No point in creating duplicates all over the place.

Thanks for the info. It turns out there's a problem with texture linking in many of the models. There's a lot of models linked to .tga textures, but the saved textures are actually .png. It's not a major problem because the megaglest engine doesn't seem to mind this, but sometimes errors are thrown in the terminal and the g3d blender importer/ exporter is very unhappy about it.

34
Mods / Re: Elf Faction 0.9.7 & 2.0A (Both MG Compatible)
« on: 11 February 2018, 13:21:55 »
@Archmage, I have a problem with the Grey Elf archer melee attack model. The texture isn't linking correctly (I think the problem is with the sword).

I got your source material from here:
Download - Elves Faction Source Material - 198MB 7z

I selected the grey elf archer blend file. However, I couldn't work out how to activate the melee attack animation, if it's contained in there. I was wondering if you could give me pointers on how to do this? (or supply a model with the texture error corrected ;-) ).

Thanks!


Quick update, it looks like I misunderstood the problem after reading what andy5995 discovered about the missing textures in elves. It turns out another texture is really missing, but he couldn't locate it.

35
Closed feature requests / Re: More female units, please
« on: 10 January 2018, 20:07:54 »
Yes, there is a disproportionate male:female ratio. Magic has 1, tech has 0, persians has 1, norse has 3, romans has 0, egypt has 0, indians has 0. These are my opinions on the current state:

  • If we discuss in terms of historic accuracy, the ratio is correct in norse, romans and tech (assuming tech is a generic(?) medieval faction). I think females were generally not involved in mining and war. Since megaglest has no food gathering and families, there's no roles for females in these factions.
  • Egypt and indians is wrong. In egypt, I think anyone could be a slave and anyone could be a priest in ancient egypt. In native americans it varies across tribes, but many tribes were gender neutral when it came to roles and I think working as a collective body was an important part of a lot of their cultures. But megaglest is not historically accurate and full of mystical units, so should we even bother discussing historic accuracy?
  • Another problem is megaglest can't have multiple models for the same unit, so you can't have a male and female model for the same unit.
  • It should also be noted that a lot of units are gender neutral/ unknown (e.g. snakes, genies, behemoths.
  • The proportion of females involved in megaglest is very small. Potentially all of the megaglest artists are male and for whatever reason I think people are generally happier making models of their own sex.

I would be up for looking at fixing this, although it would require quite an effort.

36
Mods / Re: [New Faction] Nights Watch (GoT) [WIP]
« on: 8 January 2018, 20:51:51 »
This is looking fantastic! I'm hyped! :D

37
Feature requests / Re: Randomly generated maps
« on: 30 December 2017, 03:04:17 »
I was experimenting a bit too with random map generation in python.

My idea for the main algorithm is something like this:
  • Create the height map.
  • Draw the surface map.
  • Create resource positions (for players to get stone and gold from), not too close to each other.
  • Place a stone and gold patch (or resource cluster) near to each resource position.
  • Draw paths (on surface map) between positions, avoiding cliffs and and water.
  • Position players in resource positions, making sure players are nearest to other team mates. (should teams be randomly allocated?)
  • Add woods, avoiding water and paths and resource positions. Put big trees in middle of wood patches. (This part I'm the least sure of the best way how to do.)
  • Add all the other decoration.

Actually, steps 3 and 4 can be interchanged with 5, but then the algorithm changes a bit. If 3 and 4 are done first, you need a pathfinder to connect locations (like what MoLAoS said), then you add some randomness to the paths (make them more windy). If 5 is done first, a random "walking man" or "turtle" style algorithm can be used. Resource positions are then stuck to the ends of roads.

38
I see what you mean,  However, you might perceive my post a little more hostile than it actually is(understandable), Try reading it again. I actually made sure to address the points he made.

Obviously(i hope), It's clear i don't mean to attack people themselves, and if it per definition counts as a personal attack I (condition based), apologise to Jammyjamjamman

Ok I may have said I wouldn't discuss this further..... but apology accepted (condition based based).

39
Maps, tilesets and scenarios / Re: New Map PvP - Hill in the Front
« on: 30 December 2017, 01:54:05 »
Interesting map to play, but quite hard!  :P

40
Feature requests / Re: Simple Water Waves
« on: 30 December 2017, 00:37:26 »
This is awesome  :thumbup:

I actually think they look subtle enough that they would work in any tileset. I wouldn't worry too much about adding a switch, but an on/ off switch could be added to video settings.

As wciow was suggesting, it would also be nice to be able to modify the waves in the tileset e.g. by adding extra attributes to the <water> tag:

Code: [Select]
<parameters>
    <water effects="true" height="1.4" wavelength="5.3" speed="0.5">
    ....
    </water>
</parameters>
Where height is the amplitude of the waves, wavelength is how big/ small the waves are and speed is how fast they propagate.

41
Mods / Re: [New Faction] Nights Watch (GoT) [WIP]
« on: 20 December 2017, 19:24:56 »
Hello,

I've just checked all the points and that still doesn't work.
Anything else that could explain this ?

thank you for your help.

Hmm I'm not really sure what's wrong in that case... I think texture linking in the g3d exporter can be a bit buggy too.
Would it be possible to share the blender model? Contact me in a private message here or on IRC and I can check it out :) .

42
Um... I see that my comment caused quite a fuss. :'(

I'm sorry about how my previous comment was written. It is a bit overly-negative and it does not describe my main concern correctly. I also didn't acknowledge that you were creating another channel for players to find us, which is a good idea. That being said, I would have preferred a civilised chat about this.

My main concern is that I reckon having too many chats split new people up and stop people from meeting in a common chat.
Also, my reasoning for Discord not pulling more players is because it's a chat site, not a completely public social networking site. (It is of course possible that my logic is wrong.)

Anyway, if discord pulls in players then awesome!
Also I won't be discussing this further here.

43
Uhm MegaGlest has ended up with 2x discord channels now... this one and in topic 9880.0.
To be honest, I have to recommend new people come visit people on freenode. It's a bit old hat and insecure when compared to discord (although, security is debatable for proprietary software). But, IRC does the job, so why replace it? ;)

I'm not sure why MegaGlest is not popular, but I don't think a discord channel is going to really help improve its popularity significantly.

44
Mods / Re: [New Faction] Nights Watch (GoT) [WIP]
« on: 15 December 2017, 21:36:14 »
What I did, is I created a folder 'gameofthrones' within the 'megaglest/techs' folder.
This one is located 'C:\Users\Geo\AppData\Roaming\megaglest\techs'.

I read somewhere that was the way to do deal with it.

One question, for one of my animations, I have two textures, one for the character and another one for the accessories (bag loaded with rocks or gold).

When I do my export with the glest exporter, I select both models (bag + character), they all have a texture applied within Blender, these ones are included within my unit folder and i still have one texture for both models in game (the one of the character).

Is there any way to solve it ? I've seen original models using two textures, I guess this is possible then!

Yes it is indeed possible to have more than 1 texture per g3d model. Things to check:
  • Check that each model in blender has its own material (in the materials tab).
  • For a given model check its material has the correct texture linked (by selecting the model, and clicking on the textures tab).
  • Make sure there's no more than 1 texture per material.
  • Under the textures tab, check the mapping is set to UV.
  • Check in the UV/Image editor that the correct textures are mapped to the models.

45
Mods / Re: [New Faction] Nights Watch (GoT) [WIP]
« on: 12 December 2017, 22:01:26 »
Models so far look awesome! They have a good level of detailing and good textures. Looking at the images, it looks like the animations will be very good too.

Quote
I should create a tech tree, as already told, i'm going to use the techtree of the tech.

Sounds like a good idea. it might be worth copying files from the megapack techtree to use as a template.
When creating a techtree, you might also want to consider adding a link to techs from megapack. You can see how this is done by looking at the magitech techtree files.

46
Sounds like a handy utility. Maybe put it on a public source code repository (GitHub, Gitlab, Bitbucket etc.) so it's easier to inspect the code and provide patches?

I've placed a backup copy of today's state at https://downloads.megaglest.org/tools/read_map_a2.zip

Thanks for backing it up! Yeah I shouldn't really be using g-drive for storing the script especially since I think there's some clause that "they own the data there"  :O  :look: (don't quote me on that). I'll try to move it over to a git repo asap.

P.s. I've added the license for the script to my post, And I will add it to the top of my script later.

47
==COPIED FROM MEGAGLEST BOARD==
I wanted to read megaglest maps so I could use them in other things. So, I wrote this *dirty* python 3 script to read a map into a python dictionary. The dictionary is formatted such that it can be easily written to disk as e.g. a JSON file.
Here's a link if anyone else is interested in reading maps in python: https://drive.google.com/file/d/190gXUyiuNKR3ITFtN_zF5MFc6Qogca_f/view?usp=sharing

  • Maps  included were made by atze.
  • The script no longer requires numpy! It should be completely compatible with cpython3.
  • There is example code, commented out, under if __name__ == "__main__":, which demonstrates previewing atze's 6player.mgm map data in matplotlib and saving the map as a JSON object file.
  • The original map data is is stored as a flat, 1d array of numbers, but the script converts the flat array into a 2d array in the shape of the map.

The code is very badly written and has the following problems (in descending order of importance):
  • Does not support  "version 1" maps (glest maps?).
  • Needs numpy to read map data (unnecessary as performance not an issue + requires extra dependencies).
  • Code is generally a mess which leads to memory inefficiencies in various places.

I may fix these problems sometime, or feel free to fix them yourself if you want :).
The code is licensed under the MIT License.

48
==PLEASE SEE TOPIC 10001 FOR FURTHER UPDATES.==

I wanted to read megaglest maps so I could use them in other things. So, I wrote this *dirty* python script to read a map into a python dictionary. The dictionary is formatted such that it can be easily written to disk as e.g. a JSON file.
Here's a link if anyone else is interested in reading maps in python: https://drive.google.com/file/d/1HogRDgOe3bgFhGIlet48tP0q1CtS0Kkb/view?usp=sharing

There is example code, commented out, under if __name__ == "__main__":, which demonstrates previewing atze's 6player.mgm map data in matplotlib and saving the map as a JSON object file.

The code is very badly written and has the following problems (in descending order of importance):
  • Does not support  "version 1" maps (glest maps?).
  • Needs numpy to read map data (unnecessary as performance not an issue + requires extra dependencies).
  • Code is generally a mess which leads to memory inefficiencies in various places.

I may fix these problems sometime, or feel free to fix them yourself if you want :).

49
Annex: Conquer the World / Re: UNOFFICIAL LINUX RELEASES! (working)
« on: 16 October 2017, 19:17:54 »
Thank you Jammyjammjamman for the updates!

No problem. Glad you're happy that I did this.  :D
Just another quick note, I corrected the xml tags using the find and sed commands. All the particle systems opened with <unit-particle-system> and closed with </resource-particle-system>, but now all of the particle systems use the <unit-particle-system> tag (including the particle systems for resources).

50
Annex: Conquer the World / UNOFFICIAL LINUX RELEASES! (working)
« on: 9 October 2017, 20:11:58 »

Unofficial Annex: Conquer the World Linux game files!


Motivation
The linux binaries for annex don't appear to work out of the box on newer linux distros, so I have created 2 new game packages; one created using filux's patch and one using the megaglest 3.13 binary. I have compressed them into a .zip file, so they simply need decompressing and then they can be run using the "annex" script or "annex_mapeditor" script. I have only tested these on kubuntu 17.04, so it may not work on your linux distro. If they fail to run, try deleting the contents of the lib folder in annex, and copy the lib contents from a working copy of megaglest (v. 3.9.1 and/ or v. 3.13) into the annex lib folder.

Downloads

Version using filux's patch (recommended).
Download: https://drive.google.com/file/d/0B6f6q4mSdgpIS2lDRzBzc1I2dE0/view?usp=sharing
Difference from original:
  • Filux's patch has been applied to the game files
  • Map editor has been replaced with the megaglest map editor from MegaGlest v. 3.13. This is because I couldn't get the map editor from older versions of megaglest to work.
  • lib folder was then copied from megaglest 3.13 to make the map editor work (note, the original folder was not deleted so that filux's patched version of annex still works).
Note: This version is compatible with the available headless server and all official Annex versions for online gameplay.

Version Based off Megaglest v3.13 (current version as of writing this).
Download: https://drive.google.com/file/d/0B6f6q4mSdgpIMV9FRUFQUWJUMDg/view?usp=sharing
Difference from original:
  • annex and annex map editor binaries and scripts replaced with MegaGlest v. 3.13 binaries and scripts.
  • Original libs folder deleted and replaced with MegaGlest v. 3.13 libs folder.
  • lang files (except hints) replaced with MegaGlest v. 3.13 lang files (so that text is mapped correctly).
  • unit and resource particle xml tags edited so that they are now correctly formed (the originals open and close with different tags).
  • Building multi-selection is activated on all buildings.
  • glestkeys.ini copied from MegaGlest v. 3.13 (so keys are properly mapped).
Note: This version is incompatible with the available headless server and all official forms of Annex for online gameplay.

Enjoy!  :)

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