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Messages - Kinrove

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1
My only feedback so far is pretty minor. Overall, I love the remaster, and definitely think it should replace the "old" Egypt.

3 .One minor problem I've had with both Egypt's is that the slave and the spear-thrower both wear the same color underwear, and sometimes I have a difficult time telling them apart in a hurry.


I have just edited the texture of the underwear, to make the underwear different than the worker.


@Archmage, if you could allow me to push the change, I will do that.
Besides that, congratulations for the graphics of this faction, I played a little bit with this one lately, to see in the game the models and all i can say is It's working pretty well.

Your animations are very neat, I like them a lot!


2
Mods / Re: [New Faction] Nights Watch (GoT) [WIP]
« on: 12 January 2018, 22:10:44 »
@Titi : Thank you for sharing some ressources. These might become handy! Also, I've thought about something you told me some days ago (the techtree that should me modified to get more fun).
I've worked a little bit on it lately, in the coming days, I'll probably post a possible techtree I have in mind with some ideas, to get the opinion of everyone and see if what I have in mind is possible. I agree that's going to be more fun.

Last thing, I've just taken some time to reorganize my files and setup a github repository. That can be found here : https://github.com/Geo86/nightwatch.

@Carl the Great : I take your demand into account, at the moment the sword is in the left hand but I'm goint to adapt it, I had never paid attention to that detail until I read you yesterday ! :)

Cheers everyone & good weekend !

3
I agree, that's a quick way to fix it, thank you.

4
Mods / Re: [New Faction] Nights Watch (GoT) [WIP]
« on: 10 January 2018, 18:42:11 »
I can show you some advanced rigging techniques(makes animating way more fun and easy) and how to properly animate cloth for this engine. Let me know if you'd like my help.
It looks like you've got modeling and texturing down pretty well. :)

If I'm interested ? The answer is obvious Archmage, YES !  :D
I'll show you what I've done so far for the worker, (rigging and animation).

It's a simple setup with IK for the legs, no more, the animations aren't that bad but they could be improved for sure.
The best would be to be able to grab an existing animation and to apply it on another model, I guess that's possible but I don't know yet how.

I finished the texturing of that unit (swordman), so that might be the right time to proceed.

So when you have time, when possible for you, let me know !!!  :)

5
Mods / Re: [New Faction] Nights Watch (GoT) [WIP]
« on: 8 January 2018, 20:38:51 »
A little update,

I've started to work on the texture of the first battle unit this evening. It's 996 triangles, the texture is 512x512.


upload pic

I'll try to finish it as soon as possible.

6
Mods / Re: [New Faction] Nights Watch (GoT) [WIP]
« on: 4 January 2018, 21:25:13 »
Why you want to keep the original tech techtree in all details ? A bit variation is always fun and results in better gameplay. So if possible please change the techtree a bit, I strongly vote for it.

I don't know if you use it already, but you can use so called "faction links": https://docs.megaglest.org/XML/Faction#link  and https://forum.megaglest.org/index.php?topic=7955.msg79785#msg79785

No, I haven't used it yet.

My idea is to use the tech techtree because that way I'm sure to have a faction well balanced as It's an orginal faction from the game.
(At least that was my first thought).

It's also because I would like to focus on modeling, texturing and animating mostly  as I don't have a lot of free time...

Ideally, that would be better to create an entire new faction, I agree.
That's more freedom in the creation process and more fun with the gameplay If It's well done.

If some people want to support the project by bringing their contribution and propose a custom techtree I would be happy.
If not, I'll maybe adapt this later, but at the moment that's not the point I want to focus on.

Thank you for you comment, It encourages me to keep going.

7
Mods / Re: [New Faction] Nights Watch (GoT) [WIP]
« on: 28 December 2017, 22:17:49 »
Oh cool! I love that it's so tall!

Let me know when you're ready to test.

Yes I'll, It's not for now...  ;D It's going to take quite a lot of time.
In the meantime I have finished the barracks.

Next step is to replace the units that can be produced by the barracks with some nights watch units.
I still have to think about the different kind of units and their names.

Here is an ingame screen with the barracks and the castle + worker in action :



I don't know why but most of the screenshots I take in game are really really dark... Buildings are hardly visible, it seems linked to the distance.

Last but not least the model within Blender :



Finally, I still have to add the team color to the units and the barracks.
If you have any idea, feel free to tell me, I appreciate your help.

See you later. :)


8
Mods / Re: [New Faction] Nights Watch (GoT) [WIP]
« on: 21 December 2017, 20:30:27 »
Here is the castle ! I was inspired by one of the 14 castles along the wall. The one called "Shadow tower".



I still need to texture the barrels in front.

9
Mods / Re: [New Faction] Nights Watch (GoT) [WIP]
« on: 20 December 2017, 20:19:09 »
It's now solved, thanks Jammy, I had two materials applied on each model, that was the reason of the issue I had.

Thank you Jammy  ;D

10
Mods / Re: [New Faction] Nights Watch (GoT) [WIP]
« on: 20 December 2017, 19:04:58 »
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.


11
Thank you for the advice.

Finally, I did the walk cycle animation with all the tools (pickaxe and axe) attached to the hands at the same time.
Then I detached all the tools and when exporting I just selected what I needed.

E.G :  walking_mining (I selected the pickaxe and the character).

I noted that if ever we want, we can add the tool later by using the "child of" constraint and then select the bone which is the parent.
That way the tool follows as well the animation of the parent bone.

12
Mods / Re: [New Faction] Nights Watch (GoT) [WIP]
« on: 14 December 2017, 20:29:02 »

Sounds like a good idea. it might be worth copying files from the megapack techtree to use as a template.


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!

13
Mods / Re: [New Faction] Nights Watch (GoT) [WIP]
« on: 12 December 2017, 20:44:49 »
Ok, in the meantime I have done some tests to see the direction I should take for the graphics. I finally decided to use pictures for the faces instead of handpainted texture as I did at first.

I have done some of the animations (mining, walking and walking with tools, idling and building).
Unfortunately the ingame screenshot looks very dark, more than in game.

I have the feeling that my  old screen is awfully calibrated as well.

Here some screenshots within Blender.

.

I should create a tech tree, as already told, i'm going to use the techtree of the tech.
Ideally I should replace each existing character of this techtree by a type of character of the Night's Watch.

Your comments and suggestions are welcome, if you have any idea share it please!  :)

14
Ok thank you for your answers, I've figured out that indeed the exporter exports only the selection.

But for easiness what I would like to do is that :

Imagine I have a walk cycle animation done for the worker.

I'd like to use the same walk cycle animation when he moves to cut some woods or for mining BUT with the tool added in his hand.
Is there a way to simply manage it ?

Here for the tests I've done so far, I added the tool after the animation was done, but It's a bit dirty and cumbersome to manage.
I'm pretty sure there is an easier way to manage that but I haven't found yet.

If you have an idea, please share it !!!!  ;D

Unless I could parent the tools to the hands and not select them when I export... I might give a try....

15
Mods / Re: [New Faction] Nights Watch (GoT) [WIP]
« on: 8 December 2017, 19:36:29 »
Nice, keep up the good work!

Have you set texture quality to "high" in options? Which hardware, operating system and drivers are you using? Can you show an in-game screenshot?

Yes, everything is setted as high quality in the game, the computer which I do my tests is under Windows 10 (AMD FX(tm)-8350 8 core processor /10Go ram, Radeon R9 200 3Go).
In another topic Archmage told me that Glest uses vertex lighting, that's probably because of that my textures looks not much detailed.

My model appears quite dark because of that.

Awesome, I'm a fellow GoT fan.  8)

You can go a good bit higher with the tricount, that's actually a bit under what the 2005 models have.

It's going to take time, but I'm very motivated at the moment, I'm going to update to redo this model and I'll try to be around 900 to 1000 triangles in order to get more details.


16
Mods / Re: Constraints when creating characters & factions ?
« on: 8 December 2017, 19:29:25 »
Hello Archmage,

Thank your for your answers which are really valuable !
Before you answered me, I had seen the structure with all the xml files and animated models, I was surprised by the simplicity to modify Glest.

This means that I can re-do my worker with the double of triangles.

Thank you for tips !

17
Hello everyone,

I was wondering how do you manage the animations when there are potentially several accessories being used by the character ?

e.g : The worker has a hammer, an axe and a pickaxe.

- 1) Is there a simple way to do toggle the visibility of each accessory when edited and do the export of the animation ?

This way, I have one animation and I just change the accessory according what I want to export (Walking_axe.g3d, Walkind_pickage.g3d).

-2) I'd like to delete some animations within the action editor, but it seems that even though I press the "x" next to the name of the animation, the action remains, even after a restart... (the  F button next to it is disabled as well). Any idea on the way to deal with it ?

Regards,



18
Mods / [New Faction] Nights Watch (GoT) [WIP]
« on: 3 December 2017, 20:19:48 »
Hello everyone,

I'd like to create a Nights Watch faction. I've been experimenting since this Saturday and here is the first model I've done (517 triangles).
This is going to be the worker of my faction.

I'm going to use the tech faction as an exemple. I intend to replace each character.

Current state of Nights Watch can be found here:
https://github.com/Geo86/nightwatch


He already has a walk animation, idle and another for building.
In the meantime I've added a crow logo on the model as well.

The only issue I have is that I find the texture of the model ingame less sharp.

19
Off topic / Re: 2017
« on: 2 December 2017, 10:48:56 »
I discovered that games some years ago as well.
I saw that the game was on Steam yesterday, so I bought it, 1$ is nothing to support the community.

From what I've read the money is used to run the servers that host the multiplayer games.

20
Mods / Constraints when creating characters & factions ?
« on: 30 November 2017, 22:22:57 »
Hello everyone,

I'd like to create my own factions for MegaGlest, basically two factions would be great.
I'm going to use Blender as 3D package.

My first aim is to create a full character and import it in the engine.
Is there any documentation explaining how to achieve such a goal (to create a faction as well).

I went to the WIKI. It has enlighed me on some points but I couldn't find some answers for some other questions.

- 1) Is it possible to create a setup (rig) to animate our character and still export it without any issue ? (or we need to use only bones for the export) ?
- 2) How many actions (animations) do we have for each character ?
- 3) What's the max polygon count you would advice for a character ?
- 4) Is the MG engine able to handle specular and normal map ?

Best regards,

Kinrove

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