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Messages - wciow

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51
Mods / Re: Cannot Locate Certain Mods
« on: 4 November 2012, 15:12:41 »
Contrary to to Omega's suggestion the Undead faction was basically finished. As of the final release there were a couple of minor tweaks needed but it is a totally playable faction.

The Grey Elves faction was never officially released but I still have the models that i finished if you want them.

Also I announced a Storm Raven faction a while back. This will get released at some point in the next couple of months.

If anyone has the Animal Cruelty mod I would appreciate a download link. AC was a great original idea but the release lacked polish and many features that have been added to the engine since its release would make it better. 

52
Maps, tilesets and scenarios / Re: JungleHD Alpha Release
« on: 31 October 2012, 11:24:30 »
The alpha version looks ok:

Code: [Select]
will@Pathfinder:~/megaglest$ ./megaglest --validate-tileset=jungle_hd
====== Started Validation ======
Filtering tileset: jungle_hd

---------------- Loading tileset inside world ----------------
Found tileset filecount = 96, used = 96

Validation found NO ERRORS for tilesetPath [/home/will/.megaglest/tilesets/] tilesetName [jungle_hd]:
----------------------------------------------------------------
====== Finished Validation ======

53
Closed bug reports / [fixed]r3625: Camera does not reset properly
« on: 2 October 2012, 02:19:45 »
After using the unit view feature the camera does not switch between free/game modes using the f key.

1. In game camera mode move a unit and go to unit view.

2. De-select the unit and leave unit view.

3. Repeatedly press f and watch as "free camera" appears each time!

54
Off topic / Re: Movies
« on: 1 October 2012, 16:39:29 »
Nice video  :thumbup:

I've worked alot with Blender and know you must have put in ALOT of effort to make this animation. My hat, Sir, is off to you  :cheesy:

55
Feature requests / Re: quality settings
« on: 1 October 2012, 11:17:50 »
Finally, how much of a difference does the number of frames in animations make in regards to performance? Does a unit with a twenty frame animation use considerably more resources than a unit with a ten frame animation? If so, could an option to drop, say, odd frames in animations longer than a certain number of frames, be beneficial?

IIRC Silnarm said that the only difference between a 2 frame and 200 frame animation is the amount of disk space needed to store it. The cpu/gpu load is the same.

56
MegaGlest / Re: daily builds
« on: 20 September 2012, 11:18:43 »
Any chance of a daily 'buntu build yet?

57
General discussion / Re: Optimizing g3d files
« on: 18 September 2012, 16:49:22 »
We will need to keep support for old mods with g3d format, but once iqm is implemented making new models in g3d will be pointless.

Also does MG support shaders? my copy has a folder of shader files in core/data/shaders.

58
General discussion / Re: Optimizing g3d files
« on: 17 September 2012, 10:38:24 »
So IQM all the way, I say!

Its not nice to ditch the g3d format but IQM is superior.

Bones are not free runtime-wise in GPUs.

The gpu cost is easily handled on modern systems. I have a 3 year old mid-range pc, it can handle much more than Glest is capable of. Playing MoW I can have dozens of ragdolls and physics objects exploding over the screen without noticeable slowdown.

59
Mods / Storm Raven Faction Mod
« on: 24 August 2012, 13:22:33 »
Hi all, I haven't posted here much lately and the forum seems pretty quiet recently.

I just wanted to start a thread for my latest faction mod called Storm Raven Clan. Its a fairly standard faction made to fit with the Megapack and will be MG only.

60
Tools / Re: Rendering G3D Properly
« on: 21 August 2012, 21:24:58 »
(I've run G3dScan auto-optimise.  Can, before eh Friday, it have a way to auto join meshes that are in the same texture and have the same flags etc and are compatible for joining?  With big webGL scenes, the number of drawElements calls is actually a factor.  One thing is sure- Mr War isn't going to optimise them in Blender)

How many models do you need optimizing? If its a small number I can do it by hand in Blender for you.

61
MegaGlest / Re: PvModelViewerG3d
« on: 31 July 2012, 10:38:24 »
Nice work  :thumbup:

Sadly I can't test it as I'm using Ubuntu 12.04 + OpenJDK6, which just spits out a string of errors  :(

62
Tools / Re: uv-mapping
« on: 30 May 2012, 09:46:04 »
Hi Cold, A few pointers to help you with uv mapping:

1) Try to unwrap so that there is as little blank space as possible on the texture. Less blank space equals more detail.

2) Try to unwrap into as large a chunks as possible, lots of small bits generally makes for hard work and a bad texture.

3) You can use a checker board texture to check that all parts of the model are well mapped before you start painting.

4) For Glest try not to put too much detail into the texture, its a waste of time as the small details are missed from far away. Try to add detail/shading which is visible from the default camera in Glest. Size: 256 is fine for units 512 for buildings and big units. 

Personally I find that working with both Blender and Gimp open together is the best way to texture. Unwrapping and attempting to texture 'blind'  not so good. Blender allows you to tweak the UV map in real time as you go.

63
1) Multiple animations is currently a MG only feature.

2) GAE uses full colour normal maps. The effects of normal maps in-game are very subtle which may be to do with the way shaders are implemented.

3) AFAIK dds is not supported. Mip mapping is done "on-the-fly" by the engine.

4) I believe the other tag is "any_water" which allows a unit to be in any water cell. so docks can be built by land or water units at the edge of the water. 

64
I have the same problem. I'm using GAE 0.3.93 with a Nvidia GT220 card.

65
Tools / Re: Heightmap Exporter/Import (for gbm / mgm)
« on: 23 May 2012, 16:21:49 »
Nice simple tool for maps, thanks Muwum  :thumbup:

66
MegaGlest / Re: A few new LUA functions for wciow
« on: 11 May 2012, 14:36:33 »
Thanks Softcoder  :)

I've uploaded my scenario now but I will use these in the next scenario I make  :thumbup:

67
It nice to have someone actively working on GAE again  :)

Please make sure you merge your changes into the main GAE, the last thing we need is another fork!

68
General discussion / Re: Adding Resource Generation in XML
« on: 11 May 2012, 02:19:13 »
Would like to help you but sadly I know nothing about the source code  :(

So this feature is meant to enable you to have a unit generate resources just by being alive without having to click a button (as with the generate command)?

Whilst you are playing with resources is there any chance of capturable resources like other RTS games? This is easily achievable in LUA but multiplayer LUA scenarios in GAE will probably never happen.

69
Maps, tilesets and scenarios / New Scenario: A Wizards Path
« on: 11 May 2012, 02:06:55 »
I made a new scenario called A Wizards Path.

Its similar to the old Storming scenario but a little more complex. You have to protect an Archmage as he travels across the map.

Download it here and let me know what you think  :)
http://www.sendspace.com/file/vi1y5x

70
Feature requests / Re: return-particles and lifesteal
« on: 8 May 2012, 18:07:46 »
MoLoas, how have you connected your new GAE code to the XML?

Are they actually separate skills (like teleport, load/unload) or are they tags within a skill (like effects, emanations, cloaking)?

71
MegaGlest / Re: map preview code
« on: 7 May 2012, 09:04:47 »
You might also want to check the GAE map editors "show map" function which calls the engine to render only the map without starting a game.

72
Off topic / Re: The best about Ubuntu 12.04 is ...
« on: 27 April 2012, 18:52:31 »
I'm running 11.10 and I still use the "classic" gnome 2 desktop.

I dislike unity but I decided not to follow the herd and switch to Mint either.

73
General discussion / Re: XML GUI
« on: 21 April 2012, 17:21:21 »
There is also Treba's scenario editor

https://forum.megaglest.org/index.php?topic=5586.50

74
Off topic / Re: Ludum Dare
« on: 17 April 2012, 20:30:32 »
Count me in for this weekend  :)

I can do 3d work or just help with ideas and play testing over the weekend.

75
Mods / Re: Resources and Magic
« on: 16 April 2012, 21:55:43 »
Its fine to use any Magitech stuff in a Glest project (or any project) as long as you give credit.

You will still have to re-rig and animate the models as the importer doesn't support animations.


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