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Messages - wciow

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76
General discussion / Re: CMAKE problem
« on: 16 April 2012, 21:28:36 »
G3D Viewer is kinda necessary if you intend to mod as you can see your models without plugging them into the game first without it.

Glest configurator is pretty much defunct and was just a GUI for some of the .ini options, nice but not strictly necessary.

The test suite is some kinda coding tools to help build I think but I'm not a coder so I'm not totally sure. As far as debugging goes its all built into the engine.

77
Mods / Re: Resources and Magic
« on: 16 April 2012, 21:22:29 »
Regarding resources there is no specific way to do WC3 style mines but I'm pretty sure a combination of spells, effects and clever modeling could produce something similar. As for showing the number of workers this won't be possible without code modifications.

AFIAK there is no cap on the amount of resources you can have but a really big number will probably crash the game :/

As for a spellbook type menu it may be possible to create a widget to do this but you will need to look into how the widget system works since no-one except Silnarm really understands it!

The Lua is actually quite powerful and it wouldn't be too hard if you needed to add a specialized function. The only thing really missing is the new neutral factions that have been added to MG recently.

78
Feature requests / Re: Game room redesign
« on: 11 April 2012, 11:05:48 »
I have no problem with the current main menu GUI, but MG needs a drop down menu on the map selection for functional rather than aesthetic reasons. Currently it takes ages to scroll through the dozens of maps to the one you want and this will only get worse with more maps!

Also there is an annoying lag of about half a second when switching maps in multiplayer.

79
Mods / Re: Undersea MG
« on: 9 April 2012, 13:35:14 »
Sorry been away for a few days. Heres a link to my underwater stuff: http://www.sendspace.com/file/6j1bkp

80
Feature requests / Re: animating in a tile-set
« on: 5 April 2012, 11:48:22 »
Glestimals, anyone?

Well now that neutral factions in scenarios are possible you can add random Glestimals to a scenario map. If you turn off the AI and give them a simple stop/move/die XML they will run or fly away when spotted.

81
Mods / Re: Undersea MG
« on: 5 April 2012, 11:43:56 »
Hey Mr War, if you need any extra models check my unused models pack in the contributions thread. Its got starfish, jellyfish, shipwreck, giant squid, and a few others :)

82
Mods / Re: Cube Warfare
« on: 2 April 2012, 19:06:13 »
A 2x1 row would look better and also be easier on the pathfinder!

You could use the min/max hp tags in MG so that the number of warriors gets less as the unit is damaged

83
MegaGlest / Re: Lights and Shadows
« on: 2 April 2012, 18:57:48 »
IIRC this was discussed in another thread a while back. Basically the difference between AOM and MG is purely down to superior texture work and good choice of colours. There is no technical reason why you couldn't plug in the models and textures from AOM and have something that looks similarly good with MG's lighting.

84
Mods / Re: Lego Mod!
« on: 31 March 2012, 10:06:18 »
This looks great! Love the robot walker  :O

Also IIRC the poly counts from the tileset were pretty much ok for Glest.

85
Mods / Re: Cube Warfare
« on: 31 March 2012, 10:02:51 »
Would be nice to see some screen shots with huge armies on a map  :P

86
Feature requests / Re: animating in a tile-set
« on: 31 March 2012, 09:59:44 »
Hey that's great news!

Agreed, I will definitely be using this in my upcoming tilesets  ;)

87
MegaGlest / Re: More AI behavior control
« on: 31 March 2012, 09:58:06 »
I would like to test this but I dont build my own MG so I will have to wait a while   :|

88
Omega makes some good points on the difficulty of adding skyboxes to Glest. Its more than just rendering a box model around the map.

Also a cursory search thru this forum will tell you that this has been requested and discuss several times before. There are literally dozens of threads requesting graphics improvements from a small number of over-worked devs. So to be blunt, VictorJ stop making spurious feature requests and start doing something to help Glest!

89
Feature requests / Re: Sharing animations between units
« on: 30 March 2012, 09:54:12 »
I think you need the opinion of an experienced coder as to whether it would be easier to create a seperate skeletal animation system for G3D or plug in an existing file format with pre-made code/libraries. 

90
Feature requests / Re: Sharing animations between units
« on: 29 March 2012, 15:14:36 »
Currently it is possible to have a skeleton and animations in Blender and simply change the model and re-export each time. If you just want to change the texture (same model and skeleton) its simple to re-reference the texture file and re-export. The textures are referenced in the G3D file, but for some reason changing the name seems to break the G3D file  :confused: So currently you have to re-export all the animations from within Blender to change the texture of a model. This is a time consuming PITA!

So there are really two options here.

1) Fix the export script/engine so texture names can be manually changed without breaking the model file. This will help alot with textures but models will still need to rexport if you want the same skeletal animations on multiple different meshes. 

2) Move GAE to a full skeleton/mesh/shader based system like MD5. 

91
Mods / Re: Lego Mod!
« on: 23 March 2012, 18:05:45 »
Nice mod  :thumbup:

92
MegaGlest / Re: More on Megapack balance
« on: 23 March 2012, 17:57:44 »
concerning the fact that summoning is much more difficult than just building units in a production building.

This is the problem with magic. Its not that they are too weak to compete, just that they are difficult to play so people just go for easier factions like tech, or Indians.

93
Maps, tilesets and scenarios / New Lands Tileset Pack
« on: 21 March 2012, 16:44:17 »
New Lands Tileset Pack

http://www.sendspace.com/file/5lysuc

Here is a pack of tilesets that I made.

There are currently 4 tilesets:
  • Tropical
  • Swamp
  • Frost Peak
  • Great Desert
I am planning on improving these and adding more so please leave some comments and feedack  :)

94
MegaGlest / Re: One word of caution
« on: 12 March 2012, 16:08:57 »
What exactly are you looking for in terms of help? I am happy to take any requests which don't require coding or translating  :)

Personally I would love to re-texture alot of the Megapack, but I am wary of stepping on Titi's toes here  :o Another idea I had was to replace the old gold/stone models with some better higher res ones.

There are also several ongoing projects which are using MG as a base (Annex, Battle Glest, Constellus) without directly contributing to MG so maybe they could feedback some stuff to the main project?

I will pop into the #Glest  channel at some point and chat to you guys about getting some of my work into Megapack. No offence but currently it feels like a closed development circle to some of the longer term forumites.

P.S I do have a big release of stuff coming in a week or two which would be good for MG  ;)

95
MegaGlest / Re: More on Megapack balance
« on: 5 March 2012, 12:14:57 »
This confirms what everyone knows, that magic is the weakest faction overall. Maybe Magic should be made a little stronger so it can compete with the other Megapack factions.

96
Mods / Re: Assets Pool
« on: 2 March 2012, 14:13:14 »
Heres my contribution:

http://www.mediafire.com/file/6g7q8gjddi73dz9/unusedmodels.7z

This pack contains a couple of dozen unused models from various past projects. Some are textured or animated but most are just untextured models.

All these files are released under CC0/Public Domain and are free for any use (including commercial) without credit.

97
Mods / Re: Solunar
« on: 2 March 2012, 13:28:31 »
-Working on the humanoid form, your guys seem like teenagers to me, just too skinny and lacking in true muscle.

I disagree, I like the lithe nature of john's humaniod. It makes a refreshing change from the short stocky units in almost all other mods.

Quote from: -Archmage-
-For humanoid movement animations, look at how you run...

Good advice Archmage. I thought the running animation of your spearman was excellent  :thumbup:

Quote from: -Archmage-
-Take notice of speed. Some animations like dying animations, lack that UMPH that looks devastating.

Exactly right, most death animations in Glest mods (including my own) look more like the victim is relaxing into an easy chair than being killed. It can be difficult to find that sweet spot between too slow, which looks like the unit is floating down, and too fast, which looks like they've been splatted to the ground by a bullet train!

Quote from: -Archmage-
-For textures, try some of GIMP's nice tiled patterns...

Gimp is certainly the best program to use. It has many plugins that can effortlessly create good quality textures.
My own advice would be:

1) always use shadowing/highlights. Adding drop shadows and highlights is the main way to give depth to a 2d texture. Relief/emboss are good tools to use for this.

2) Use noise on empty areas of the texture. You'll be amazed at how this works. Flat colours in textures usually look wrong since not much that we see is really totally flat in colour. Adding noise to the texture just makes it look right to the eye.


98
Tools / Re: Export Plugin Critical Problem
« on: 2 March 2012, 02:42:57 »
Definitely something wrong with your g3d file. I can open the spearman_walking.g3d but only the helmet and spear show up (untextured) and g3d runs really slow reporting that there are 23 MILLION!!! triangles!

I re-linked the texture and exported the model myself (under linux). At first I got the same texture error mentioned above so I re-exported the texture without compression through gimp.

I now have the following error from G3d Viewer
(click to show/hide)

99
MegaGlest / Multiplayer community
« on: 26 February 2012, 02:53:59 »
Over the past couple of weeks I've been playing Megaglest online almost nightly. It seems a nice community of players has sprung up since I last played  :o

If you log on during EU/US evening time there is a very good chance of finding a game straight away and there is always a game or two going on.
I just wanted to say congratulations to the MG team for all their hard work in making multiplayer Glest a success  :thumbup:

100
Nice video, I think I prefer shadow faction to alliance.

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