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Messages - wciow

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951
Mods /
« on: 8 February 2008, 18:24:01 »
Sounds like an interesting idea.

As for creating water units I think this has been discussed in some older threads. It is certainly possible but your going to have to spend a bit of time coding in C++ to achieve it. If you don't know how to code then unfortunately theres no way to implement water based units via XML.

I support the idea of making a more relaxed playing style as I've always preferred games that have tactics above build-and-rush types.

As I am currently finding out if you plan on doing a large mod by yourself its gonna take a lot of work so make sure you have it well planned out and keep at it!

952
Mods / -
« on: 8 February 2008, 18:11:34 »
Heres another update on the progress!

Firstly, the new necromancer model:



Secondly, some shots of the models in Glest:





Any feedback on the the models is appreciated :)

953
General discussion /
« on: 6 February 2008, 14:03:32 »
You can pretty much ignore the message which pops up in the console if you don't have Python. Python is only needed for scripts (mainly import/export) and it's not essential to have for a newbie, Blender will run fine without it!

I've been Using Blender for about three years now and I love it! My main tip is that you shouldn't try to learn everything about blender, after three years I  still don't know everything or even expect to.

A good place to start would be Greybeard's video tutorials they're really helpful for newbies.
http://www.ibiblio.org/bvidtute/

954
Mods /
« on: 5 February 2008, 10:42:38 »
Nice work I'll go check it out!

I'll upload all my stuff so far so that people can see all of the models in blender or g3d veiwer.

955
Mods / Problem with Blender export 0.15
« on: 30 January 2008, 18:36:29 »
I have been trying to export animations using the 0.15 export script.

The exporter has a problem when trying to export the indices information.

the command line gives :
element indices : validity error: element indices does not follow the DTD, expecting (ix)+, got () <indices/>

I tried manually adding the index information from a straight export of the base mesh but it looks corrupted in G3D veiwer and only some of the mesh is visible.

Also exporting simple animations (locking location keyframes) works fine, but using absolute shape keys produces this error.

Basically each frame has normal vertex and normal coordinates for each frame but no indices are recorded (indices="0")

Also what exactly are the indices??  :confused:

Any help would be appricated

956
Mods /
« on: 30 January 2008, 17:35:33 »
Quote
Ok I got the armature working, and I still have to figure out how to animate the whole thing.


I use the shape key method to animate for glest, I find its alot easier than messing about with armature (especially if your new to blender). Essentially blender just saves each key as a separate mesh and then the export script reads each mesh.

Take at look at this page if your interested:
http://wiki.blender.org/index.php/Manua ... Shape_Keys

957
Mods /
« on: 30 January 2008, 17:16:42 »
Thanks for the feedback on the models! I will change the lich so that it has a proper hooded cloak and make it a bit more skeletal. I thought about makeing the cloak black but I think that to fit in better with existing units in glest style it has to be a bit more colourful.

In general the first phase of modeling is nearing an end. With only 3 models left to complete (monk,necromancer,white knight) for the original two paths (corruption/enlightenment). The next stage will be a process of review which involves posting all the model pics taking feedback and then going back through all the models and tidying them up/improving them.

As for scripting I think that we should try to implement as much changes as possible into the XML system. This makes it nice and easy for non-coders to understand.

If I had to vote for a script language though I would go for Python as that is the only one I know! However, Lua might be better as it seems to be the language of choice for modders and game devs. The Lua vs Python vs Ruby debate is already active in alot of sites on the net :O

958
Mods / -
« on: 29 January 2008, 00:00:29 »
Hi Orion, thanks for the support, a website for the mod would be cool.

Heres a shot of the Holy Warrior unit for the path of enlightenment:



In the game the cloak will be 50% alpha so it will be team-coloured.

Other units are coming on nicely, I've almost finished the lich (90%) and I've started work on the monk and necromancer units. I've also started planning how I want the units for the path of nature to look as I've had a few nice ideas :)

EDIT: I did a bit more work on the lich and though it was probably worth posting a shot so people can get an idea of what it looks like.



It just needs a little bit of tweaking in the mesh. The entrails at the bottom need to be rounded for example and I also want to put an embossed skull on the chest area which is empty at the moment!

959
Mods /
« on: 22 January 2008, 13:46:45 »
@ Weedkiller: Thanks for the comment. I haven't started animating yet because I want to finish all the model/texture work before I start.

@ Daniel: I'll stick a pauldron on the skeleton. Also I'll try to optomize the model a bit so it doesn't end up with any extra polies. It's nearly 900 now!
This isn't such a big deal for myself but people on slower rigs might start losing frames.

As for the grave yard I'm not sure whether to stick with the above model and add some stuff or start over from scratch   :confused:

960
Mods / -
« on: 22 January 2008, 02:52:22 »
Heres a small update on some of the models:

Firstly the construction and destruction models for the necro tower:



Secondly a W.I.P shot of the graveyard. This is definitely not finished but I can't quite decide what to add to it.



Lasty the undead infantry/skeleton. This is also somewhat w.i.p since im not really happy with the skin,  it will get an update at some point.



Hopefully I will finish the models for the Lich and Necromancer soon!

961
Mods /
« on: 22 January 2008, 02:33:58 »
Really liked the mod, especially the building designs :) nice designs and visual on most of the units. Animations on the units varied a bit, some (mainly the thrulls) need work, most of them were ok though.

The Thor unit works really well but needs more staying power (like the golem  for magic)

Valkyrie units seemed a bit underpowered.

The viking army seems a bit overpowered against buildings. I don't know if this is due to one specific unit but they seem to destroy buildings quicker than tech and magic.

Overall I think the units need a little more definition since there a alot of units which are very similar (spearman/swordman/battleaxe/cudgel/valkiyrie/thor) .

962
Mods /
« on: 21 January 2008, 20:40:21 »
Excellent work  :D I'm gonna download the patch and try it out when you find a host!

963
General discussion /
« on: 18 January 2008, 23:11:31 »
Things that would improve glest:

Multiple animation support for models (i.e more than 1 type of attack)

Random accuracy for units (making them miss sometimes)

Area of effect and damage over time effects.

Allow particles for activities like moving and building rather than just attacks.

964
Mods /
« on: 18 January 2008, 14:12:48 »
Good job on the wiki , I made a small edit to show the status of the models but I'm not good with web editing and I didn't wanna break anything so I left most of it alone.  

I made you a set of simple placeholders for testing. Just put them in the folders like normal glest models and they should work.  (um, I need somewhere to host them and all the other stuff ? )

I'll make the construct/destruct models for the necro tower and graveyard soon then they'll be ready to go in-game!

As for the Sci-fi project theres no real info about it on the net since I don't really consider it finished enough for a beta version yet and I didn't want to announce such an ambitious project and then not finish it. Work continues but this mod is actually taking up most of my modding time now :)

965
Mods /
« on: 17 January 2008, 16:49:24 »
@ daniel.santos

Yeah a wiki would be a nice way to organise the project. I have no idea how to make one but I'll look into it.

@ kukac

I'm not sure who said that, but afaik the daemon giant will stay exactly the same as it is!
The behemoth is a completely separate unit but will have similar (weaker) stats.

966
Multiplayer /
« on: 17 January 2008, 00:00:12 »
I have played Glest version 3.0.0.

The game ran smoothly for about 30mins (till I lost :)

967
Mods / -
« on: 16 January 2008, 17:29:24 »
Thanks for all the ideas!!

My basic idea was to follow the structure layed out in Justcallmeike's post. Basically adding a few new units to each faction as a mini-mod. However I can definetly see that there is room to build a whole new tech tree based around necro/religion. So I have decided that I will start by just building the 'path of corruption' and 'path of enlightenment' tech trees and then focus on 'path of nature/reason when these are finished.

The biggest problem with this is whether it is possible to deactivate a tech route i.e make it so that if you select the religion route the science route is automatically blocked. I don't think this is possible with the way glest is built. An alternative is to make each route expensive so that players can only realistically afford to go one way or the other during a game.

Some of the stuff ideas I liked :(

Heres a sot of my progress so far:



Finally heres a pic of the undead behemoth unit (I know its a crappy texture but I got bored making it ::) )


968
Mods / -
« on: 15 January 2008, 00:04:56 »
Well heres the abbey model for the tech faction:



I've been thinking about how much of the original idea is actually acheivable in glest without any C coding.

Tech:

Blessings: should be able to implement these in a similar way to the library upgrades for magic faction (energy compression, etc)

monks: Its not worth making monks have the ability to heal buildings since workers and technicians can already do this. I'm not sure whether you can limit the number of certain units that are allowed i.e 3 white horsemen/warriors ?

Holy warriors: sounds fine but they'll have to be very expensive for the power.

White knights: will have to be VERY expensive. I don't think the charge ability will be possible but I will try to implement it.

Magic:

Minion upgrade: This will work similar to blessings however it is not possible to only affect the minions of each necromancer seperatly.

Having a necromancers minions stay in a certain range of the necromancer is not possible I think :/

Undead infantry: The burrowing idea is interesting but it is impossible to make units invisible to enemy units in glest :( It is possible to have a rechargable morph ability which will make the undead harder to kill though.

Undead behemoth: Simple to implement. Just a slightly weaker daemon giant that does lots of damage to buildings.

Mass healing: Don't think this idea is possible in glest but its last on my todo list anyway so I'll look more closely when i come to it.

969
Mods / -
« on: 11 January 2008, 19:06:29 »
Quote
If anyone wants to do anything with it, by all means go ahead.


This is such a cool idea! I made a necromancers tower for this and I'll try to make a whole mini-mod based on it.


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