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Messages - Ishmaru

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1051
Mods / Re: Non Fleeing unit
« on: 3 March 2009, 20:06:38 »
The thing with hold position command is that you need both a attack skill and a stop skill. I'm trying to avoid having an attack skill. Thanks for the reply though.

As for GAE I'm trying to keep this to work on both Glest and GAE, but if it cant be done then ill convert over. I'm sure there has to be a way in Glest though. Thanks a lot.

1052
Mods / A Question to all Graphic Artists / Moders
« on: 3 March 2009, 19:47:26 »
Hi everyone in the Glest community. I've noticed mods that have been using material, like models and textures, from other mods. Some may ask permission, while others may assume that since Glest is GPL everyone's graphics are too. Which is not the case, custom graphics does not apply to GPL. Anyway I just want to know what the opinions of the people who do hard work making mods on this matter. This pertains to you and your mod, and not to what the general rule should be. I appreciate all those who vote.

1053
Mods / Non Fleeing unit
« on: 3 March 2009, 19:06:24 »
Suppose I wanted to make a non combat scout unit. I would normally make a regular unit without an attack skill, however because he does not have an attack skill, Glest automatically makes him flee at the first sign of any enemy unit. I was wondering if anyone knows a way to make the unit stand still in stead of fleeing. I tried to make an attack skill that does 0 damage but the computer starts building large amounts of scouts and tries to use them in combat, so that is out of the question.  Thanks in advance for any help.

1054
General discussion / Re: Attack Revealer
« on: 3 March 2009, 18:44:36 »
If I'm not mistaken one of the changes in GAE was an attack notification when a unit would attack out of the sight radius  of the receiving unit, but it didn't always work.  I read about this months ago so I have no idea what became of it.

1055
Bug report / Re: Tech build nothing...
« on: 19 February 2009, 13:54:33 »
No.
I think it has to do with the faction.xml.

You may be right, but I think it more has to do with the AI programing. I had a problem with that a while ago and just decided to restore all resources the way they were and build my mod around gold wood food and stone. Now i have an issue that when I delete the wood resource the AI would just build anything it can with the starting resources it has but will not harvest anything.

Maybe its because you are playing on a map that has extra resources than the mod does not have? (ex map has 3 different resources, while mod only uses 2.) Ill experiment with that later.

It would be nice to know exactly how the AI logic is set up, at least about how it builds and harvest. That would help tremendously.

1056
Maps, tilesets and scenarios /
« on: 9 May 2008, 03:38:26 »
This is really cool the vegitation came out really well.  :D
Good Luck

1057
Mods /
« on: 7 May 2008, 03:35:04 »
:o OOps! Sorry I ment to say that I really liked them. Glad that my little critism helped you. I hoped the colors of the jpeg are the same becouse I really liked the greens and blues. Either way i would like to see the final result.

1058
Mods /
« on: 6 May 2008, 12:22:27 »
Looks cool so far. I mean ull have to do the bushes and ground too I am assuming.

What comes next is my opinion...

I really the trees that are like neon green with blue at the point.
The trees that are completly blue are ok.
The tree with a big blue bloch at the tops works too.

Not very crazy about the red one with blue dots they look like a candyland like tree. Actually try to stay away from the circles you put it does make them look like mushrooms. what u can do is have them more like random bloches and try to blend them more.

As for color Your Bright blue and green work very well together in your forest, however I personaly dont think the dark green works as well. Red definatly wont go. Red and green and red and blue never work well together becouse they are conflicting colors. Try to have small varations on the light green and light blue but dont go too bright and too dark.

BTW dont think im trashing ur work it sounded like you really wanted a critique so I gave you one. I really like the idea and I can see the magic forest in it very well. Hopefully, this would help you. Good luck!

1059
Mods /
« on: 6 May 2008, 11:54:07 »
Units can have as many polygons as you would like. Just dont go overboard. I have drawn infantry up to 1700 faces (polygons). It all depends on your computer and the computers of your intended players.

As for programing I am a Computer Graphics Major so I too dont know how to program but, Xml codeing on glest is very simple and you have a huge amount of ability with it.
Source codeing with C++ is another story and I dont even want to go there.

I recomend that you try to stay within xml editing.

1060
General discussion /
« on: 2 May 2008, 02:52:39 »
Comands to your allies would be a great feature to add on. Just simple commands like defend my base, assult enemy or hold position...

...OR allow player to ping locations of the minimap that tells allied cpu where to send troops to.

Something like that would be great.

1061
General discussion /
« on: 26 April 2008, 03:29:43 »
Well cant say much here since this post is in wrong place and I will get Punshed :o
 
Thanks for the comment!

I wont relese it for a long while since it going very slow for me, IF I ever do finsh it. Its more of a portfolio project for me. I probally wont edit the source other than xml stuff.

1062
MegaGlest /
« on: 26 April 2008, 03:20:19 »
Sorry I hit new topic instead of reply. Im a noob when it comes to Forums.

If you didn't see my other post;

You can call me Ishmaru and I am a junior year student at NYIT studying CG. My specialty is on 3Dsmax, and photoshop. I know a little bit about C but only a little.

I really enjoy the Glest Engine and are currently working on a total conversion called "Chasm". It is a Fantasy Industreal world with anime styled characters. Not even close to be ready to release but I can show some screens soon.

1063
Mods /
« on: 26 April 2008, 03:07:34 »
They look real good espically the sand dunes. Are the grass and the dunes part of the same tileset? If they are there might be a problem blending the two together.

Definatly continue they are coming out really well.

1064
General discussion / Never introduced myself
« on: 25 April 2008, 13:38:27 »
Hi you could call me Ishmaru. Junior computer graphics major at NYIT. Im relativly new to modding with some but little knoledge of programing. Currently working on a mod named Chasm, an RTS Fantasy industreal world with anime styled characters.

1065
General discussion /
« on: 25 April 2008, 13:26:28 »
Oh I forgot to say that my mod uses units that range from 710 - 1600 polygons with most around 1000. With trees at 160 polys. I noticed a bit more lag during rain and in the first 30 seconds of game play but rest is normal.

1066
General discussion /
« on: 25 April 2008, 13:04:26 »
Hi well I really like the Idea of animals, and yes it would help show glest power as an engine. HOWEVER adding these would rob the system of reources that could be better spent on other things that would improve gameplay such as multi animations for attacking standing etc. These are much more noticeable than the animals since most players would be concentrating on building and fighting.


What would be much more simple is to create a stationary object with a longer looping animation with an animals such as a school of fish. Much like what is done in Warcraft 3. It requires much less resources than any that involves an ai. This is just my opinion though.


PS sorry about bad spelling.

1067
General discussion / open gl problem
« on: 15 February 2008, 04:39:27 »
What do I need in order to use shodow Mapping? I cant use it and get "OpenGL extension not supported: GL_ARB_shadow_ambient, required for Shadow Mapping" this is on a computer less than 4 months old. Thanks in advance.

1068
Mods /
« on: 9 February 2008, 20:56:59 »
Thanks to all the info helped.

1069
Bug report / strange ai bug
« on: 9 February 2008, 20:53:50 »
Im a modder and i think i came across a strange bug. I created a new type of barracks by copying and pasteing the tech barracks and changeing the copy into what i needed. however now the ai wont build from the tech barracks and my barracks. Can anythng be done about this. I posted this first in mod section and i was told i should report it here.

1070
Mods / AI Problems
« on: 9 February 2008, 17:24:20 »
Hello am currently makeing a mod and i noticed that for some reason the ai does not build units anymore. It does utilize units it currently has so its not completly dead. Is there any reason for this or a way to modify ai?

Thankyou

1071
Mods /
« on: 18 January 2008, 22:07:27 »
Thank you.

1072
Mods / faction colors
« on: 15 January 2008, 19:25:12 »
How would set up faction colors.  I use Max and I know about adding CustomColor to User properties, but I Don't understand what else I need to do. Can anyone help?  Thank you!

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