Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Trappin

Pages: 1 2 3 [4] 5 6 7 8 ... 17
76
Maps, tilesets and scenarios / Re: Tileset: Imladris Reborn
« on: 16 October 2010, 09:01:07 »
@titi okay!



Dear Aussies, please don't be mad at me (heh)! That tree happens to be a California eucalyptus - who knows where the cans came from.


77
Maps, tilesets and scenarios / Re: Glest Tileset: Peat Bog
« on: 16 October 2010, 07:57:44 »
I've got no clue what Omega is talking about and haven't the slightest idea how to prepare folder file paths/structures inside zip packages. If someone wants more than a standard zipped package then I'll need specific instructions on how to do it - capish ?

Updated: thanks Yggdrasil

78
Maps, tilesets and scenarios / Re: Tileset: Imladris Reborn
« on: 13 October 2010, 01:42:05 »
We need a billabong tileset...  with eucalyptus and old rusty beer cans

79
General discussion / Re: How to install dark magic as a faction
« on: 13 October 2010, 01:29:23 »

80
Maps, tilesets and scenarios / Re: Tileset: Imladris Reborn
« on: 13 October 2010, 00:50:00 »
What do you think they should look like then??

They should look the same only shorter/smaller in overall dimensions?  Currently, air units fly into and through the tall tree models and it just doesn't look right. Not sure how else to describe the problem other than to say its a design error.

dark_tree
tree1
tree2

It looks like amish reused the same models but associated them with different textures - so maybe it isn't as much remodeling work as it seems? Dunno.
 

 

81
Maps, tilesets and scenarios / Tileset: Imladris Reborn
« on: 12 October 2010, 13:19:44 »
amish13/gAMeboy created the Imladris tileset as a thematic companion to his Elf faction and its probably the most ambitious and creative tileset yet created for Glest. The object list has many new models for trees and branch structures and the new statues/birdbath/hanging gardens were nice additions to the original and standard glest statue and caged object models.

The Imladris surface textures are very well done, but due to the method in which Glest renders tiles, some of the unconventional textures look very odd - not because the tiles are bad - Glest just cant render them in the fashion which was required.

I emailed amish and asked for permission to modify Imladris and he granted the request.

Okay, that's the back-story.

Project: Imladris Reborn

*Modify ground surface/water textures - work is already 70% compete.
*Modify the trees - reduce the scale of the trees by 30% or to a height below where flying units are visually obstructed.
*Modify or replace river objects.
*Modify the old flowers and bush_flower textures.
*Modify statue color(s)

Can someone within the glest community do the tree resizing work? I'd appreciate it greatly. The texturing work isn't a problem, the Ryzom Asset Repository really makes this part of the job easy.

Screenshot of Imladris




82
Maps, tilesets and scenarios / Ally Resist Map
« on: 7 October 2010, 13:56:50 »
Eight player maps really grind the cpu/gpu on this computer so someone else will need to do the final build/fine tuning.

http://www.mediafire.com/file/q2137j5vcgcmxgg/COOP8_ally_resist.rar

83
Tools / Re: scenario editor
« on: 7 October 2010, 06:23:28 »
Looking forward to using this tool - don't burn out on us!

84
Mods / Re: Military Tech Tree -- Epic New Logo
« on: 7 October 2010, 06:19:11 »
Quote
Can I get some opinions on Realism vs Balance here? Whichever side the PLAYERS want, I'll go with.

Maybe just rename the Humvee since your model resembles a tracked M577A2 Command Post vehicle.

 

Self propelled artillery units are slow when compared to standard tanks ( not sure I'd refer to the Braveheart as slow .. heh)




85
Maps, tilesets and scenarios / Re: 2vs2 and 3vs3 maps needed
« on: 6 October 2010, 10:37:04 »
2x2x2x2 style map?

I'll leave the coop2vs2 as is and then make a new 8coop ally resist.

86
Maps, tilesets and scenarios / Re: New Tileset: Peat Bog
« on: 6 October 2010, 10:32:22 »
I was hoping for some instructions regarding standardized zip packaging - but that can wait for now.

Updated version on the OP.

87
Mods / Re: GLADE Team Project: Dark Magic
« on: 5 October 2010, 12:02:27 »
I tried retextiring the pain tower using stone and brick textures but none of them looked very good - the model shown below looks kinda cool but it doesn't blend with the dark magic style.


88
Maps, tilesets and scenarios / Re: New Tileset: Peat Bog
« on: 5 October 2010, 09:49:19 »
@PT fixed the uppercase M to lowercase m.
@titi changed the big rock texture and object model.
@titi reverted the water texture to wciows texture from Swamp tileset.

I was trying to make stained coffee color water but, alas, my texturing skills leave much to be desired.


89
Maps, tilesets and scenarios / Re: New Tileset: Peat Bog
« on: 4 October 2010, 13:41:02 »
As a note, maybe we should have a standard file structure. Personally, I think the GAE Addon structure would be best. For example, that would be:
./tilesets/peat_bog/peat_bog.xml
Notice that it includes the tileset folder. This means that if people simply extract the archive in their Glest directory, they can play it and it will find the correct folders. OR, if they are using GAE, they just have to place the zip in the addons folder.

Not sure what you want me to do here - first rename the tileset and xml to peat_bog and peat_bog.xml but how do I package maps and licenses in a .zip archive so they all extract into the proper locations? should we have a licensing folder within the glest directory? Screenshots and examples of how to type this stuff out (sans computer jargon) of this process would be helpful.

If the LUA script tool comes online soon then we'll have to include even more items within a single package - example: tilesets/maps/lua and licensing information.


Just make a dummy .zip archive with the proper GAE/MG folder structures and post it to mediafire - then everyone can just look at how it should work?

90
Mods / Re: GLADE Team Project: Dark Magic
« on: 3 October 2010, 18:35:39 »
Re-textured sorcery runes.

Code: [Select]
[IMG]http://i821.photobucket.com/albums/zz136/TrappinGlestMaps/Glest%20Other/ruins.jpg[/img]
file:
Code: [Select]
http://www.mediafire.com/file/sjrrol0gtu16nna/test%20models.7z
My work is always CC0 <zero> public domain.

91
Maps, tilesets and scenarios / Re: New Tileset: Peat Bog
« on: 3 October 2010, 13:55:58 »
It looks nice, but I got an error message when I tried to start a game with it.... It was something about your .xml.

I just downloaded the zip package, extracted the contents and the game loaded the tileset - everything seems to be working correctly. I may have confused the situation by packaging the tileset inside of another folder - this method may cause problems if the extracted file "tileset peat bog" is placed into the glest tileset directory.

Try downloading the file again -  If the tileset fails to load we may need someone else to proof read the xml - I'm not very experienced at doing this sort of work.

@Omega: okay, will try fixing it using audacity.

92
Maps, tilesets and scenarios / Re: New Tileset: Peat Bog
« on: 2 October 2010, 05:58:16 »
beta version 2.0
Updated numerous texture files - the original water texture was giving me a headache, heh - but still cannot figure out how to adjust the volume on the Mudchute_cow_1 sound file.

changes include:

texture_tree3.tga
water_001 thru 004.tga
swamp_rock.tga
flower.tga
surface5a thru 5d
modified peat feet.gbm

93
Mods / Re: Undead faction (wip)
« on: 1 October 2010, 13:38:31 »
Just some general observations -

Great textures on the buildings.... the headquarters is outstanding - awesome styling.

The team colors image on the barracks and catapult unit are far too large.  

The units look pretty darn cool, the animations are fluid and the overall styling pleasing.
Nice work, looking forward to the final version.


94
Maps, tilesets and scenarios / Glest Tileset: Peat Bog
« on: 1 October 2010, 11:33:42 »
Thanks and credit to wciow for the object models and water.tga files. Surface and object textures are derivatives of tiles from the open source Ryzom Asset Repository and Open Game Art.

Glest maps and tilesets wiki

Tileset: Peat Bog
Showcase Map: Peat Feet
Download: http://www.mediafire.com/file/jqhnxn7sxp499ob/peat_bog.7z



License:
Ryzom Attribution-ShareAlike 3.0 Unported
wcioiw Creative Commons cc-by-sa v3
opengameart.org CC0 <zero> public domain
Trappin CC0 <zero> public domain




bog bodies, which are also known as bog people, are the naturally preserved human corpses found in the sphagnum bogs in Northern Europe. Unlike most ancient human remains, bog bodies have retained their skin and internal organs due to the unusual conditions of the surrounding area. These conditions include highly acidic water, low temperature, and a lack of oxygen, combining to preserve but severely tan their skin. Despite the fact that their skin is preserved, their bones are generally not, as the acid in the peat dissolves the calcium phosphate of bone.

The German scientist Dr Alfred Dieck cataloged the known existence of over 1,850 northern European bog bodies in 1965


95
Maps, tilesets and scenarios / Re: 2vs2 and 3vs3 maps needed
« on: 24 September 2010, 22:52:10 »
COOP4 Ally Resist final build
Original by Scenariole /mod trappin

http://www.mediafire.com/file/xvgn4ysgcx1roky/coop4_ally_resist.rar




96
Maps, tilesets and scenarios / Re: 2vs2 and 3vs3 maps needed
« on: 23 September 2010, 18:56:40 »
I'm using 3.3.4.3 - are there any AI improvements in newer versions?

Most people dislike maps larger than 128x128 and maps of this size limit the overall potential for expansionist game play. How many tiles away from the starting AI headquarters should the first resource expansion be located to trigger the AI "build headquarters" script? 40 tiles? more? less? I need a specific number for this to work properly.

I've lost 16 or so games on this map, won 4 matches and have played to stalemates a few times - stalemate would be after the AI tries to expand to the second tier resource nodes - at this point I just kill the harvesters and bleed the AI dry of resources.

97
Multiplayer / Re: IRC Clients?
« on: 22 September 2010, 14:26:46 »

98
Maps, tilesets and scenarios / Re: 2vs2 and 3vs3 maps needed
« on: 22 September 2010, 13:57:59 »
Final version.

http://www.mediafire.com/file/52g6t37af16doyk/COOP6_big_river.rar

redrafted this map 10 times and the last 2 games turned into protracted battles of attrition  - so I think this map is finally working properly.


99
Maps, tilesets and scenarios / Re: 2vs2 and 3vs3 maps needed
« on: 21 September 2010, 00:14:12 »
Having a difficult time getting everything balanced. Its hard enough designing interesting looking maps while keeping the AI from getting stuck in dead ends or next to a pond - now I've gotta account for COOP play styles with an AI on MegaSteroids.

Some people would really have fun...probably.

Maybe, who knows? Not me.

100
Feature requests / Re: just another Idea to make glest better: Walls
« on: 20 September 2010, 22:07:35 »


Give me a few minutes and I'll find the old links.

Untextured heptagonal shaped object: http://www.mediafire.com/file/2nizzoegi5m/HexHept_object.zip

Walls will work but, and this is a big but.

Glest wall objects will never align in the traditional sense - Glest achieves a level of faux randomization by rotating object models prior to placement into the game world.


Previous attempts to build wall sections have failed due to random alignment features coded into the game. Objects lack a "true north" code, so wall objects are dropped into the game world not knowing the direction they should face - also - objects aligned in a linear fashion in the map editor will be rendered in-game with slight deviations on linear lines - hence the slightly jumbled - north/east/south/west.
 
So, why not use a hexagon or heptagon shaped object? An object with 5 or 6 sides solves the "true north" object rotation problem - it won't matter which side faces north. We will still have the not-quite-lined-up non-linear jumbled appearance but if the Hex/Hept objects are double size the same way Mossy Rocks are sized - then some Hex objects will overlap other Hex objects - just as Mossy Rocks do - but with 5/6 sided objects it wont matter because one face of each object will be overlapping the other and thus form partially homogeneous wall connection seams. The new wall sections will still have deviations N/S/E/W along linear lines but i think it will be tolerable due to the shape of each object.

EDIT: Modified to reflect Hectates comments


Special maps will need to be constructed with the object rendering limitations in mind but - I think with some practice with how hex objects render on the new tileset - we can ultimately design small scale castle-type siege maps.



Pages: 1 2 3 [4] 5 6 7 8 ... 17