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Topics - -Archmage-

Pages: 1 [2] 3 4 5
26
Mods / Generic MG Refit Discussion (renamed)
« on: 15 December 2012, 09:05:30 »
MG is too corny, that's why it isn't gonna take off like Glest. Glest had a feeling, it managed to do steampunk and magic without being ridiculous. MG for me is just.. no. Glest was a ton better with mods, but it feels to me like MG needs them to be fun. Another thing that really turns off the feeling is that every faction is smothered in fantasy, strange birds with fireballs, beetles and snakes fighting....

I can't get through a game of MG without getting bored, the games are short and don't give me much fun.

I've rarely brought up the poor art quality in MG, simply because I thought someone was gonna fix it eventually. But here we are years later and the worker is still killing people by hammering the ground... And the animations.... nuff said.

When I played tech and magic in the good old days of Vanilla Glest I remember a feeling, the dark music, the clings and clangs of the tools. It all fit together to create a mood that swept you in. Now.. when I play MG, I hear this oh so cheesy horn sound every time it's about to get serious, and most of the factions are goofy feeling. Indians and Norsemen are pretty good considering they don't have much context in the game. The rest are just mood killing right from the start!  :-[

I tried to help with art improvement but I lost interest halfway through the first faction, because I had to play test art and as soon as I actually tried to play a game I got bored!

Megaglest has really failed to deliver for me, and I believe I have voiced some of the reasons it is less addicting than VGlest. :bomb:

No offense I know you guys work hard on this but it isn't gonna go anywhere in this direction.

27
MegaGlest / [SOLVED] Critical OpenGL Issue, cannot play!
« on: 15 December 2012, 05:39:15 »
Version 3.7.1

Code: [Select]
[2012-12-15 00:34:49] Runtime Error information:
======================================================
Your system supports OpenGL version "1.1.0"
MegaGlest needs a version that supports
glActiveTexture (OpenGL 1.3) or the ARB_multitexture extension.
Stack Trace:
00000000 00000000 00000000 9a665fd7 ZwGetContextThread!ntdll (null)(0) +18
00000000 00000000 00000000 9a665fd7 ZwGetContextThread!ntdll (null)(0) +18


I'm using a 5850 mobility radeon, this makes no sense. I just updated the graphics drivers. Can I download opengl 1.3?  :-\

28
Off topic / Video Editing!
« on: 5 November 2012, 23:29:48 »
I made this clan promo for my old buddy Jordan, who was once a Glest player!
https://www.youtube.com/watch?v=D7S9KnGEHpk

I'm willing do video edits free for my pals.. maybe make an MG trailer? ;D

Have any of you guys got into video editing?

29
I decided I'd try to make some vegetation models...then I thought 'hey I could make a tileset for Glest! I've never done that!".
So here I am, I've created quite a few new models!

I took the Jungle tileset from Megapack, which could use improvement, and started modeling replacement art and focusing on low polycount, and good design using hd textures. I got all my textures from burningwell.org, and created 1 .png for almost all the vegetation. I have no problem with people taking the textures out to use some of the quality vegetation textures it contains. I also worked on improving the quality of some of the default textures.

Latest Stable Version: 1.0.1
Current Version:          2.0-Beta



DOWNLOAD - ALPHA - ~9MB
DOWNLOAD - BETA - ~13MB
DOWNLOAD - V1.0.1! - 7Z ~18MB
DOWNLOAD - V1.0.1! - ZIP ~20MB
Code: [Select]
[url=https://docs.google.com/file/d/0B1TUVKDu5jKRLWV1aHRzU0gza0U/edit]DOWNLOAD - V2.0 BETA - 7Z[/url] --
Code: [Select]
[url]DEV FILES[/url](uploading...)


(click to show/hide)

(click to show/hide)

(click to show/hide)

(click to show/hide)

30
Tools / [Solved] Blender 2.63 Problem with exporter script!
« on: 12 October 2012, 03:59:18 »
Blender 2.63 + Tools from MegaGlest(latest)\Blender

I create a cube, I triangulate it, and select it before export.

Export gives me a .g3d file that crashes GAE g3d viewer, and MG g3d Viewer sends me a 'bad allocation' error.

BTW are there any texture limits anywhere in the exporting process? I want to use a 2048*2048(1 texture for all objects). Is this a problem?

31
MegaGlest / A couple questions..
« on: 11 October 2012, 18:03:05 »
1: What is the most optimized texture format I can use on tileset objects
2: Are there any extra steps to animating a tileset model other than animating it, and exporting it?
3: Are there any kind of bump maps or shader maps that can be used on tileset objects?
4: Might anyone have added any kind of LoD system for the tileset objects?
5: How do I use Tileset particles?

32
Off topic / Smallville
« on: 5 April 2012, 04:59:09 »
I just finished watching the entirety of Smallville.
This is by far my favorite TV Show ever.

Smallville is a Sci-Fi show about the origins of Superman. The stories are almost always complex and intense. It aired 10 seasons setting quite a few records along the way. Personally I watched the entirety in just a few months, so it felt more like a massive drawn-out movie to me. I promise you guys Smallville is quite an amazing show, the morality is great, I would definitely recommend this to families.

In the beginning the acting, and the CGI aren't the best... But after the first season things really started setting in. The CGI got progressively better, even looking better than almost all popular war movies at points. The stories got quite a lot better, more complex and powerful, delving deeper into the story behind Superman. The acting went from your average TV Show to quality movie level pretty fast. The characters grow and grow, they truely show Lex Luthor well, and his development into the villain.

I was told about Smallville by a friend a long time ago and decided to give it a shot. I figured I'd post about it, and let you guys know what a great show this is. :)

33
MegaGlest / Megapack V6 Update! Egypt ready for testing!
« on: 1 April 2012, 18:27:56 »
COMING SOON!
(was April Fools Joke)

34
Tools / Export Script 2.61 bug? [FIXED]
« on: 23 March 2012, 23:50:53 »
Um it exports all geometry in every layer from blender. This bug is making my blender files super messy because I have to delete stuff to export.

Edit by Omega: Renamed thread to [FIXED]

35
Feature requests / Auto RETURN
« on: 11 March 2012, 20:26:13 »
It's annoying when a unit runs off and goes on a one-man-crusade, especially when his sight radius is higher(like an archer). Multiple times I've had units run around and give away strategic bases I was building. It would be nice to have this toggleable, and defaulting too on.

All you would have to do is tell the unit to return the position it was idle at last. Because it attacks and then stops, but if is attacked then returns to the last idle spot, it'll go back to your base instead of sitting out being vulnerable.

36
Feature requests / Graphics...
« on: 7 March 2012, 06:59:48 »
Guys, I'm unloading ideas I picked up while playing, and ideas from my Crysis experiences. Guys please feel free to post your ideas on how to improve the graphics of MegaGlest! I will add them to the FP list! :D

Rating System: 1-5     1=low overall improvement     5=high overall improvement

Optimizations/Enhancements:
4-Polygonal   LoD System(check ideas...)
2-Polygonal   Efficient Object Drawing-Draw objects based on whether their geometry and shadow are visible, not by a defined radius. This would stop object/shadow popping.

4-Shadows    Shadow Map drawn from camera-So if you zoom in it only uses the shadow map on the objects with visible shadows, thus much sharper shadows up close. If you zoom out, the shadow map draws shadows for the whole screen at 512*512(or whatever setting), thus you still see shadows, the performance is good, and from that distance it looks fine. Instead of what we have now where it's all blurry up close, and the shadows go away if you zoom out far enough.



New Features:
5-Shading      Normal Mapping
3-Shading      Specular Mapping(a glossy, or specular concentration parameter is needed)
3-Shading      Glow Mapping-An RGB texture used to map bloom onto a model.
2-Shading      Cheap Terrain Ambient Occlusion-Slightly darken lower areas/the backsides of hills when shadowed. This will generate more Terrain Depth. Think of it as per-shadow-depth-occlusion.

5-Lighting      Dynamic Lighting
4-Lighting      Light Placement-Ability to place lights on units, tileset objects, and vertices(Have the light spawn itself at a specific vertice, good for torches).
3-Lighting      Bloom-Glows, drawn on top of the scene, generated by either an XML specification, a glow map, or a high specular flare(light reflected at the camera by specular mapping).

4-Particles     Real Soft Particles-Meaning Z-buffer calculations to make particles appear much more 3D.
4-Particles     Fake Soft Particles-A cheaper alternative to Real Soft Particles. Fade the particle out slightly around areas of collision to avoid hard edges. Generating bloom on the visible parts of the particle would increase the 3D feel.
3-Particles     Orient to Velocity-Would be great for sparks!
3-Particles     Basic Particle Terrain Collision-Something XML defined that freezes the particle just above the terrain. This will create the illusion of particle impact. Useful for lots of things.
3-Particles     Rotation(Defined/RandomDefined)-A setting that defines the rotation or the maximum random rotation speed. Rotation would freeze on particle impacts. Also an option for oriented by gravity or object is needed.

4-Shadows    Soft Shadowing-Blur and smooth the edges of shadows, fade pixels as they appear and disappear.



Ideas:
LoD            LoD through automatic sprites-When the camera gets a certain distance out, possibly automatically varied by a high or low framerate. Higher the fps the farther out it transitions. Lower fps the closer. The computer would take a generated sprite of each model from the current view, and just place it in the proper place each frame. It would warp the image some to suggest it's still 3D, and would generate new sprites as needed. All transistions, between model and sprite, between sprite and new sprite, should be faded in and out nicely. The idea is to have higher frame-rates farther out and minimal LoD popping. This would generate a large performance jump for distant models, and could be toggle-able(default to on) on top of a LoD system that uses different versions of models. This method would be used for static objects only. To correct for drawing errors(such as pure white or black pixels), there should be a 1x anti-aliasing field over all the sprites, blending all the colors into incorrect pixels to hide artifacts. There are multiple other things you could do to this idea to optimize it further, should this ever be realistically explored I'll break out all my ideas for it.



Other:
Particles      A Particle Editor. As particles get more and more complex, the desire for a realtime particle editor will increase.



I have more ideas still, should you guys wish to explore implementing some of these, please open a new topic so we can discuss it in detail. :)
Psst: Water graphics anyone? :D

37
Tools / [Solved]Bad Allocation
« on: 4 March 2012, 08:16:25 »
Made a model from scratch in Blender 2.61. Exported and MG throws me "bad allocation". All faces are triangles. I exported a different model last night with no problem.

38
Mods / Free Assets Pool[New Official Man Model]
« on: 2 March 2012, 07:52:22 »
As title says this is an Asset Pool! A place where everybody can post assets that they consider free for other people to use. This will be the answer to those who need assets, but can't make them.

Very soon, I will post a Spearman fully textured, and completely animated. I will also be posting many other assets as I work on a secret project. Each and every asset can be released under whatever license you wish, feel free to skip naming licenses and write exactly what you want. The only requirement is that it is completely FREE. Please include a picture, but is it OK if you don't. Pictures can be taken in the MegaGlest G3D Viewer. On Windows you can find the pictures in "<user>\appdata\roaming\megaglest\screens".
I'll sticky this if it picks up well. If not, well it'll sink in the sea of topics.

Assets: (All links go to user post.)
Wciow's Unused Models
Textured: Some     Animated: Some     Picture: No

Spearman by -Archmage-
Textured: Yes     Animated: Yes     Picture: Yes

Axeman from Megapack Romans Mod
Textured: Yes     Animated: Yes     Picture: No

Stoneyard by Atze
Textured: Yes     Picture: Yes

Tech Female by -Archmage-
Textured: Yes     Animated: Yes     Picture: Yes

Pony by Mr.War
Textured: Yes     Animated: ???     Picture: Yes

MarketPlace by Atze
Textured: Yes     Animated: ???     Picture: Yes

Samurai Spearman
Textured: Yes    Animated: Yes      Picture: Yes

New Man Model by Psychedelic Hands and Archmage
Textured: UVed  Animated: Some  Picture: Animation

Edit by Omega: Removed Hagekura's contributions as per https://forum.megaglest.org/index.php?topic=8104.msg81063#msg81063

39
Tools / Export Plugin Critical Problem[SOLVED]
« on: 1 March 2012, 08:49:22 »
I followed the post by Softcoder on how to install the g3d converter word by word. Used Blender 2.61(getting lost, it's so different).
I used the exporter and... boom GAE g3d viewer crashes, MG g3d viewer throws typical generic error message, then another more specific one:
"Error building texture 2d mipmaps, returned:100901 <FILE LOCATION> ] w = -1, h = -1, glCompressionFormat = 32832"

Files and g3d that crashed: http://www.sendspace.com/file/q9w7cd
PS: If you can get it working...you can have it! (Just credit me please)

I have MG version 3.6.0.3.

Anything else you need to know let me know! :P

41
Off topic / I wrote my first program!
« on: 24 May 2011, 04:31:42 »
Check it out guys! 8)

http://dl.dropbox.com/u/5207065/Misc/SETHTEST.exe

Gabbe helped me write it.

42
General discussion / Crash before I reach the main menu.
« on: 19 April 2011, 17:58:13 »
I start the game, click to skip the intro, the screen goes black and stays black. I use Alt-F4 to get out.

Here's the crash report:
Code: [Select]
Crash
Version: Advanced Engine git-master
Time: Tue Apr 19 13:45:39 2011
Description: Access violation (Writing address: 0x00000000)

Call Stack:
  Frame       Code address
  0x00BFF800  0x00000000
  0x00BFF848  0x0156A3C2
  0x00BFF8A0  0x0148F551
  0x00BFFE28  0x0148D05C
  0x00BFFE78  0x0148D23D
  0x00BFFE84  0x75343677 BaseThreadInitThunk+0x12
  0x00BFFEC4  0x76EF9D42 RtlInitializeExceptionChain+0x63
  0x00BFFEDC  0x76EF9D15 RtlInitializeExceptionChain+0x36

=======================

43
This topic in a nutshell: https://docs.megaglest.org/Particles

Title says it all. I checked the wikia.

This is for Constellus, so it's GAE related. :P

Edit by Omega: Link to the wiki, since all the questions answered here will be on the wiki, in an easier to read format.

44
Closed bug reports / [fixed]alt+f4 doesn't work
« on: 18 April 2011, 04:11:28 »
I must demand that you guys put alt-f4 back in, I absolutely love it.

Computer: "You Win!"
Me: "Yay!" *Presses Alt-F4*

Computer: "You lo--"
Me: *Presses Alt-F4*

45
Feature requests / MG particles in tilesets
« on: 14 April 2011, 20:13:39 »
https://forum.megaglest.org/index.php?topic=6622.0

Can we puleeeez get this!?

Edit: Changed the subject - hailstone

46
General discussion / Shadow's are all glitchy...
« on: 9 April 2011, 05:42:33 »


I have the shadow resolution at 4096, and when it's lower the shadows don't glitch like this. But I'd like to play with sharp shadows, instead of pixelated blobs.
Also, look at the top of the picture..... :|

47
General discussion / GAE Crash Report
« on: 30 March 2011, 15:57:52 »
Crashes on start!
Code: [Select]
Crash
Version: Advanced Engine git-master-93a65c5..
Time: Wed Mar 30 11:54:58 2011
Description: Access violation (Writing address: 0x00000000)

Call Stack:
  Frame       Code address
  0x00B8F7E0  0x00000000
  0x00B8F828  0x014572F2 Glest::Widgets::WidgetWindow::renderMouseCursor+0x222 at widget_window.cpp(472)
  0x00B8F880  0x0137E791 Glest::Main::Program::loop+0x3c1 at program.cpp(273)
  0x00B8FE00  0x0137C29C Glest::Main::glestMain+0x39c at main.cpp(16707566)
  0x00B8FE08  0x0137C47D main+0x1d at main.cpp(225)
  0x00B8FE50  0x01504D13 __tmainCRTStartup+0xfb at crt0.c(266)
  0x00B8FE5C  0x75F13677 BaseThreadInitThunk+0x12
  0x00B8FE9C  0x779A9D72 RtlInitializeExceptionChain+0x63
  0x00B8FEB4  0x779A9D45 RtlInitializeExceptionChain+0x36

=======================

Edit: This happened when I executed the binary directly, which I believe I'm NOT supposed to do? :P

48
Forum discussion / An increasing amount of spam...
« on: 28 March 2011, 04:11:57 »
Lately I've noticed a lot more spam. :| Does anyone know any reason why that may be?

49
General discussion / MG should be ported to GAE! Not Merged!
« on: 19 February 2011, 05:18:20 »
Come on Omega, just think of an unified fork, OK? That's all you need to think about to understand...
If this was a port project, obviously the two teams would not work together. That's part of the reason why this didn't happen months ago.
How? Read the snippet of the quoted IRC Chat ;)

I am in full support of Omega's idea of porting from MG to GAE, GAE has a much older base and it's features are heavily rooted. It uses newer libraries to my knowledge, and as far as I know it has a better internal design(loads real fast, not to mention 7z/zip support with the addon folder!). I think porting MG features like multiplayer, irc chat, and those other things Omega mentioned, would be the fastest and safest way to go. I'm just wondering though.....what about the MG website?

If one's features were ported to another and the one ported to renamed, how would the end result be different from if they just mushed them together?

I probably could have been justified in deleting these posts due to their nature of unhelpful bickering, but I split them instead to be on the safe side.
-- ♥ John

And I gave a better title. -Ultifd

50
Tools / Toolbox
« on: 28 December 2010, 05:49:41 »
This is the central place to find tools and guides on the forums. All these tools are freely available and many are open source. For knowledge, the Glest Wiki and Glest Guide may be of use. Note that many links link offsite.

Tools
  • G3DHack: A tool used for viewing and performing optimization to G3D models.
  • Blender: A 3D modeling program with an exporter available to export to Glest's G3D format.
  • GIMP: A powerful image editor.
  • Paint.NET: An alternative image editor.
  • Notepad++: A fast text editor with syntax highlighting and many other features to make XML work easier.
  • Audacity: An audio editor with recording and sound editing features.
  • GIMP Low Frequency Plugin: A plugin for the GIMP which lets you remove low frequency brightness and color differences to make tiled images.
  • GIMP Resynthesizer Plugin: A plugin for the GIMP which allows you to try and remove objects from images, filling in the blank spot.
  • GlestTools: A pack of python scripts that allow the user to make animated GIFs, pack their mod, etc.
  • Techtree Flowchart: A tool to create a simple web flowchart for a faction.
Most of these tools are also available for Linux via the Package Manager.

Knowledge
General

Modeling

Texturing

Animation

Exporting

Resources

(click to show/hide)

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