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Messages - -Archmage-

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176
Mods / Re: Tech High Quality Texture Pack! [Updated with Pics]
« on: 27 August 2013, 04:05:57 »
Here is the  tech faction with "HD" textures and textures converted to  png Format:  http://titi.megaglest.org/tech.7z

Currently it has a tech.xml file where you have all units directly from the start to see how it looks like.  What do you think ?

I noticed that the barracks and castle texture aren't in, and some of the improvements I made to other models seem to not be there. I also noticed weird blockiness, it almost looks like minecraft..
Other than that it looks great man! :D

Code: [Select]
[img]http://img809.imageshack.us/img809/1870/6ysq.jpg[/img]

177
Mods / Re: Tech High Quality Texture Pack! [Updated with Pics]
« on: 26 August 2013, 16:11:21 »
I have gimp. :P I just used photoshop cause it's miles easier for handling selections, masks and color correction.

I'm currently exporting the psd's to tif files with layers, I hope that will be easier to handle.

178
Also play some larger test games to ensure there is actually some hardware where performance is acceptable with the increased overhead (which is nice to look it otherwise). This also applies to the other HD variants you're currently working on (which - while I have not tested how usable those are - is a good effort).

Textures are the only area that is being increased, and the ground textures have actually been reduced(now 128*128) from what they were in the 1.0 release(256*256). The polycount of the plant model I just posted is a mere 60 triangles.

179
Mods / Re: Tech High Quality Texture Pack! [Updated with Pics]
« on: 26 August 2013, 12:54:20 »
Quote
hm, psd is a quite proprietary format so I think that doesn't help too much and I don't want any proprietary things in our svn.

Well I used photoshop to enhance the textures, I can export to any other format just name it.

180
Mods / Re: Tech High Quality Texture Pack! [Updated with Pics]
« on: 25 August 2013, 22:16:12 »
looks really good, i need to try it. But when we improve things with bigger textures we should use another picture format too :) .
HInt Hint: MegaGlest can do this conversion via commandline :D ( --convert-models )

I try it ( and I already think it is good! ) and then we must discuss when we want to check it in and add it to the official game .


Thanks Titi! :D

I can supply psd files if needbe, and I'm willing to convert the textures whenever.


Quote
HInt Hint: MegaGlest can do this conversion via commandline :D ( --convert-models )
How does this work?

181
Mods / Re: Tech High Quality Texture Pack! [Updated with Pics]
« on: 25 August 2013, 20:24:11 »
I'd much rather finish redesigning the Megapack, and I am pursuing plans to do so. ;)

182
I'm going to make a large patch to this tileset and update much of the graphics and try to make it the best environmental graphics possible on the Glest engine.

Jungle HD 2.0 is on the way! :)

So far:
-Massive texture upgrades, I've redone the ground textures at half the resolution of before to (successfully) combat the loading issue. It's still twice the resolution of Jungle non-HD, and I did a better job this time I think.
-New bush model!
Code: [Select]
[img]http://img35.imageshack.us/img35/8780/v3x4.png[/img]

183
MegaGlest / Re: I'm interested in coding for MG
« on: 25 August 2013, 17:50:54 »
Quote
I'm a much better Java programmer, but sadly, MG isn't written in Java...

Java's too slow man.

184
MegaGlest / Re: I'm interested in coding for MG
« on: 25 August 2013, 05:33:01 »
Tada!

Yeah, I meant to be on here more, but preparations for school have gotten in the way. Thankfully, this will be my last semester, so then I'll be unable to use that excuse anymore. ;)

I plan on honing my C++ skills, and trying to get back into this, but I'm not too sure what all I can do until school is over.
:thumbup:

I'll be taking a basic C++ elective, it's quite likely I will be joining you in an effort to get into the source code within a year!

185
Mods / Re: DomiNeonic Mod for MG Download available
« on: 24 August 2013, 15:55:38 »
Quote
I wonder what I could do to keep Ai from over massing units. Perhaps a population limit like Annex?

Make them produce less food, this is a much more realistic way of limiting unit production.

186
Mods / Tech High Quality Texture Pack! [Updated with Pics]
« on: 24 August 2013, 01:34:43 »
I'm gonna leave this download link here: Tech HD Textures

I doubled the resolution and enhanced a lot of the textures for tech. This is(a present for the graphics whores :-*) for people who play at decent resolutions where especially buildings tend to look blurry from the regular camera distance, even with max settings enabled. I have definitely noticed an improvement when I play.

(click to show/hide)

All materials I used to enhance the textures I obtained from either burningwell.org or other sites. I checked usage rights everywhere and only selected from sites where I was allowed to use as I wish. I didn't need too much so this was easy. I consider these textures to be under the same license as the original Glest textures(someone know what that is?). Please credit Tucho, he's the one who made the base textures(afaik), I don't care if I'm credited or not.

Enjoy. :P

187
Forum discussion / Re: [Suggestion] MG calendar
« on: 22 August 2013, 21:30:24 »
It started as a suggestion to help MG multiplayer be more friendly and now we've branched out into other reasons. :)

188
Forum discussion / Re: [Suggestion] MG calendar
« on: 22 August 2013, 19:12:15 »
Quote
And that's rhe reason of the limited number of players in Megaglest. Think about it.

For a lot of us the multiplayer isn't very fun.. the reason Megaglest isn't growing anymore is cause the content is the same, and each engine release is bringing less and less noticeable changes.

With a community as small as MG's a calender should help a lot. :thumbup:

Well most commercial games have the same content as they started with, too. Like Broodwar. Of course it has a huge player base and tons of great custom maps, too.
MG's content isn't of very high quality though, especially in the field of animation. (no offense to the creators) The gameplay is encouraged to be short and rather un-epic, and the techtrees don't expand any further than original Glest. My friend played Glest a bit and he got addicted for a little while, then I tried to show him MG and he thought it was just weird, completely lacking the tone of original Glest. Obviously something's different. :P

The thing about original Glest is that its not historical strategy, and ancient history games are perhaps the most common of all RTS. And also its art assets are massively higher in quality than any of the mods. They are somewhat comparable to 0AD minus the texture stuff 0AD has. If all the assets were of similar philosophy and quality, even having MG level graphics wouldn't necessarily be an issue, but its extremely jarring to see Glest assets in the same game as Megapack ones.

I agree, the factions don't mix together nicely at all. This is something I hoped to fix with megaglest refit, but alas development on that is currently frozen.

189
Forum discussion / Re: [Suggestion] MG calendar
« on: 22 August 2013, 15:58:22 »
Quote
And that's rhe reason of the limited number of players in Megaglest. Think about it.

For a lot of us the multiplayer isn't very fun.. the reason Megaglest isn't growing anymore is cause the content is the same, and each engine release is bringing less and less noticeable changes.

With a community as small as MG's a calender should help a lot. :thumbup:

Well most commercial games have the same content as they started with, too. Like Broodwar. Of course it has a huge player base and tons of great custom maps, too.
MG's content isn't of very high quality though, especially in the field of animation. (no offense to the creators) The gameplay is encouraged to be short and rather un-epic, and the techtrees don't expand any further than original Glest. My friend played Glest a bit and he got addicted for a little while, then I tried to show him MG and he thought it was just weird, completely lacking the tone of original Glest. Obviously something's different. :P

190
Forum discussion / Re: [Suggestion] MG calendar
« on: 22 August 2013, 12:26:37 »
Quote
And that's rhe reason of the limited number of players in Megaglest. Think about it.

For a lot of us the multiplayer isn't very fun.. the reason Megaglest isn't growing anymore is cause the content is the same, and each engine release is bringing less and less noticeable changes.

With a community as small as MG's a calender should help a lot. :thumbup:

191
Mods / Re: Free Assets Pool[New Official Man Model]
« on: 20 August 2013, 19:02:36 »
I will have 2 assets to upload here in the near future. :)

1: Heavy Axeman(square shield+axe) [DONE]
2: Knight on foot(large two-hand sword, team-color tunic/cloak) [WIP]

I make these for my own mod, but I like to share.

192
I wasn't able to recreate the crash. :\

193
Random crash during a huge battle(I was about to win!). :(
On a side note I had fraps running(not recording).
This was on my desktop, not my laptop.

Specs:
CPU: Phenom II x6 1055t
GPU: ATI Radeon HD 5870 1GB
RAM: 32GB G.Skill
Game resolution: 2560*1440 (thought this might matter cause it was over 1080p, dunno if there might be issues with higher resolutions)

I grabbed a pic of the crash and what it did to a bunch of my windows:

194
Feature requests / Re: Remove the stupid linux hint
« on: 16 August 2013, 16:31:06 »
Dude, the software is 110% free, it's just a little bit of playful and totally non-intrusive text because Titi is a fan of Linux. If you even can define that as adware, that's totally your problem man.

195
Feature requests / Re: Remove the stupid linux hint
« on: 16 August 2013, 16:19:27 »
I don't honestly see the big deal. One little hint on a game loading screen that goes by in a few seconds is not life altering to me.

196
Windows 8 64bit, MG 3.8.0 Beta1.

I was playing tech from Megapack and I had a group of various infantry selected(which I had added to a group with Ctrl+1) and I told them to attack and they didn't. I tried to move them and every time I right-clicked the screen for them to move somewhere it glitched very fast, almost not noticable. I right clicked all over the screen waiting for something to happen and it froze and crashed.

Idk if this was graphics card related, if so my graphics card is the AMD Radeon HD 7970m.

197
Quote
Graphics (particle systems & shaders + modernising GL use).

YES. :thumbup: :D :D :D

198
Mods / Re: Tech High Quality
« on: 10 August 2013, 10:00:51 »
Yah! For MG "Refit".

Yea, a texture upgrade for Magic and Tech was in my plans somewhere, now I'm doing it! :)

199
Mods / Re: Tech High Quality
« on: 10 August 2013, 04:14:20 »
Is this still in development? I'm thinking of starting development on an HD texture upgrade for Magitech.

200
I may return as well..

Glad to see you about again Silnarm! ;D

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