201
Mods / Re: MegaGlest Refit - Norse
« on: 13 April 2013, 14:24:51 »
Impressive!
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.
create a working version with placeholder models.Brenton is already doing this.

Also, we need to structure the folders to share artwork. So all the models would also have to be in the same folder.There is a graphics folder to contain all the visual assets.

I'd like to see particles like these used in the MegaPack refit.
I've modeled the Obelisk and am currently texturing it. I will also do the Garden models once the obelisk is finished.Man why didn't you check the repo?? I already took the egyptian obelisk and improved it and added a destruction animation..
I personally have no time for modelling, (... or improving my skills in modelling) so I have to do other stuff. And because we only have a few 3D-artists and they are very busy with the factions ... (at least I hope so, as we don't have very much done,yet) I searched for alternatives to balance load.We'll take our time. Tilesets fly by compared to factions anyway.
Check this user http://opengameart.org/users/yughues he has a lot of good art for tileset's ... and many/all are CC-0.
You could throw that guys models into Cryengine and turn on tesselation!
They all seem to have height maps! Only problem is that Glest doesn't support anything besides just a simple texture. :\
I don't understand how this will be any easier... It would only be different. This sounds like it would cut down maybe 1/3 of the writing of an XML.. but what's the point of that? Copy-pasting is faster. I kinda feel like I'm the only modder who just copy-pastes an xml and modifies it... It's rare for me to even type and entire XML line out.
I copy paste quite a lot actually. Shit I use find and replace a lot. I don't like how much space some stuff takes up in unit XML. Its pointless to copy paste at least 3-4 skills on each unit all the time when you could do it once and ignore it. For units without any special attacks you could avoid having to type out any skills at all. Probably something to be done with commands to.
Its mainly a readability issue. I've also been changing around the XML for other things making most things optional with default values.
As another option, how would you feel about standard commands/skills only needing the name? So for the die command you would just type die in the unit xml and it would know to grab the die.g3d it would know the skill type was die, it would set animation and speed to 100, ep cost auto set to 0, and it would grab sounds listed with the name die, or die0 - die9. You could still store skills in the unit file then and you could add any level of necessary detail, although for skills like die why would you need to?
Yggdrasil, is there a way to make the script default to having "rotate to glest orientation" checked?
I like working in blender's default axes better than glest's default axes
Make us proud!It depends on how much of my help the Hurricane Sandy recovery effort requires.
Will you be joining our endeavor sometime?
MANThat's the general idea yes...
that is a nice model!Thanks man!
Now somebody get a nice texture on him!He does have a basic UV, when and if this specific rendition of the model is textured I will post it. This is a fully rigged base mesh for anything human. It's going to be used in the MG Refit.
Yea. Any way you can get the animations through is good, because trust me animating is a lot of work.
@firedeathbot: I remember you... sort of, it's been a looong time.
I havn't been on the forums in like 3 years.
A few days ago I was just chilling playing some league of legends, and my brother had apparently found one of my old cds from around 2008 that I had copied glest onto for a portable gaming experience. Needless to say, I instantly rushed to these forums and decided to check on the state of glest development. Took me awhile to bother recovering my password though