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Messages - ElimiNator

Pages: 1 ... 3 4 5 6 [7] 8 9 10 11 ... 136
151
Mods / Re: MegaGlest Refit - Desert Nomads
« on: 1 January 2013, 18:03:37 »
Well I have tried to append thing many times and its never worked for me.

152
Mods / Re: MegaGlest Refit - Desert Nomads
« on: 1 January 2013, 05:59:47 »
Do you mean what model? Use mine please. Just append stuff from one blend to the other. :)
Sorry I use the old blender...

153
Mods / Re: MegaGlest Refit - Desert Nomads
« on: 1 January 2013, 03:38:00 »
I like the tower, Ill start on it.

BTW: what human do I put in my chariot? And he will throw spears, right?

154
Forum discussion / Why Can't I delete Topics?
« on: 30 December 2012, 04:43:17 »
When I try to delete my topic it says:

"You cannot delete your own topics in this board. Check to make sure this topic wasn't just moved to another board."

155
Off topic / Test
« on: 29 December 2012, 22:33:53 »
Test

156
You misunderstand. He wants FOW to be deactivated totally for a set time for a given team and/or faction. And this is set based on a command being clicked, probably some sort of satellite unit is involved.

If you did this once the temporary sight was turned off the whole map would still be explored for them.

157
Mods / Re: MegaGlest Refit - Norse
« on: 29 December 2012, 00:38:16 »
Looking good, maybe add barrels or weapons around it, and yes darker texture.

158
Mods / Re: MegaGlest Refit - Desert Nomads
« on: 28 December 2012, 22:24:44 »
I must say I like the old boxes of food better, the border look weird.

159
Mods / Re: MegaGlest Refit - Desert Nomads
« on: 28 December 2012, 19:43:52 »
See how this is:


Sort of angled walls and maybe a cloth cover thing in the front?

160
Mods / Re: MegaGlest Refit - Desert Nomads
« on: 28 December 2012, 08:04:08 »
Looking good but its too uniform, make it less straight, more angles, and beaten.

161
Maps, tilesets and scenarios / Re: map orlog
« on: 28 December 2012, 03:12:15 »
Map looks like it might be fun, however I'm not sure you can make a map for a game using the games editor and release it under a different licence than the game is under...

162
Mods / Re: MegaGlest Refit - Desert Nomads
« on: 28 December 2012, 01:09:58 »
Here it is textured:



I still have to add straps on the horse, and team colour.

163
Mods / Re: MegaGlest Refit - Desert Nomads
« on: 27 December 2012, 21:45:07 »
Ok here is the mesh:


164
Mods / Re: MegaGlest Refit - Desert Nomads
« on: 27 December 2012, 21:22:38 »
Ok Ill do one and if we want another can be added later.

165
Mods / Re: MegaGlest Refit - Desert Nomads
« on: 27 December 2012, 19:32:29 »
Should I have 2 horses pulling the chariot or 1?
I think there should be 2 but will it look fine in glest?

Also what will he use, bow or spear?

166
Closed bug reports / Re: Strange Lag
« on: 26 December 2012, 22:57:14 »
https://www.dropbox.com/s/fjhedrdfghtp0m3/magitech-refit.7z

Get a big game going and you'll come across this issue.
Ahh, must be windows 8, I heard it has problems...

167
Mods / Re: Generic MG Refit Discussion (renamed)
« on: 25 December 2012, 18:40:26 »
Now about the horse model, are we going to use the one from Tech or create a new one?

If its a new one Ill give it a try.

168
Mods / Re: Generic MG Refit Discussion (renamed)
« on: 24 December 2012, 21:22:42 »
I don't think its a good idea to vary far from the default magitech HP style because most mods are balanced with magitech and people will want to play other mods with megapack.

169
Mods / Re: Generic MG Refit Discussion (renamed)
« on: 24 December 2012, 19:35:32 »
Is doesn't rely matter the HP units have, it matters the attack strength vs the HP.

I vote the HP is something constant like 800, 400, 1200, not 125, 481, 1199.

170
Mods / Re: Art Credits
« on: 24 December 2012, 05:37:38 »
Right, the Romans in megapack have whatever license MegaGlest has.

171
Mods / Re: MegaGlest Refit - Desert Nomads
« on: 23 December 2012, 04:25:05 »
Well I guess that’s enough planing for now, we can start on the art and change things along the way.

Ill start by making the chariot.

172
Mods / Re: MegaGlest Refit -- Official Topic (NEW POLL)
« on: 23 December 2012, 01:45:32 »
That wont look like gold from MG's high camera, it needs gold showing/more yellow.

173
Mods / Re: MegaGlest Refit -- Official Topic (NEW POLL)
« on: 22 December 2012, 01:14:48 »
I did a walking anim because arch already did the charging/running ones:



Please give me feed back to make it better.  :)

174
Mods / Re: Art Credits
« on: 22 December 2012, 01:09:08 »
I am the creator of:

Romans
Greeks
Gauls
Crusaders
Dark Knights

And my bro Tiger is creator of:

Saxons
Gauls

My mods are under the CC-BY-NC-SA so I would like to be credited just as Eliminator.

175
Mods / Re: MegaGlest Refit - Desert Nomads
« on: 21 December 2012, 21:43:05 »
Well, whatever looks the best.

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