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Messages - tucho

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176
General discussion /
« on: 10 June 2006, 16:21:25 »
you can also use blender for export your models:

http://www.glest.org/files/contrib/tools/

Or download a free trial of 3ds max

http://usa.autodesk.com/adsk/servlet/in ... id=5972446

177
Mods /
« on: 8 June 2006, 20:28:50 »
Quote
after you've built a "religious center" and researched "fundamentalism" ^^ lol


XDDDDDDDDDDD this mod looks will be very fun

178
Mods /
« on: 8 June 2006, 19:51:22 »
you can merge in your escene this  generic glest character by this way you can see the exact proportions of your building compared to a glest character, you can see if the door is enough heigth or width, etc

179
Mods /
« on: 8 June 2006, 19:10:20 »
ah, and a very important thing for your building looks well ingame, you must use the cells of the 3ds max's grid as a reference for decide the number of cells that will have the building. 1 cell of the 3ds max' grid= 1 cell of glest game

180
Mods /
« on: 8 June 2006, 19:03:12 »
looks nice this building  :)

for assign the walkable and no walkable cells in the building you must edit the "cellmap value" parameter in the xml

1=no walkable (wall), 0=walkable  

For example for made a 3 cell building with a door in each one of his walls:

<cellmap value="true">
         <row value="101"/>
         <row value="000"/>
         <row value="101"/>
      </cellmap>

For made a 4 cell building with only 3 doors:
<cellmap value="true">
         <row value="1011"/>
         <row value="1011"/>
         <row value="1000"/>
                        <row value="1011"/>
      </cellmap>

You can't put floor in your buildings... the units don't know where is the collision

181
General discussion /
« on: 7 June 2006, 21:40:36 »
que error te da? que dice?

182
Mods /
« on: 6 June 2006, 16:14:58 »
by the way be careful with the parts of the model that have the faction color (like the technician's jacket) you must mark the model in max writing "CustomColor=True" in the user properties

183
Mods /
« on: 6 June 2006, 16:10:10 »
nice model  :)

how you get the tecnician models?

I would send the model but is in max 7 format

184
Mods / -
« on: 6 June 2006, 07:51:47 »
in the downloads section of the glest web site you can find it.
Code: [Select]
[url=https://sourceforge.net/project/showfiles.php?group_id=127297&package_id=141551]here[/url] you can find the last version of the Glest tools (the export plugin included)

185
General discussion /
« on: 6 June 2006, 07:43:31 »
Quote
a life? Shocked

<luke skywalker mode>
NOOOOOooooooo
</skywalker>


 :lol:  :lol:  :lol:  :lol:  :lol:

186
Mods /
« on: 5 June 2006, 10:31:27 »
yeah, the model will be include several weapons and accessorys for customize it  :)

187
Mods /
« on: 5 June 2006, 08:56:48 »
You can edit the psd files with Gimp (is freeware) or you can download a photoshop tryal

188
Mods /
« on: 5 June 2006, 08:54:01 »
hey very nice work, Taran, I like it  :D

will you make the xmls for this unit too?

189
General discussion /
« on: 5 June 2006, 08:42:05 »
Quote
ome small features. but what features?

Things like the shared vision of allies or improvements in the IA what Martin-o implemented in the latest versions, as far as I am concerned things like the Glest modder survival kit

Quote
why is so hard to make games from great distance? you could use telephone or what (TS) for communicate, right?


Made games need a very fluent comunication between the developers, especially between programming and graphics, and from a distance this comunication is very hard, besides today we haven't so many time than we began with Glest

190
General discussion /
« on: 5 June 2006, 08:04:29 »
Quote
different countries? i thought you are all in spain, was i wrong?


when we began to work on Glest and Duelfield, we were living in the same city, But today Martinho is in UK, enveloop is in Santiago (Spain) and I am in Mallorca (Spain), there are more than 1000 km between each of us; for this reason we decided make less ambitious projets, like continue with Glest adding it some small features or units

191
General discussion /
« on: 3 June 2006, 22:23:51 »
This project was halted because today the Glest team members are separated in different countrys and citys, and Duelfield was a too much ambitious project for made from a distance. For this reason we decided continue with Glest, adding small fatures and units.

You can see what we made for Duelfield in this  topic

192
General discussion /
« on: 25 May 2006, 19:34:53 »


If you put the same number, this faction will be your ally, if you put different numbers will be a enemy faction

193
General discussion /
« on: 23 May 2006, 22:02:26 »
You must build all the buildings and make all upgrades if you want produce the most powerful units of each faction, this units are dependents of some buildings and upgrades.

If the game is too difficult for you, you can configure it for play with a allied CPU controlled faction, this make more easy the game for you while you don't know the game better.

194
Mods /
« on: 19 May 2006, 23:42:44 »
In 3ds Max 8 there is more tools for unwrap your model but the tools that there is in max 7 is in max 8 too, you can follow the same steps of the unwrap tutorial for 3ds max 7.

If you want know the new features of the 3ds max's 8, like the pelt mapping; you can find a lot of tutorials on the net.

195
Mods / -
« on: 6 May 2006, 22:28:31 »
take a look to this tutorials

Code: [Select]
[url=http://www.3dkingdom.org/modules.php?op=modload&name=News&file=article&sid=341&mode=thread&order=0&thold=0]low poly Lara Croft modeling[/url]

[url=http://www.3dkingdom.org/modules.php?op=modload&name=News&file=article&sid=351&mode=thread&order=0&thold=0]low poly Lara Croft texturing[/url]

[url=http://www.3dkingdom.org/modules.php?op=modload&name=News&file=article&sid=360&mode=thread&order=0&thold=0]low poly Lara Croft animating[/url]

this tutorials was very useful for me when I am starting to make the glest models.

This
Code: [Select]
[url=http://www.glest.org/files/misc/Glest_model.zip]generic glest model[/url] can be useful for you too.

196
Mods /
« on: 28 April 2006, 19:36:49 »
un curro estupendo si sen-or, muy buena pinta, a ver para cuando la primera version jugable de tu mod  :D

por cierto al final animaste con character studio?

saludos

197
Mods /
« on: 12 April 2006, 23:36:11 »
puedes descargar una versio-n trial aqui-

you can download a free trial here

198
General discussion /
« on: 12 April 2006, 23:28:47 »
the tileset objets are random in each game, there are only some objects kinds: tree, rock, statue, etc but there are some models in each kinds and when you begin the game the engine put one of the random objects on his own position

199
General discussion /
« on: 12 April 2006, 21:06:43 »
si-, lo unico que tienes que hacer es indicarle el numero de frames que tiene la animacio-n antes de exportar y listo.

Saludos

200
Mods /
« on: 12 April 2006, 20:13:45 »
Hey tio, muy buen trabajo, tiene una pinta estupenda, me encanta el zancudo y los soldados de la alianza, espero que lleves a buen puerto tu proyecto porque promete un monto-n, para cualquier consulta sobre el motor o las herramientas ya sabes donde estamos :)

Saludos

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