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Messages - tucho

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201
General discussion /
« on: 12 April 2006, 19:59:51 »
Danidomen, creo que no existe ningun formato de bones y animacio-n compatible entre milkshape y 3ds max, pero es mejor que preguntes en foros sobre 3d de todas formas.

Yo que tu ahora que tienes los modelos importados en el max, le hecharia un  vistazo al character studio, que te crea una set up de un humanoide con todos sus huesos automaticamente y luego para animar, pues me imagino que el procedimiento no debe ser muy diferente de un programa a otro.

Y por el idioma no te preocupes y postea en el idioma que te apetezca... llegamos a tener hilos solo de gente que hablaba idiomas extran-os entre ellos XD... eso si que te valla a entender y a contestar ma-s o menos gente tambie-n dependera- del idioma que utilices.

Saludos

202
General discussion /
« on: 12 April 2006, 19:52:10 »
Quote
Smile Smile jiji, the non spanish speakers wont to know! Smile

XDDDDDD

Quote
May anyone summarize for english speaking people?
Thank you! Razz


danidomen want make a faction based on the half life universe; he ask about a export plugin for mikshape 3D and I say him he can export the model first from milkshape to max in 3ds or obj format and after export from max to G3D

203
General discussion /
« on: 11 April 2006, 09:01:26 »
No se esactamente a que formatos podra-s exportar desde el milkshape, pero seguramente puedas hacerlo a 3ds, obj o algu-n otro formato que tenga compatibilidad con max, asi- que podri-as trabajar con milkshape y exportar tus modelos al max para exportarlos desde este a formato G3D; tambie-n hay como dice zanni un plugin de exportacion para blender (no se que compatibilidad tiene o no milkshape con blender).

Lo que si- que seri-a ma-s dificil seri-a que alguien te hiciese un plugin de exportacio-n especi-fico para milkshape... pero siempre puede haber algu-n programador por el foro que sea fan del universo half life y quiera hecharte una mano.

Saludos

204
Mods / -
« on: 6 April 2006, 21:38:16 »
you can't  :'( , for this reason the flying machines builds in the aerodrome instead of promote the technician.

205
General discussion /
« on: 5 April 2006, 21:27:05 »
yes, the map is desingned for play against several factions in one team, but you can start the game in any of the others positions too.

206
General discussion /
« on: 5 April 2006, 13:21:15 »
Quote
I won the "Mountains" map (my favourite one, followed by Ruins)


I'm the creator of this map, I'm glad you like it  :D

207
Mods /
« on: 2 April 2006, 21:51:55 »
you can ask me all in this forum, my english is very bad to have a fluent talk by msn  ;)

208
Mods / -
« on: 2 April 2006, 20:51:06 »
cool, I hope can finish soon the
Code: [Select]
[url=http://glest.jackie3d.org/board/viewtopic.php?t=1128&sid=8bf2573cc440a2b725ea59d544b26fe1]Glest modder survival kit[/url] perhaps you can interest it.

209
General discussion /
« on: 2 April 2006, 19:55:51 »
Look this link

210
Mods /
« on: 18 March 2006, 16:19:48 »
In the Glest.ini file change the number of "FastSpeedLoops". I play with FastSpeedLoops=10 by this way when your town isn't attacked and you are only harvesting resources and producing units, the time spends more quickly

211
General discussion /
« on: 17 March 2006, 09:43:03 »
Do you try to upload the screens to www.imageshack.us ?

212
General discussion /
« on: 15 March 2006, 10:56:52 »
prueba a jugar en un mapa ma-s grande, siempre tardara- un poco ma-s en encontrarte el enemigo y asi- te dara- tiempo a prepararte un poco mejor para el combate. Lo de la comida, si juegas con los tech tienes que construir granjas y con ellas puedes crear animales que generan comida.

213
General discussion /
« on: 15 March 2006, 10:52:36 »
Lo ma-s fa-cil es que edites el para-metro DayTime=1000 en el archivo Glest.ini, ponle un valor mucho mayor y ya no se te hara- de noche.

     Lo de la CPU ultra lo eliges dentro del propio juego justo antes de empezar la partida, las facciones contra las que te enfrentas pueden ser normal o ultra. Tambie-n puedes configurar la partida para que las distintas facciones sean aliadas o contrarias en ese mismo menu

    saludos

214
General discussion /
« on: 14 March 2006, 23:56:15 »
which is the name of your maps?
one idea: you can post here some screen shots of your maps too, for the rest users can see it before donwload

215
Mods / -
« on: 9 March 2006, 19:58:36 »
Looks cool, great work :(

Quote
another idea I hopefully will work out.. is some type of siege worker .. high armored worker for building nearby the enemy, like an army corps of engineers :)

You will can make it with the stuff that I am prepairing for Glest modders:

Code: [Select]
[url=http://glest.jackie3d.org/board/viewtopic.php?t=1128&sid=2d84f5492847d028daacfa9eb4059008]Glest modder survival kit[/url]
If you wish when you have finished your work send us for add it to aditional downloads

Code: [Select]
[url=http://glest.jackie3d.org/board/viewtopic.php?t=1109&sid=2d84f5492847d028daacfa9eb4059008]Submitting materials[/url]

216
Mods /
« on: 6 March 2006, 20:57:47 »
other option create a static resource called gold, by this way your mines can pay a limited number of units, if you want make more units you must build more mines too, this metod have the advantage (or disvantage) that the enemys destroy your mines you must rebuild its for keep pay your new units

217
Mods /
« on: 6 March 2006, 20:49:03 »
for the worker to build a mine you must edit the worker xml:

 
Quote
<command>
         <type value= "build"/>
         <name value="build_basic"/>
         <image path="images/worker_build_basic.bmp"/>
         <unit-requirements/>
         <upgrade-requirements/>
         <move-skill value="move_skill"/>
         <build-skill value="build_skill"/>
         <buildings>
            <building name="farm"/>
            <building name="barracks"/>
            <building name="blacksmith"/>
                                <building name="castle"/>                            
<building name="mine"/>
         </buildings>
         <start-sound enabled="false"/>
         <built-sound enabled="true">
            <sound-file path="sounds/worker_work_end1.wav"/>
            <sound-file path="sounds/worker_work_end2.wav"/>
            <sound-file path="sounds/worker_work_end3.wav"/>                     
         </built-sound>   
      </command>

To make the mine for example:

Quote
<resource-requirements>
         <resource name="stone" amount="150" />
         <resource name="wood" amount="50" />
          <resource name="wood" amount="-1000" />
</resource-requirements>

or if you want the mine to cost gold too when you build it:

Quote
<resource-requirements>
         <resource name="gold" amount="100" />
         <resource name="stone" amount="150" />
         <resource name="wood" amount="50" />
         <resource name="wood" amount="-1000" />
      </resource-requirements>

218
General discussion /
« on: 6 March 2006, 19:51:54 »
the golem is like a defensive building because he can't move too much. The ritual is a initiate ability for build the tower of souls (anti-air building), the golem and the wicker daemon, necessary for sumon the daemon giant.

219
Mods /
« on: 6 March 2006, 18:29:55 »
1) you can't made a building that creates tech resources over time... I suppose you want to make a mine, you can create a building with a limited quantity of a tech resource, and when the mine is exhaust you can build another mine.

2) the pojectile tipes are linear, spiral and parabolic, but all tipes have many parameters for customize it and by this way obtain many diferents effects

3) you can't  :(

PD: if you are making a faction, the Glest modder survival kit can be interesting for you, this must be released soon

220
Mods /
« on: 5 March 2006, 20:14:38 »
you can't change the web and credits, but you can change the logo in glest\data\core\menu\textures\logo.tga (you can include your web site in the bitmap) and you can change the characters of the credits in glest\data\core\menu\about_models

221
General discussion / -
« on: 4 March 2006, 02:34:17 »
Quote
it would be a lot better if you could "share vision with your allies".

This feature is yet implemented (
Code: [Select]
[url=http://www.glest.org/board/viewtopic.php?t=1131]rc3 version[/url] ), but only with the CPU controlled factions

222
General discussion /
« on: 4 March 2006, 02:29:06 »

223
Mods / -
« on: 2 March 2006, 01:21:56 »
some updates
Code: [Select]
[img]http://img206.imageshack.us/img206/3959/characters25ky.jpg[/img]

224
General discussion /
« on: 2 March 2006, 00:15:38 »
Quote
mine was version 0.0.6


0.0.6? and why you only have 6 posts :wink:

225
Mods / Glest modder survival kit WIP
« on: 26 February 2006, 22:19:02 »
I am prepairing a customizable model very easy to use for glest modders. The kit will contains the follow stuf:

-a psd file for customize the texture only choose between several layers
-a 3ds max file with the character and some accesorys for customice it
-a library of generic animations for the model
-a tutorial for use all, so easy that the people who never know the programs can use this kit too

I hope finished it soon, by now some images of the kit possibilities, in the future will have much more:
Code: [Select]
[img]http://img150.imageshack.us/img150/424/textures6oj.jpg[/img]

[img]http://img150.imageshack.us/img150/529/characters8qg.jpg[/img]

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