Show Posts

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.


Messages - tucho

Pages: 1 ... 10 11 12 13 [14] 15
326
General discussion /
« on: 13 August 2004, 15:18:59 »
thanks very much for your comments  :D

Quote
Those models look like you hired a professional

In our country the videogame industry almost doesn't exist, but when we finish the glest I´ll try to get a job in the industry

Quote
is that livestock I see? are there neutral units now?


The livestock aren´t neutral units; in this version the food of the tech faction is produced by the livestock:  farm produces livestock ---> livestock produces food ---> buildings store food

327
General discussion / -
« on: 13 August 2004, 14:08:21 »
some images and screens:

Code: [Select]
[img]http://club.telepolis.com/two/renders2/battle_machine.jpg[/img]

[img]http://club.telepolis.com/two/renders2/screen1.jpg[/img]

[img]http://club.telepolis.com/two/renders2/screen2.jpg[/img]

[img]http://club.telepolis.com/two/renders2/screen3.jpg[/img]

[img]http://club.telepolis.com/two/renders2/screen4.jpg[/img]

[img]http://club.telepolis.com/two/renders2/screen5.jpg[/img]

[img]http://club.telepolis.com/two/renders2/unidades.jpg[/img]

328
Mods /
« on: 13 August 2004, 02:57:27 »
in order to include the team color in your models you must save the texture in tga format; this format can save the transparency of the image; the transparent areas of the image have the team color while in game; you must also write CustomTexture=True in the user properties of 3ds max (click left button with your model selected, properties---> user properties).

329
Mods /
« on: 10 August 2004, 22:28:46 »
Marcos Caruncho, he is the author of the models of buildings that are in the game at the moment, you can see him in the credits page. In the first versions the unit models were made by Martin-o.


330
Mods /
« on: 10 August 2004, 21:16:58 »
Quote
Are you saying that you were a beginner when you first joined Glest? I would have thought you had previous experience.


When I joined the Glest team, I was going to make the concept art, I had a few knowledge of 3D but my first occupation were the drawings; for this reason when I began to make the models for the game I had to search for some information about the modelling, texturing and animation techniques.

331
Mods /
« on: 9 August 2004, 15:14:36 »
In this tutorial: http://www.3dkingdom.org/modules.php?op ... =0&thold=0  
you learn how to model, texture and animate a low poly character. This tutorial was very useful for me when I began to make the Glest characters

332
Mods /
« on: 8 August 2004, 19:10:17 »
The export plugin of Glest is only for 3ds max. If you want make your models in another software,  make sure you can export your models to 3ds max so that you can use the Glest export plugin.

333
General discussion /
« on: 30 July 2004, 13:15:09 »
oops, enveloop beat me to it  in answer your question  :confused:

334
General discussion /
« on: 30 July 2004, 13:10:14 »
Yes, we work on version 0.8; you can download this version soon  :oops:

335
Mods /
« on: 18 July 2004, 17:29:16 »
Nice work  :D  !!

Did you make all the models? I seem to remember you are 13 years old; I'm surprised at you!

congratulations.

336
General discussion /
« on: 9 July 2004, 13:58:12 »

337
General discussion /
« on: 7 July 2004, 22:47:24 »
Thank you very much for your comments :wink: , I think that at the moment we cannot compete with blizzard ;) .

338
General discussion / -
« on: 23 June 2004, 14:28:57 »
Thanx for your coment, at the moment this is the only flying unit.

The factions are the magic and the technologic, this was the original idea of Martin-o when he began the Glest project; with this we try to make different factions than in warcraft and other similar games.

This dragon is a unit of the magic faction, in the next version you shall invoke dragons with the summoner.

one image of the dragon ingame:

Code: [Select]
[img]http://club.telepolis.com/two/dragon2.jpg[/img]

339
General discussion / -
« on: 17 June 2004, 23:21:59 »
Una unidad ma-s...

One more unit...

Code: [Select]
[img]http://club.telepolis.com/two2/renders/renders/catapult.jpg[/img]

340
General discussion / -
« on: 16 June 2004, 23:37:11 »
color faction

Code: [Select]
[img]http://club.telepolis.com/two2/renders/renders/color_faction.jpg[/img]

[img]http://club.telepolis.com/two2/renders/renders/color_faction2.jpg[/img]

341
General discussion /
« on: 14 June 2004, 20:53:18 »
The previous post is mine  :-[

342
General discussion / -
« on: 14 June 2004, 16:27:22 »
Algunas de las nuevas unidades para la pro-xima versio-n

some units for the next version

Code: [Select]
[img]http://club.telepolis.com/two2/renders/renders/daemon.jpg[/img]

[img]http://club.telepolis.com/two2/renders/renders/magic_armor.jpg[/img]

[img]http://club.telepolis.com/two2/technician.jpg[/img]

343
Mods /
« on: 21 May 2004, 14:52:51 »
you've assured that your models have bitmap texture applyed in 3dsmax. In the export plugin you have to activate "texture coordinates" and you can export the model, if you follow this instructions the export plugin creates tga texture for your model.

Sorry for my english  :-[

344
Mods /
« on: 21 May 2004, 03:32:18 »
Are you using a bitmap texture in your models?

345
General discussion / -
« on: 25 April 2004, 18:01:18 »
My english is too bad but I try reply you.

The models have many detail but is because in the Glest you can make a zoom, I post two images where you can see that.

The glest engine hasn't too problems for move many units in the screen, in the first image you can see this.

Code: [Select]
[img]http://club.telepolis.com/two2/renders/renders/screen%20shot4.jpg[/img]

[img]http://club.telepolis.com/two2/renders/renders/screen%20shot5.jpg[/img]

346
General discussion / -
« on: 23 April 2004, 23:26:12 »
Otro ma-s, esta vez el archimago

Code: [Select]
[img]http://club.telepolis.com/two2/renders/renders/archmage.jpg[/img]

347
General discussion / -
« on: 26 March 2004, 12:53:04 »
Aqui van otros dos personajes; el oficial y el iniciado.

Pronto estara- lista la nueva versio-n   :D

Saludos

Code: [Select]
[img]http://club.telepolis.com/two2/renders/renders/armored_swordman.jpg[/img]

[img]http://club.telepolis.com/two2/renders/renders/mage_worker.jpg[/img]

348
General discussion /
« on: 6 March 2004, 22:03:14 »
El del post de arriba soy yo sin registrar... supongo que ya os dariais cuenta.

un saludo

349
General discussion / -
« on: 5 March 2004, 23:16:23 »
otro personaje ma-s, en esta- ocasio-n el arquero

Code: [Select]
[img]http://club.telepolis.com/two2/vistas_arquero.jpg[/img]
saludos

350
General discussion / -
« on: 3 March 2004, 02:20:07 »
Bueno, me toco- el turno para cederle mi rostro a un personaje del glest, en este caso es el guerrero (swordman) Os dejo una ima-gen del modelo y tambie-n el boceto de una posible unidad robo-tica para la faccio-n tecnolo-gica del Glest.
Code: [Select]
[img]http://club.telepolis.com/two2/vistas.jpg[/img]

[img]http://club.telepolis.com/two2/robot_glest.jpg[/img]

Pages: 1 ... 10 11 12 13 [14] 15
anything