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Messages - tucho

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51
Mods / Re: Cloak or disable attack on a structure/unit
« on: 28 April 2009, 19:31:53 »
make a unit that have a cellmap with value 0, put 1 in attack range and put an splash attack value that kill your own unit, by this way the enemys won't see the the mine, the mine damage the enemys when they walk on the mine (or on 1 cell of distance) and the mine is shelf destructed with his own attack.

52
Mods / Re: Cloak or disable attack on a structure/unit
« on: 28 April 2009, 13:22:24 »
Quote
If you make a unit with a cell map that is all zeroes, then the enemy can't attack it.  However, your own units can't interact with it at all either, like to build or repair it, so if you make a building like that, you have to start out with it.  I haven't tried giving a non-building unit a cell map, but I don't see why it couldn't be done.  I'll try it out tonight if I get a chance.

you are right, I made a mine in this way for my stopped mod "alien invasion". That works (but, as you say, you can interact with those units after they be created)

53
Mods / Re: Military Tech Tree -- Fixed and adding models!
« on: 24 January 2009, 18:45:45 »
Hey man those models looks great :), I hope can play your mod soon

54
General discussion / Re: Glest T-shirt
« on: 24 January 2009, 02:00:15 »
thanks for your reply Titi, I know inkscape, with vector graphics we can make high quality prints, but the problem is that prints only can be in plain colors, I looking for an online T-Shirt shop that makes thermal transfer printing

55
General discussion / Re: Glest T-shirt
« on: 19 January 2009, 22:24:03 »
Titi, where did you print your T-shirt? have they webpage?. Whe make our shop with spreadshirt because is the most famous online shop, but they only print the digital prints on the white shirts. We are making vectorial versions of the logo for print it on the color T-shirts too, but i'd like print our bitmap desings on the color T-shirts too

56
Is a lot of work for me looking for source files of all textures for post them here, and I'm really busy lately. You can find many free textures and models for your purposes in web sites like www.turbosquid.com or www.sharecg.com for example

57
Mods / Re: re-texturing guide
« on: 21 October 2008, 10:03:47 »
you only have to open the tga file in photoshop, gimp or any software of image edition and paint over the original texture.

58
I worked the textures of the most of units to 1024x1024 because is easier for me, but ingame you never see more detail than 512, in fact normaly you are seeing a mip mapping smaller than 256

59
you can download most of them with 512 px texture from here

60
General discussion /
« on: 2 August 2008, 23:53:21 »
You can register as "TheRealOmega" or something like this  :O

61
Maps, tilesets and scenarios / -
« on: 30 July 2008, 19:50:54 »
great tutorials, nice script <img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" />

I upload it to glest contributions

62
Mods /
« on: 30 July 2008, 16:02:42 »
very nice model and tutorial man :) can I upload it to "contibutions" in the official downloads section?

63
General discussion /
« on: 30 July 2008, 09:24:33 »
Check the scale that you are using, you can merge in your scene one of the example Glest models for compare the scale

For aply your texture on the model go to material editor->maps->difusse and  put your texture in this slot, then apply the material to your model (you can drag and drop)

64
General discussion /
« on: 26 July 2008, 10:11:30 »
you don't need texporter in 3ds max 8, you have a default option for render the UV template: in the unwrap window--->menu tools--->render uv template

65
Maps, tilesets and scenarios /
« on: 21 July 2008, 17:09:54 »
looks nice :D

66
General discussion /
« on: 21 July 2008, 17:06:52 »
yes, in the first battlemachine concepts in fact he has a chimney on his back, but the problem is you only can atach particle effects to the attacks not to stand by animations or walk animatios. For make it you must change the source code.

 

67
General discussion /
« on: 10 July 2008, 01:01:38 »
If you only want to post a suggestions you can post in general discussion or if you have a team for make a mod you can open a topic in the Mods section and post there your ideas, by this way you can show to people your work or get more people for work in it.

68
Mods /
« on: 9 July 2008, 10:23:03 »
really not... but I am very busy and I won't work in this mod for a while.

69
General discussion /
« on: 7 July 2008, 23:12:23 »
You have to build a farm (select a worker-->build-->farm) and with the farm you can produce pigs and cows

70
Maps, tilesets and scenarios /
« on: 7 July 2008, 23:09:37 »
Quote
Could you post a screenie


a pair of screens, in this map each player begins the game in a deffensive position with resources




71
Maps, tilesets and scenarios / New official map: Big river
« on: 6 July 2008, 02:51:38 »
A 128x128 map designed for 4 player multiplayer.

http://www.glest.org/files/contrib/maps/big_river.zip

Code: [Select]
[img]http://img381.imageshack.us/img381/9126/bigriverxm8.jpg[/img]

72
General discussion /
« on: 29 June 2008, 02:11:21 »
You can make a resource that have a value at the beginning of the game and some buildings that need this resource, by this way if you build one kind of bulding you hanven´t this resource for build another building that needs it.

73
Mods /
« on: 29 June 2008, 01:58:21 »
Nice :)

74
Mods /
« on: 23 June 2008, 22:18:22 »
Very nice work, man :)

75
Mods /
« on: 17 June 2008, 15:23:39 »

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