Author Topic: [UPDATE] PM v0.7 + 3 Screenies!  (Read 13763 times)

toph

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[UPDATE] PM v0.7 + 3 Screenies!
« on: 29 January 2006, 04:39:28 »
Hello guys

Here is my Pikeman-mod, but is only v0.5,there is still much to do

What i had done?

I made this nice guy(not finally animation^^):



And ad it to glest

here you can download the mod, readme included:

edit

Downloadlink v0.7 (8mb):
http://
[url=http://www.savefile.com/files/4228045]http://www.savefile.com/files/4228045
[/url]

/edit

Hope you have fun

greetings toph
« Last Edit: 29 January 2006, 23:22:08 by toph »

thefinalstrike

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« Reply #1 on: 29 January 2006, 16:28:20 »
That unit looks good!
« Last Edit: 1 January 1970, 00:00:00 by thefinalstrike »

toph

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Update...
« Reply #2 on: 29 January 2006, 18:33:42 »
UPDATE......

Here the newest version (0.6)

edit:

Downloadlink v0.7(8mb):
http://
[url=http://www.savefile.com/files/4228045]http://www.savefile.com/files/4228045
[/url]

/edit

Whats done?

Mainly new icons, balancing and the phalanx-upgrade now works

Here a screenshot, that shows, what you can do with phalanx:



your pikeman cant move, but has doubled livepoints and armor.

Next I'll do some animation-changes

Have Fun!

Greetings toph
« Last Edit: 29 January 2006, 23:22:25 by toph »

thefinalstrike

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« Reply #3 on: 29 January 2006, 19:37:44 »
Awesome!
« Last Edit: 1 January 1970, 00:00:00 by thefinalstrike »

tucho

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« Reply #4 on: 29 January 2006, 21:52:02 »
your unit is cool and has many strategic possibilities, but when you click in phalanx the pikeman only atacks the first enemy unit, after he blocks. I made some changes in the xml, take a look:

Quote
<?xml version="1.0" standalone="no"?>

<unit>

   <!-- *** parameters *** -->

   <parameters>
      <size value="1"/>
      <height value="2"/>
      <max-hp value="300" regeneration="0"/>
      <max-ep value="0"/>
      <armor value="15"/>   
      <armor-type value="plate_pike"/>            
      <sight value="10"/>
      <time value="50"/>   
      <multi-selection value="true"/>   
      <cellmap value="false"/>
      <levels>
         <level name="elite" kills="4"/>
      </levels>
      <fields>
         <field value="land"/>
      </fields>   
      <properties/>
      <light enabled="false"/>
      <unit-requirements>
         <unit name="barracks"/>
      </unit-requirements>
      <upgrade-requirements/>
      <resource-requirements>
         <resource name="wood" amount="15"/>
         <resource name="gold" amount="60"/>
         <resource name="food" amount="1"/>                  
      </resource-requirements>
      <resources-stored/>
      <image path="images/pikeman.bmp"/>
      <image-cancel path="../archer/images/tech_cancel.bmp"/>
      <meeting-point value="false"/>
      <selection-sounds enabled="true">
         <sound path="sounds/swordman_select1.wav"/>
         <sound path="sounds/swordman_select2.wav"/>
         <sound path="sounds/swordman_select3.wav"/>
         <sound path="sounds/swordman_select4.wav"/>
         <sound path="sounds/swordman_select5.wav"/>
         <sound path="sounds/swordman_select6.wav"/>
         <sound path="sounds/swordman_select7.wav"/>
      </selection-sounds>
      <command-sounds enabled="true">
         <sound path="sounds/swordman_ack1.wav"/>
         <sound path="sounds/swordman_ack2.wav"/>
         <sound path="sounds/swordman_ack3.wav"/>
         <sound path="sounds/swordman_ack4.wav"/>
         <sound path="sounds/swordman_ack5.wav"/>
         <sound path="sounds/swordman_ack6.wav"/>
      </command-sounds>
   </parameters>


   <!-- *** skills *** -->

   <skills>
   
      <skill>
         <type value="stop"/>
         <name value="stop_skill"/>      
         <ep-cost value="0"/>
         <speed value="1000"/>
         <anim-speed value="45"/>
         <animation path="models/pikeman_standing.g3d"/>
         <sound enabled="false"/>
      </skill>
      

      <skill>
         <type value="move"/>
         <name value="move_skill"/>      
         <ep-cost value="0"/>
         <speed value="300"/>
         <anim-speed value="125"/>
         <animation path="models/pikeman_walking.g3d"/>
         <sound enabled="false"/>
      </skill>

      <skill>
         <type value="move"/>
         <name value="charge_skill"/>      
         <ep-cost value="0"/>
         <speed value="220"/>
         <anim-speed value="125"/>
         <animation path="models/swordman_charging.g3d"/>
         <sound enabled="false"/>
      </skill>

      <skill>
         <type value="attack"/>
         <name value="attack_skill"/>      
         <ep-cost value="0"/>
         <speed value="100"/>
         <anim-speed value="100"/>
         <animation path="models/pikeman_attacking.g3d"/>
         
         <sound enabled="true" start-time="0.47">
            <sound-file path="sounds/swordman_attack1.wav"/>
            <sound-file path="sounds/swordman_attack2.wav"/>
            <sound-file path="sounds/swordman_attack3.wav"/>
            <sound-file path="sounds/swordman_attack4.wav"/>
            <sound-file path="sounds/swordman_attack5.wav"/>
            <sound-file path="sounds/swordman_attack6.wav"/>
            <sound-file path="sounds/swordman_attack7.wav"/>
            <sound-file path="sounds/swordman_attack8.wav"/>
            <sound-file path="sounds/swordman_attack9.wav"/>
            <sound-file path="sounds/swordman_attack10.wav"/>
            <sound-file path="sounds/swordman_attack11.wav"/>
            <sound-file path="sounds/swordman_attack12.wav"/>
         </sound>
         <attack-strenght value="150"/>
         <attack-var value="30"/>
         <attack-range value="2"/>
         <attack-type value="pike"/>
         <attack-fields>
            <field value="land"/>
         </attack-fields>
         <attack-start-time value="0"/>
         <projectile value="false"/>
         <splash value="false"/>
      </skill>

      <skill>
         <type value="attack"/>
         <name value="attack_phalanx_skill"/>      
         <ep-cost value="0"/>
         <speed value="100"/>
         <anim-speed value="100"/>
         <animation path="models/pikeman_attacking.g3d"/>
         
         <sound enabled="true" start-time="0.47">
            <sound-file path="sounds/swordman_attack1.wav"/>
            <sound-file path="sounds/swordman_attack2.wav"/>
            <sound-file path="sounds/swordman_attack3.wav"/>
            <sound-file path="sounds/swordman_attack4.wav"/>
            <sound-file path="sounds/swordman_attack5.wav"/>
            <sound-file path="sounds/swordman_attack6.wav"/>
            <sound-file path="sounds/swordman_attack7.wav"/>
            <sound-file path="sounds/swordman_attack8.wav"/>
            <sound-file path="sounds/swordman_attack9.wav"/>
            <sound-file path="sounds/swordman_attack10.wav"/>
            <sound-file path="sounds/swordman_attack11.wav"/>
            <sound-file path="sounds/swordman_attack12.wav"/>
         </sound>
         <attack-strenght value="300"/>
         <attack-var value="30"/>
         <attack-range value="2"/>
         <attack-type value="pike"/>
         <attack-fields>
            <field value="land"/>
         </attack-fields>
         <attack-start-time value="0"/>
         <projectile value="false"/>
         <splash value="false"/>
      </skill>

      <!-- *** skill 3 *** -->
      <skill>
         <type value="morph"/>
         <name value="morph_skill"/>      
         <ep-cost value="0"/>
         <speed value="500"/>
         <anim-speed value="80"/>
         <animation path="models/pikeman_standing.g3d"/>
         <sound enabled="false"/>
      </skill>   

      <!-- *** skill 4 *** -->
      <skill>
         <type value="die"/>
         <name value="die_skill"/>      
         <ep-cost value="0"/>
         <speed value="60"/>
         <anim-speed value="60"/>
         <animation path="models/pikeman_dying.g3d"/>
         <sound enabled="true" start-time="0">
            <sound-file path="sounds/swordman_die1.wav"/>
            <sound-file path="sounds/swordman_die2.wav"/>
         </sound>         
         <fade value="false"/>
      </skill>


   </skills>

   <!-- *** commands *** -->
   
   <commands>
      
      <!-- *** command 0 *** -->
      <command>
         <type value="stop"/>
         <name value="stop"/>
         <image path="../archer/images/tech_stop.bmp"/>
         <unit-requirements/>
         <upgrade-requirements/>
         <stop-skill value="stop_skill"/>
      </command>

      <!-- *** command 1 *** -->
      <command>
         <type value="move"/>
         <name value="move"/>
         <image path="../archer/images/tech_move.bmp"/>
         <unit-requirements/>
         <upgrade-requirements/>
         <move-skill value="move_skill"/>
      </command>

      <!-- *** command 2 *** -->
      <command>
         <type value="attack"/>
         <name value="attack"/>
         <image path="images/pikeman_attack.bmp"/>
         <unit-requirements/>
         <upgrade-requirements/>
         <move-skill value="move_skill"/>
         <attack-skill value="attack_skill"/>
      </command>

      <!-- *** command 3 *** -->
      <command>
         <type value="attack_stopped"/>
         <name value="attack_phalanx"/>
         <image path="../../upgrades/phalanx/images/phalanx.bmp"/>
         <unit-requirements/>
         <upgrade-requirements>
            <upgrade name="phalanx"/>
         </upgrade-requirements>
         <stop-skill value="stop_skill"/>
         <attack-skill value="attack_phalanx_skill"/>
      </command>

      <!-- *** command 6 *** -->
      <command>
         <type value="morph"/>
         <name value="promote_to_hellebardier"/>
         <image path="../hellebardier/images/hellebardier.bmp"/>
         <unit-requirements/>
         <upgrade-requirements/>
         <morph-skill value="morph_skill"/>
         <morph-unit name= "hellebardier"/>
         <discount value="120"/>
      </command>

                 

   </commands>
</unit>
« Last Edit: 1 January 1970, 00:00:00 by tucho »

toph

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Good...
« Reply #5 on: 29 January 2006, 23:19:29 »
Hey nice tucho....but

i had done it in another way yet(didn't see your post)...

but fell free to edit it yourself (and all the others,too...)

I made some new animations, have fun:

Downloadlink(8mb):
http://
[url=http://www.savefile.com/files/4228045]http://www.savefile.com/files/4228045
[/url]

Screenies:





(it was night, i made it a bit brighter...)



Have fun

Greetings toph
« Last Edit: 1 January 1970, 00:00:00 by toph »

tucho

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« Reply #6 on: 29 January 2006, 23:43:50 »
looks great  :)

what program are you use for made this model?
« Last Edit: 1 January 1970, 00:00:00 by tucho »

toph

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« Reply #7 on: 30 January 2006, 12:29:10 »
3ds max 7 student version
« Last Edit: 1 January 1970, 00:00:00 by toph »

tucho

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« Reply #8 on: 30 January 2006, 15:08:35 »
well, I asked just in case you use blender. If you work in max you can put the team color in your unit very easy, you can see the instructions in the read me file in the glest tools
« Last Edit: 1 January 1970, 00:00:00 by tucho »

toph

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« Reply #9 on: 30 January 2006, 18:34:07 »
'Sorry, but I doesn't understand it:

Quote
Some properties can be specified per node usig 3dsmax "user defined properties". This is the list of suported properties:

Name               Type            Default    Meaning
TwoSided      Boolean    False        Both sides of the object are rendered
CustomColor    Boolean       False      The alpha of the object texture is
                                                         replaced by the player color


But if I open right click/properties/user defined

a blank window appears, in which i can write something.

But
CustomColor
Boolean
False

and

Typ: CustomColor
Type: Boolean
Default: False

doesn't work. I never had done something wit user defined properties before, please help me!
« Last Edit: 1 January 1970, 00:00:00 by toph »

martiño

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« Reply #10 on: 30 January 2006, 19:11:00 »
You have to type:

Code: [Select]
CustomColor=True
« Last Edit: 1 January 1970, 00:00:00 by martiño »

toph

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« Reply #11 on: 30 January 2006, 19:51:36 »
Thanks tucho and martinho, now it works....
« Last Edit: 1 January 1970, 00:00:00 by toph »

toph

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« Reply #12 on: 31 January 2006, 15:26:19 »
Well another question. How you animate the capes e.g. from the archmages? Did you link them to the shoulders (clavile, or how they are called in max...:confused:) or did you use a other way?

Edit: Here the reason I asked

Hellebardier_WIP:

« Last Edit: 1 January 1970, 00:00:00 by toph »

tucho

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« Reply #13 on: 31 January 2006, 19:08:46 »
with soft selection and a noise modifier, and to make a loop you animate the fase.

PD: the model looks great, i hope to see him in action soon  :D
« Last Edit: 1 January 1970, 00:00:00 by tucho »

toph

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« Reply #14 on: 31 January 2006, 19:29:31 »
thx tucho, I'll try it...;)

@model: well I#m mainly a modeler, but i have nobodey for the other stuff, so i must do it as well. My Textures are always terrible...

Btw the model has 750 tris and is only a "pimp" version of the pikeman (gave him a nice helmet and a cape aand changed the weapon and the shield)
« Last Edit: 1 January 1970, 00:00:00 by toph »

tucho

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« Reply #15 on: 31 January 2006, 19:35:04 »
I am working in a customizable model with several objects and animations for the Glest users can make his own units more easy, soon you can see it
« Last Edit: 1 January 1970, 00:00:00 by tucho »

toph

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« Reply #16 on: 31 January 2006, 21:09:59 »
Cool idea, that means that we can chose things like shoes, body, waepon etc. and create so our own unit? That would be great!
« Last Edit: 1 January 1970, 00:00:00 by toph »

Speedator

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« Reply #17 on: 1 February 2006, 09:31:16 »
Wow, nice work, but 750 tris sounds quite a lot for such a figure.
« Last Edit: 1 January 1970, 00:00:00 by Speedator »

toph

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« Reply #18 on: 1 February 2006, 14:19:50 »
Well glest swordman and worker has 550, horseman has 850, i think the engine will do it, but you are right, maybe i could delete some...but i like the mesh and dont want to change it....
« Last Edit: 1 January 1970, 00:00:00 by toph »

Speedator

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« Reply #19 on: 1 February 2006, 18:09:58 »
Okay thx for information. I didn't know that the worker has 550 tris.
« Last Edit: 1 January 1970, 00:00:00 by Speedator »

toph

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« Reply #20 on: 1 February 2006, 21:07:05 »
you can easily run glest viewer, open a .g3d and look at the bottom of the window, there the tris and vertices are standing.

Btw @ glest team: is it possible to zoom out more than yet? Sometimes i loose a bit controll over my basis...and formations would be cool for my pikemans, at the moment you have to place them by hand....
« Last Edit: 1 January 1970, 00:00:00 by toph »

fireborn

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« Reply #21 on: 15 February 2006, 20:49:12 »
your pikeman looks cool,i liked it, keep up the good work
« Last Edit: 1 January 1970, 00:00:00 by fireborn »

thefinalstrike

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« Reply #22 on: 19 February 2006, 07:38:01 »
Quote from: "toph"
you can easily run glest viewer, open a .g3d and look at the bottom of the window, there the tris and vertices are standing.

Btw @ glest team: is it possible to zoom out more than yet? Sometimes i loose a bit controll over my basis...and formations would be cool for my pikemans, at the moment you have to place them by hand....


Get a bigger screen, and play it on 1280x1024 or 1600x1200.
« Last Edit: 1 January 1970, 00:00:00 by thefinalstrike »

alexjustdoit

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« Reply #23 on: 20 February 2006, 17:43:10 »
where do you download hellebardier?
« Last Edit: 1 January 1970, 00:00:00 by alexjustdoit »

alexjustdoit

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« Reply #24 on: 20 February 2006, 17:55:44 »
ok i got the hellebardier but whatys with the phalanx for pike man and hellebardier? do you put them on the list of units that the barracks can pruduce or do you only put the pikeman and not the pikeman phalanx on the list?
« Last Edit: 1 January 1970, 00:00:00 by alexjustdoit »

 

anything