Author Topic: Mars Squadron: A Glest Mod  (Read 31977 times)

martiño

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« Reply #25 on: 3 July 2006, 23:27:12 »
Quote from: "afisicos"
hellow, i cant work in glest this days, because i can't run glest. i had uninstall the graphic card, and reinstal but the game at start sais me: error with open 2d textures.

Someone knows my problem?

thanks


do you have the latest video card drivers?
« Last Edit: 1 January 1970, 00:00:00 by martiño »

afisicos

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« Reply #26 on: 4 July 2006, 09:38:40 »
yes but there aren't the oficial drivers, i'll try with this. thanks
« Last Edit: 1 January 1970, 00:00:00 by afisicos »

Darkziel

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« Reply #27 on: 3 September 2006, 05:44:34 »
tiene muy buena pinta el mod, ojala lo podamos tener pronto! :D

las unidades estan bien, era bastante gracioso el robot xD
animo!

ahora la traduccion para lo que reclaman!:
(no se como me quedara-)

the mod looks really nice! maybe can be finished soon
the units are good, the human robot are funny xD!


xDDDDDDDD
« Last Edit: 1 January 1970, 00:00:00 by Darkziel »

Blueblaze

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« Reply #28 on: 23 October 2006, 21:21:20 »
This thread sure has been on the sticky for awhile, and the mod appears to be dead. Anyone know if there is any progress on this mod, or did the guy decide to quit working on it?
« Last Edit: 1 January 1970, 00:00:00 by Blueblaze »

ilivetomod

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« Reply #29 on: 10 November 2006, 18:57:33 »
well, i don't know about the mod closing or anything, but im making a mod based on Dune 2000....which will be pretty similar, just with more vehicles
« Last Edit: 1 January 1970, 00:00:00 by ilivetomod »

angelus

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« Reply #30 on: 11 January 2007, 09:54:56 »
That seems beautifull, but where can we download it, it didn't see a link?
« Last Edit: 1 January 1970, 00:00:00 by angelus »

myles

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« Reply #31 on: 20 January 2007, 09:30:19 »
It is not out yet :p

Nice idea and some nice models but some of them look a bit..... strange but i suppose that is a good thing :)
« Last Edit: 1 January 1970, 00:00:00 by myles »

firedeathbot

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« Reply #32 on: 4 May 2007, 18:20:05 »
is this project..........dead?
« Last Edit: 1 January 1970, 00:00:00 by firedeathbot »
Back to glest after a few years inactivity.

DemiGod

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« Reply #33 on: 3 July 2007, 21:50:14 »
I would be interested to hear more!
« Last Edit: 1 January 1970, 00:00:00 by DemiGod »

titi

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« Reply #34 on: 5 July 2007, 12:02:55 »
Yes, I think it's dead!

Will someone of the moderators remove the "Sticky" state of this entry?
« Last Edit: 1 January 1970, 00:00:00 by titi »
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DemiGod

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« Reply #35 on: 5 July 2007, 13:22:05 »
Darn
« Last Edit: 1 January 1970, 00:00:00 by DemiGod »

afisicos

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« Reply #36 on: 8 August 2007, 15:56:24 »
Hi. I'm one of the boys who begin mars squadron.
We are 4 persons now, and the proyect can be return to our hands.
Now we have a new work line in this mod.
We will make new models for all objects,
But the Mod follow with the name Mars Squadron and have the two races of the begining, humans and mars aliens.

Sorry. my english is too bad.
« Last Edit: 1 January 1970, 00:00:00 by afisicos »

enveloop

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« Reply #37 on: 9 August 2007, 13:23:44 »
Quote
But the Mod follow with the name Mars Squadron and have the two races of the begining, humans and mars aliens.


Cuéntamelo en spanish y te lo traduzco :) ¿Volvéis a la carga?

(I´m asking him for info in spanish, I´ll translate it afterwards).
« Last Edit: 1 January 1970, 00:00:00 by enveloop »

honorable

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« Reply #38 on: 2 October 2007, 23:22:59 »
Hola, soy uno de los colaboradores del mod, tenemos varios modelos ya, pero hay un problema, hemos exportado uno a .g3d y ocupa ¡6 Megas!
El modelo tiene 1200 caras y 120 frames pero no me parece posible reducirlo hasta los escasos 300 KBs que ocupan vuestros modelos.

Saludos.
« Last Edit: 1 January 1970, 00:00:00 by honorable »

jbr

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« Reply #39 on: 3 October 2007, 00:21:26 »
I don't speak Spanish, but it sounds to me like he's having a problem with the exporter exporting more frames than he wants, so the model is large with extra data. This can be solved by adjusting the number of frames in the model in the timeline view.

But this comment is probably useless because of the language barrier.
« Last Edit: 1 January 1970, 00:00:00 by jbr »

enveloop

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« Reply #40 on: 3 October 2007, 11:16:49 »
He says that the model has 1200 polys and 120 frames, and that when they export it it takes some 6 megabytes. I´ll talk to tucho about this :)

Esta tarde se lo comento a tucho, a ver qué dice.
« Last Edit: 1 January 1970, 00:00:00 by enveloop »

tucho

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« Reply #41 on: 3 October 2007, 14:42:31 »
120 frames es una animalada, el formato G3d guarda la información de animación como vertex morphing es decir está guardando la posición de los vértices del modelo en cada uno de los frames por eso ocupa tanto, escala la animación para que tenga 12 frames (lo ideal es que tengan entre 10 y 15 más o menos) y no debería ocuparte mucho más de los 300 kb que ocupan los modelos del Glest

120 frames is too much, G3d format save the animation as a vertex morphing, it is saving the model's vertex position in each frame and for this reason is so big, you must scale the animation in 12 frames (the animations must have about 10 or 15 frames more or less) and by this way the file must be about 300 kb, like the glest models.
« Last Edit: 1 January 1970, 00:00:00 by tucho »

jbr

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« Reply #42 on: 4 October 2007, 02:34:44 »
(Thanks for translating for all of us non Spanish speakers) that's really good information. I think some of my models need to be refitted with better frame counts now...
« Last Edit: 1 January 1970, 00:00:00 by jbr »

josepzin

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« Reply #43 on: 4 October 2007, 14:09:20 »
Quote from: tucho
120 frames es una animalada....

120 frames is too much, ....

 :lol:  :lol: me gusta la traducción! (i like the translation :P)
« Last Edit: 19 June 2016, 06:59:10 by filux »
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honorable

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« Reply #44 on: 5 October 2007, 22:30:45 »
Muchas gracias por la ayuda, intentare hacer que se muevan bien con 10-15 frames.

Thanks for help, I will try fix the problem using only 10-15 frames.
And I will try speak english too :)
« Last Edit: 19 June 2016, 06:58:38 by filux »

 

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