Author Topic: Music loop problem and building problem  (Read 5042 times)

junglebeaver

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Music loop problem and building problem
« on: 23 October 2006, 08:44:52 »
Ay-yai-yai! More problems; I hope you guys can help me out: (thank you!)
 
 I've changed the music from the default magic theme to be a traditional Siamese song but I have a prblem: when the song comes to an end in the game it will loop just the last part. I've tried shortening it and makingit longer but it will always just loop that last part! Is there a script somewhere or does my song have to meet some certain criteria? It is an mp3.

 I also have a problem with the creation of my "rice paddy". The villager morphs into a rice paddy, thus changing into a farmer. However, I need to be able to say where he can morph. For example, right now he can morph right outside the main building. That creates a rice paddy jutting into another building. I need to be able to either designate certain "fertile soil" areas where he can morph or be able to set the amount of needed fre space surrounding him. Is this a little hard to understand?

Here's a jazzed up screeny of a unit I'm working on. It's the war elephant, one of the toughest units you can build. Right now there is no armour on him yet. Yeah, he's a little "blocky" but you won't notice that from the game view (i hope :) )

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

Blueblaze

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« Reply #1 on: 23 October 2006, 11:22:08 »
Well, I don't think the game supports .mp3 files easily. The game really focuses on using .wav and .ogg files. You can get an .mp3 to .ogg converter pretty easily online. Try www.download.com and search for a converter.

The building, I believe you can set the cell-size of the unit, so that it requires more space. I don't think you can designate a specicfic spot for the unit.

The elephant looks very nice though. With textures, you won't be able to notice any/many of the blocks, but if you think it looks a little crummy, then you might want to try and fill it in a bit, but it looks pretty nice.

By the way, do you think you could make an elephant rider, where one guy might have a bow and shoot arrows, or one elephant rider has the jousting pole from the horseman, where he stabs people :) good luck :P
« Last Edit: 1 January 1970, 00:00:00 by Blueblaze »

junglebeaver

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« Reply #2 on: 23 October 2006, 17:17:55 »
thanks, I'll try converting the file to ogg.
 Actually, the elephant will have a rider and he'll have a halberd, or long pike (to be historically correct). In real life, there are always at least two people on the elephant, one to "drive" and one to fight. Also, a REALLY big upgrade for your villagers could be they can use elephants to carry more resources...I'll have to see if that works or not.
« Last Edit: 1 January 1970, 00:00:00 by junglebeaver »

Blueblaze

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« Reply #3 on: 23 October 2006, 21:16:34 »
Well, the only way you could do that is if you made the villager morph into an elephant+villager unit, then you could modify the carrying capacities that way.
« Last Edit: 1 January 1970, 00:00:00 by Blueblaze »

martiño

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« Reply #4 on: 23 October 2006, 21:50:55 »
Quote
I've changed the music from the default magic theme to be a traditional Siamese song but I have a prblem: when the song comes to an end in the game it will loop just the last part. I've tried shortening it and makingit longer but it will always just loop that last part! Is there a script somewhere or does my song have to meet some certain criteria? It is an mp3.


I'm really amazed that Glest is able to play mp3 files, maybe there is some kind of magic in the ogg codec that i don't know about, as far as I remember the game should only be able to play ogg files.
« Last Edit: 1 January 1970, 00:00:00 by martiño »

Blueblaze

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« Reply #5 on: 23 October 2006, 21:53:50 »
Thats what I thought you said before, but I guess it plays mp3 files, just glitchy :P
« Last Edit: 1 January 1970, 00:00:00 by Blueblaze »

martiño

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« Reply #6 on: 23 October 2006, 22:05:20 »
Quote
I also have a problem with the creation of my "rice paddy". The villager morphs into a rice paddy, thus changing into a farmer. However, I need to be able to say where he can morph. For example, right now he can morph right outside the main building. That creates a rice paddy jutting into another building. I need to be able to either designate certain "fertile soil" areas where he can morph or be able to set the amount of needed fre space surrounding him. Is this a little hard to understand?


There might be a trick for that, I don't know for sure if it will work though. What you can do is to first moph the willager into a bigger unit (lets say "rice field under construction" that is 5x5 cells big) and then morph it again into another smaller unit ("rice field", that is 3x3 cells big).
« Last Edit: 1 January 1970, 00:00:00 by martiño »

Blueblaze

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« Reply #7 on: 23 October 2006, 22:11:16 »
So basically, your making the game think the unit is huge and takes up a lot of room (preventing other units to be nearby it, or trees, rocks, etc..) even if the model is small. Basically, it allows the unit to have its required space. If you made it as a building, then you could just allow the building to be walked upon everywhere but the center where the object really is loccated, but it prevents other buildings from getting constructed nearby it.
« Last Edit: 1 January 1970, 00:00:00 by Blueblaze »

junglebeaver

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« Reply #8 on: 24 October 2006, 02:36:17 »
ahhh...thanks for that trick! I'll try that out.
Sorry, but I made a mistake: it doesn't play mp3! what I meant to say was .wav, not .mp3 (my mistake!)
« Last Edit: 1 January 1970, 00:00:00 by junglebeaver »

Blueblaze

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« Reply #9 on: 24 October 2006, 05:24:17 »
ohh, thats different :P, well I'm not sure if the game can loop .wav files well, since they are mainly used for sound effects, like unit speech or magic sounds, ect... I think if you could convert the file to a .ogg file, then the music would probably loop better, it might not be an issue but I think its worth a shot.
« Last Edit: 1 January 1970, 00:00:00 by Blueblaze »

Blueblaze

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« Reply #10 on: 24 October 2006, 06:03:18 »
I found a converter that works pretty decent, you only get 10 free converts though, but for your purpose it should be enough.  It converts mp3s and wavs to ogg, and vice versa. It has worked pretty well for me, so if you still need a converter try it out,

http://www.download.com/MP3-WAV-OGG-Con ... ag=lst-0-2
« Last Edit: 1 January 1970, 00:00:00 by Blueblaze »

junglebeaver

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« Reply #11 on: 24 October 2006, 10:15:53 »
Thanks for the link; however, I do have a program to convert files to ogg. I have converted it and it's working nicely!

Here's another screenie of a unit (village_guard). I've been making all my models from scratch and it's mainly just practice for me because, as you can see, I haven't quite worked out getting the models to look less blocky and more like the free glest default model. I work on this in my free time so I'm not sure how much more I'll be able to get done.

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

Blueblaze

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« Reply #12 on: 24 October 2006, 16:39:49 »
Wow I think the model looks pretty good. You've been getting us hungry for this game :D gt2realdeal-^-yahoo.com Nevertheless, your project is looking really good, so keep it up and I look forward to seeing it completed.
« Last Edit: 15 April 2016, 19:28:08 by filux »

 

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