Author Topic: Norsemen  (Read 67570 times)

weedkiller

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« Reply #50 on: 26 November 2007, 11:19:48 »
some progress: test the archer
the walking-ani is still ugly but shooting looks
the data replaces the original archer of tech so make sure you made a copy

Code: [Select]
[url=http://www.titusgames.de/viking/units_and_blenderfiles/archer/norse_archer_tech.zip]http://www.titusgames.de/viking/units_and_blenderfiles/archer/norse_archer_tech.zip[/url]
« Last Edit: 11 April 2016, 15:43:36 by filux »

weedkiller

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« Reply #51 on: 27 November 2007, 14:10:11 »
I've updated the archer once again concerning animations.
Now the link above points to the newest version, happy playing ;)
The walking-ani is now better since i found a great walkcycle-tutorial but i still have the ability to make him running nicely. So perhaps this will be added later.
Greetings, weedkiller.
« Last Edit: 1 January 1970, 00:00:00 by weedkiller »

titi

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« Reply #52 on: 29 November 2007, 00:07:12 »
and one more new unit:



Which weapon is best for her?
Axe or sword?
« Last Edit: 11 April 2016, 15:44:15 by filux »
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rabid_psyduck

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« Reply #53 on: 29 November 2007, 13:37:45 »
She looks like a valkyrie, sword is definitely best  :D
« Last Edit: 1 January 1970, 00:00:00 by rabid_psyduck »

AF

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« Reply #54 on: 29 November 2007, 16:31:13 »
Both? You could get two units out of her!
« Last Edit: 1 January 1970, 00:00:00 by AF »

titi

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« Reply #55 on: 29 November 2007, 23:51:31 »
Good idea!
But a little bit modified ;) ( beware of valkyrs mother )

The cudgel lady:

« Last Edit: 11 April 2016, 15:44:34 by filux »
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weedkiller

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« Reply #56 on: 30 November 2007, 10:47:32 »
Hello again!
I've redone the spearman and i think he is Glest ready.
Changes at texture animation and modell (size was unimpressive).
So feel free to play it:

Code: [Select]
[url=http://www.titusgames.de/viking/units_and_blenderfiles/spearman/tech_spearman_as_swordman.zip]http://www.titusgames.de/viking/units_and_blenderfiles/spearman/tech_spearman_as_swordman.zip[/url]
« Last Edit: 11 April 2016, 15:45:01 by filux »

@kukac@

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« Reply #57 on: 30 November 2007, 14:46:46 »
make a picture in winter forest tileset too  :O
« Last Edit: 1 January 1970, 00:00:00 by @kukac@ »

weedkiller

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« Reply #58 on: 30 November 2007, 16:34:52 »
Next improved unit: Swordman.
Testversion replaces armord swordman of tech.

Code: [Select]
[url=http://www.titusgames.de/viking/units_and_blenderfiles/swordman/tech_Nswordman_as_Aswordman.zip]http://www.titusgames.de/viking/units_and_blenderfiles/swordman/tech_Nswordman_as_Aswordman.zip[/url]
« Last Edit: 11 April 2016, 15:45:28 by filux »

weedkiller

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« Reply #59 on: 2 December 2007, 15:40:22 »
started a new unit. it is an axeman and he has a fur (?) of a dead animal in order to resist cold winter...
i hope the design becomes convincing by texture later.
« Last Edit: 11 April 2016, 15:45:52 by filux »

titi

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« Reply #60 on: 4 December 2007, 23:37:32 »
valkyrie and cudgel lady in action

« Last Edit: 11 April 2016, 15:46:12 by filux »
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weedkiller

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« Reply #61 on: 13 December 2007, 10:51:39 »
Took some time, but i think it was worth it.
This time i made the texture by blenders procedural maps and not by photos.
In the second step i will add photo details and handpainting in order to improve the texture.

I think the result is quite nice, i only changed contrast&brightness of different areas of the texture seperately in GIMP.

An good advantage is that you already have lightning in the map which rounds the geometry.

OK, almost done i think:
« Last Edit: 11 April 2016, 15:47:32 by filux »

Baida

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« Reply #62 on: 21 December 2007, 10:01:02 »
Your model is cool, just a question there is a "Texture paint tool" in Blender, I just try is 2 second on a cube...

Have you ever tryed that tool ? Just to know if that works as good as Maya because in Maya it offers us more flexibility, it's a big advantage to see the progress of you texturing in "Real time" than painting on 2D program.

You can even clone a texture that you put on a plan just behind that's useful if you want to reproduce chainmal or others little details.

Often I do like that and then I add some details and sharpness thanks to a 2D program like Gimp or Photoshop :)
« Last Edit: 1 January 1970, 00:00:00 by Baida »

weedkiller

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« Reply #63 on: 21 December 2007, 10:53:55 »
Hi Baida,
Yes i know the tool and i use it often although i assume its not as good as the maya one, but according to money its brilliant, isn't it ;)?

Ok, my workflow with it:
- i used it for coloring the spearman and swordman but i think the color-deep isn't good enough if you just select colors and put it on it, at least if you have my skills.
- i also used it for marking details on the uv-map, say you place points for mouth and eyes or a belt round the body, then you can use the lines for adjusting textures in GIMP.
- i tried to paint textures as a brush directly in Blender, the result can be seen at the archer, but the problem is that there are often repetitions...
- i haven't used the clonething so far, but perhaps you are right and it is easier to click the details on the texture, than creating masks in GIMP where you don't see the result for a long periode.

I made the axeman a close-combat unit and here is already a Glestready zipfile. Just unzip it to your Glest directory and play tech. The older glest-ready zips in this thread (by me) must sometimes be placed in deeper folders ( Glest/techs/factions/tech/units...[->] )

the axeman:
Code: [Select]
[url=http://www.titusgames.de/viking/units_and_blenderfiles/axeman/axeman_for_tech.zip]http://www.titusgames.de/viking/units_and_blenderfiles/axeman/axeman_for_tech.zip[/url]
« Last Edit: 11 April 2016, 15:48:00 by filux »

Baida

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« Reply #64 on: 22 December 2007, 16:49:27 »
Thanks weedkiller, I'm going to try and see the axeman you created.

At the moment I don't work on my Glest model and I won't work as mush as now till a moment because I must work on two final year project for High school.

I think, the next thing I'm going to do is the upgrade of the Axeman I made ( The berserk upgrade If I'm not wrong).

Anyway, I was wondering If you would be interested by getting the models I'm doing right now on the FTP of the Northmen.

That will perhaps allow you to look and animate them if you have some free time.

Tell me if you want I'll upload them in .OBJ with their textures
 ;)
« Last Edit: 1 January 1970, 00:00:00 by Baida »

Baida

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« Reply #65 on: 23 December 2007, 21:05:12 »
I won't be there for a week because I'll leave in South France tomorrow.

I wish you all a merry christmas in advance  ;)
As I haven't get any answers, I'll put the files tonight on the ftp (folder-> axe unit_Baida)

Take care,

See you soon all !
« Last Edit: 1 January 1970, 00:00:00 by Baida »

weedkiller

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« Reply #66 on: 24 December 2007, 13:08:40 »
Hi Baida, of course feel free to upload your files, i will enjoy playing with them around.
Well, see you then ;)
« Last Edit: 1 January 1970, 00:00:00 by weedkiller »

weedkiller

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« Reply #67 on: 2 January 2008, 11:48:27 »
some updates

« Last Edit: 11 April 2016, 15:48:29 by filux »

Baida

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« Reply #68 on: 3 January 2008, 00:31:44 »
Hi all, I'm back  :?

Anyway, from now that's uploaded, you just have to check on the ftp -> units_and_blenderfiles/axe_unit_Baida.

You will see there is an .OBJ file with a .Tga file which is the texture you must applicate to the model I created.

Feel free to exploit this, I mean doing the animation and etc...
Next one will be the berserk upgrade for that unit  :D

Otherwise, nice model you have weedkiller, but why don't you add braids, beard to your model? They are vikings afer all isn't It ?

About the castle, nothing to say, that's pretty cool
 :wink:
« Last Edit: 1 January 1970, 00:00:00 by Baida »

titi

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« Reply #69 on: 3 January 2008, 01:21:23 »
Happy new year!

We ( my son and I ) will upload a first beta release today.
It will include nearly all the things we have.
But the axe thrower will be the one from the indians for now.
We need this release, because the one who wants to make the music needs/wants it to get a feeling for the new faction.

We have changed the techtree a lot(see the wiki) and we worked hard to make the whole new faction running (upgrades/Icons/balance ...). All sounds are not done yet.
( My neighbour is playing WOW, thats why I cannot upload it now .... )
« Last Edit: 1 January 1970, 00:00:00 by titi »
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Baida

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« Reply #70 on: 3 January 2008, 10:27:07 »
Hope to try it as soon as possible, I downloaded the previous mode you created (The indian) and that's really, really cool !!

Can't wait to create some others chars, but I have to do before all my work :)
« Last Edit: 1 January 1970, 00:00:00 by Baida »

titi

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« Reply #71 on: 3 January 2008, 17:13:03 »
There is a beta now:

http://www.titusgames.de
« Last Edit: 11 April 2016, 15:49:07 by filux »
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ZaggyDad

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« Reply #72 on: 7 January 2008, 20:37:29 »
I tested it, and the gameplay is excellent, and most of the models are great, but some of them don't have hands and heads like the real Glest models do. :cry: )).

~Zaggy
« Last Edit: 1 January 1970, 00:00:00 by ZaggyDad »

A

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there is no training field on the faction
« Reply #73 on: 8 January 2008, 09:37:25 »
says there is and needs one but none of the buildings allow for it :cry:  :'(
« Last Edit: 1 January 1970, 00:00:00 by A »

A

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needs work
« Reply #74 on: 8 January 2008, 09:40:06 »
training field needs to be added not in any building so no hold position for some units.
« Last Edit: 1 January 1970, 00:00:00 by A »

 

anything