Author Topic: Norsemen  (Read 67566 times)

Baida

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« Reply #75 on: 9 January 2008, 09:14:14 »
Hi there, I don't forget you, I try to work when I can and recently I made the berserker upgrade of my Thrower unit.

At the moment, there is just the mesh and I'm going to show you how does it look. You will see that the beserker upgrade carry on a hammer and not an axe, I thought that could be cool for the upgraded char to throw hammer...

The texture will be done soon, surely today, that 'll depend anyway.
Tell me If you like it and what are the problems if there are problems obviously.

Otherwise, I'm almost sure I won't have so much time to animate them and moreover I don't know how to do that well at the moment,
That's why I ask you If I must keep uploading those files on the ftp and If tTherefore, will you use those character even If I don't animate them myself !?

Please tell me  :) Because I don't want to do that for nothing !

Here the screens

Code: [Select]
[url=http://img263.imageshack.us/my.php?image=northmenunitfj2.jpg][img]http://img263.imageshack.us/img263/7295/northmenunitfj2.th.jpg[/img][/url]

[url=http://img265.imageshack.us/my.php?image=wirebc6.jpg][img]http://img265.imageshack.us/img265/9105/wirebc6.th.jpg[/img][/url]
C&C please
« Last Edit: 7 October 2016, 23:32:57 by filux »

titi

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« Reply #76 on: 9 January 2008, 13:01:03 »
Hi,
I made the bezerk upgrade just by makeing the texture a bit golden.
It would be good if your bezerk unit also gets a golden shining texture.
And don't forget the teamcolor( the alphachannel ) in the texture!
« Last Edit: 1 January 1970, 00:00:00 by titi »
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weedkiller

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« Reply #77 on: 9 January 2008, 16:18:39 »
I don't think your work will be lost. It's just that i spended little time on the mod last weeks.
surely i will animate your modell, although you can see at the beta how bad my skills are at that ;) .. :
Great work, it is realy a more powerfull looking upgrade. I think the horns of the helmet should be more upwards but it must be tested with the game view-angle.
Also i think the hands are a litte to flat at the fingers. But it could also be ok ingame.
I think i will upload a rigged blend-filed so that you can test animating it within Blender, but it will take some days.
I'm seeing forward the texture ;)
« Last Edit: 1 January 1970, 00:00:00 by weedkiller »

Baida

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« Reply #78 on: 9 January 2008, 17:32:01 »
Thanks for your comments I just wanted to know If I wasn't doing this is for nothing and I'm not desparated at all, no worries about that but I'm happy that you 'll find those mode useful.

I can understand that you spent a lot of time on the mode last week and I really thank you for that beta which is very promising.

Even if some animations are not as good as the original animation in Glest.I know how difficult It is to animate something very well, it often asks a lot of time and concentration.

So, don't hesitate to upload a Biped blender file on Titus's FTP, I'll try this whitout any problem and I know that will take some time to learn in Blender. Moreover I almost know nothing in this program but I think I could try If you could give me some tutorials which you use for your animated model (If you use some). So don't hesitate ton animate it you too :)

See you soon guys !

Edit: Just forgot to ask you something Titi... Could you give me again by mail the information to log on the FTP ? Because I lost all my mail and I can't connect anymore without password and etc...

Sorry for this :twisted: lol
« Last Edit: 1 January 1970, 00:00:00 by Baida »

ZaggyDad

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« Reply #79 on: 9 January 2008, 21:29:13 »
Update of my last post:
I believe it is only weedkiller that makes the models wrong (no offense ;) ) . The hands are spheres scaled horizontally (as I see them). My advice is that you make the arms sticking outward, with the shoulders, elbows and wrists being the only places that have vertices. The elbows should have three rings of vertices, and the hands should be rectangles that curve where the fingers are. Like this: ^

And, I could do some animation for the models, and maybe some textures (though I'd have to send the animated models to you so you can export them, because I can't export them properly). I'll need them boned, by the way.

~Zaggy
« Last Edit: 24 January 2008, 23:51:36 by ZaggyDad »

weedkiller

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« Reply #80 on: 11 January 2008, 08:13:56 »
Hi ZaggyDad,
well I'm not offensed but only worried how to do it better ...
Can you make a picture as an example because i don't fully understand what you say. I think my modells have to straight arms and the must be more bowing (?) and the hands, well icould just use the mesh of the original ones but thats poor in some way ...
« Last Edit: 1 January 1970, 00:00:00 by weedkiller »

weedkiller

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« Reply #81 on: 13 January 2008, 16:37:05 »
@Baida: i made a rigging of your Axe_unit and you can find it on the server in your unit-directory.
I even used a commandline ftp-client since i'm here under linux/sidux. Its really cool ;)

Hope you find it usefull
« Last Edit: 1 January 1970, 00:00:00 by weedkiller »

Baida

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« Reply #82 on: 15 January 2008, 21:01:25 »
Hey Weed !!! Thanks a lot I'm going to take a look at this, that 's very kind of you...

I don't forget the texturing of the berserker upgrade but at the moment I have a lot of work, but no worries I'll do that  :D
« Last Edit: 1 January 1970, 00:00:00 by Baida »

titi

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« Reply #83 on: 16 January 2008, 14:30:47 »
bip-files?
I didn't sees them! There are only .blend files.
Is there a way to export/import .bip-files in blender?
« Last Edit: 1 January 1970, 00:00:00 by titi »
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Baida

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« Reply #84 on: 16 January 2008, 16:47:37 »
No sorry Titi, I'm wrong, It 's because I had in mind the animation of the Northman Dwarf unit that Weedkiller made with the unit I created.

That's why, but don't think there is a way to export/import a bip. file in Blender....
« Last Edit: 1 January 1970, 00:00:00 by Baida »

ZaggyDad

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« Reply #85 on: 24 January 2008, 23:50:40 »
I'm taking a long time to make example images, but Baida's Models are good ones themselves. And the flatness of the fingers is intentional. The textures have the fingers in them, and they make it look like it's got 3d ones. and the elbows and legs have bump map textures on them, too, which make them only need to be rectangles. BTW, I don't know where I mentioned bowing. :confused:

And what I do for animations, is that I try doing the thing that they do in the animation, so that I know how the character would get the most out of the blow.

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

weedkiller

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« Reply #86 on: 27 January 2008, 20:15:56 »
Hello back,
well its hard work and i'm even not quite sure if i get quality by it, but heres the result: A animation of my improved Thrull.
(I will change the hands before i do the next animations...)
« Last Edit: 7 October 2016, 23:33:15 by filux »

myles

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« Reply #87 on: 28 January 2008, 17:36:15 »
Thats actaully very good Weed, I know the animation stuff is really hard so youve done a great job. I cant wait untill the next version of this mod :D
« Last Edit: 1 January 1970, 00:00:00 by myles »

ZaggyDad

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« Reply #88 on: 28 January 2008, 21:20:23 »
Could you send me the model of the thrull, so I can try animating it?  :P
« Last Edit: 1 January 1970, 00:00:00 by ZaggyDad »

titi

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« Reply #89 on: 29 January 2008, 16:32:52 »
I don't know if the thrull is currently in work or not meanwhile you can play with the axeman

here is the axeman ( probably you can pimp up the attack animation)

Code: [Select]
[url=http://www.titusgames.de/viking/units_and_blenderfiles/axeman/norse_axeman.blend]http://www.titusgames.de/viking/units_a ... eman.blend[/url]

[url=http://www.titusgames.de/viking/units_and_blenderfiles/axeman/axeman_redone2.xcf]http://www.titusgames.de/viking/units_a ... edone2.xcf[/url]

( .xcf is the texture file in gimp format ,but you can also use the tga from the norsemen beta)

Baidas unit also needs more animation!
Send me an email  and you get more ( info at    titusgames.de)
« Last Edit: 7 October 2016, 23:33:47 by filux »
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ZaggyDad

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« Reply #90 on: 30 January 2008, 04:14:38 »
Here's a new attack animation for the axeman (blend):
Code: [Select]
[url=http://www.megafileupload.com/en/file/42688/norse-axeman1-blend.html]http://www.megafileupload.com/en/file/4 ... blend.html[/url]
Texture (I updated it):
Code: [Select]
[url=http://www.megafileupload.com/en/file/42692/axeman-redone3-tga.html]http://www.megafileupload.com/en/file/4 ... 3-tga.html[/url]
The face uses the tech archer head, so you'll have to go inside the axeman's head and select the front face and then the back (separated by the line on it's head)and set the texture to the archer's texture.

EDIT: Er, what I meant to say is that you need to select the axeman's head (make sure you've got it all)and change the texture it uses to the archer's. ;)

~Zaggy
« Last Edit: 7 October 2016, 23:34:18 by filux »

Baida

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« Reply #91 on: 30 January 2008, 22:50:02 »
I don't forget the project, It 's just I have a lot of work at the moment.
See you soon with some models  ;)
« Last Edit: 1 January 1970, 00:00:00 by Baida »

titi

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« Reply #92 on: 1 February 2008, 12:23:06 »
EDIT:
I downloaded it! Megafileupload worked today.


--------------------
@ZaggyDad:

Can you send me the new axemnan in an email?
I cannot download from the urls you posted
email::

info at titusgames.de
« Last Edit: 4 February 2008, 12:23:18 by titi »
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weedkiller

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« Reply #93 on: 3 February 2008, 10:12:55 »
@all: Well, sorry i work so slowly, but on the other hand you must not be afraid that i will forget this mod ;)

@ZaggyDad: Good one, it realy looks convincing in Blender. Now you must only test if it is good ingame.
There might be a Problem that it looks like he is diving because of the legs, at least i always had Problems like that.
I like the Idea of the breathing holes of the helmet!

« Last Edit: 7 October 2016, 23:34:36 by filux »

Baida

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« Reply #94 on: 4 February 2008, 23:24:45 »
Hey nice animation weed, you are really becoming better and better with your animation. Keep it up mate, that's really convincing !  :D
« Last Edit: 1 January 1970, 00:00:00 by Baida »

weedkiller

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« Reply #95 on: 5 February 2008, 11:29:53 »
Thanks Baida!
Its really a big compliment to me ;)
« Last Edit: 1 January 1970, 00:00:00 by weedkiller »

ZaggyDad

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« Reply #96 on: 20 February 2008, 18:42:56 »
Is this...dead? Or just done?

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

weedkiller

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« Reply #97 on: 20 February 2008, 20:04:58 »
no not dead ;) beta is already out and you will see that some models must be overworked.. this can take very much work.

i have improved the yxeman since then but i haven't posted any process yet. If you want to overwork one specific unit just ask. You could also create it completely new so that we have more individual models.
« Last Edit: 1 January 1970, 00:00:00 by weedkiller »

weedkiller

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« Reply #98 on: 16 March 2008, 14:39:28 »
Hi back ;) so if you are interested in playing and tweaking around there is our working zip:
Code: [Select]
[url=http://www.titusgames.de/viking/units_and_blenderfiles/spearman/norse_spearman.zip]norse_spearman.zip[/url]
it has
-g3ds to use replace the the tech swordman's ones (or make a new unit via xml)
-texture with teamcolor
-"source" blenderfiles

@titi: perhaps you can change the texture once again since i always have problems with this  :-[
« Last Edit: 7 October 2016, 23:35:05 by filux »

daniel.santos

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« Reply #99 on: 16 March 2008, 15:46:41 »
weedkiller, what license are you releasing this under?  And would you have any objections to a future release of GAE giving the option of installing your mod from within the game?

Thanks in advance
« Last Edit: 1 January 1970, 00:00:00 by daniel.santos »