Author Topic: New and would love some help :D  (Read 6456 times)

Andrith

  • Guest
New and would love some help :D
« on: 29 July 2007, 13:21:09 »
I'm new to glest and was wondering a few things. would a space RTS be possible? You know with spaceships etc, or is it necessary that it be based on land?

Thats just one of my many questions, thank you in advance.

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

@kukac@

  • Guest
topic
« Reply #1 on: 29 July 2007, 13:37:10 »
if you want to make the spaceships fly (what else would you want to do with them...), just use this in the unit XML
Code: [Select]
<fields>
<field value="air"/>
</fields>

and it will fly
« Last Edit: 1 January 1970, 00:00:00 by @kukac@ »

Ayrin Greenflag

  • Horseman
  • ****
  • Posts: 188
    • View Profile
    • http://www.lostinn.com/ayrin
spaceship
« Reply #2 on: 1 August 2007, 09:18:43 »
I think u can do al lthe game in space cuz your units will be ships and constructions will be stations, the resurces will be asteroids to mine, and u will have your space game... u lost all the land effect in this way, so maybe some kind of planet conquest could be more attractive
« Last Edit: 1 January 1970, 00:00:00 by Ayrin Greenflag »

hailstone

  • GAE Team
  • Battle Machine
  • ********
  • Posts: 1,568
    • View Profile
(No subject)
« Reply #3 on: 1 August 2007, 11:45:13 »
The editor might need to be modified to include a space map.
« Last Edit: 1 January 1970, 00:00:00 by hailstone »
Glest Advanced Engine - Admin/Programmer
https://sourceforge.net/projects/glestae/

jbr

  • Guest
(No subject)
« Reply #4 on: 1 August 2007, 13:05:31 »
I think you're on to something here... Of course all of the stations, ships, asteroids, etc. are great, but I love the idea of conquering 'planets'! What we need is a tileset that includes black ground, that would blend in with the void, but could not be crossed by the landers/rovers which could only land on color coded planets... Does anyone know if it is possible to change the color of the water? (through a tileset)
« Last Edit: 1 January 1970, 00:00:00 by jbr »

Andrith

  • Guest
(No subject)
« Reply #5 on: 1 August 2007, 17:32:41 »
Wow, thank you all for your speedy replies, and awesome ideas. I had the thought of being able to lay full planetary sieges, send strike forces down and take them over, but that would all come in time as i have no real experience with this engine as of yet. Could you elaborate on the idea of planet conquest, like with what jbr is saying?

Thank you
Andrith

 :D
« Last Edit: 1 January 1970, 00:00:00 by Andrith »

jbr

  • Guest
(No subject)
« Reply #6 on: 1 August 2007, 18:31:21 »
Well, I have already made an example tileset and sample space map. I am working on a space faction that is made up primarily of air based units, that can send down small, subordinate units to ground level. The void is represented by water, which I hope to be able to make black, and planets are simple islands with different resources. By landing on an island and harvesting it's resources you conquer it. If two players try to conquer the same planetoid, a battle can take place on the surface or in the space above.
« Last Edit: 1 January 1970, 00:00:00 by jbr »

Andrith

  • Guest
(No subject)
« Reply #7 on: 1 August 2007, 18:34:09 »
that sounds like an awesome idea, I would love to see how thats going to turn out. have started to model some ships and was wondering what the poly limit is if there is one?
« Last Edit: 1 January 1970, 00:00:00 by Andrith »

jbr

  • Guest
(No subject)
« Reply #8 on: 1 August 2007, 19:45:16 »
As for a poly limit lower is better... You wouldn't want much more than 1000, but 200-600 is usually detailed enough. I don't know what program you're using, but in blender their is a script that easily and effectively lowers the poly count of a model. I don't think there is an actual limit though... Just what the computer can handle!
« Last Edit: 1 January 1970, 00:00:00 by jbr »

Andrith

  • Guest
(No subject)
« Reply #9 on: 1 August 2007, 20:03:55 »
I'm currently using 3d Studio max and 200-600 is what my current model is at :D. Is there a plug in to export to g3d format for 3d studio? or will i need to use belender or some other program?
« Last Edit: 1 January 1970, 00:00:00 by Andrith »

jbr

  • Guest
(No subject)
« Reply #10 on: 1 August 2007, 21:56:53 »
You're lucky to be using 3DS max, thats what the original glest developers used (if you were using anything else you would have to go through blender)... To export to g3d there is a plugin here: http://https://sourceforge.net/project/showfiles.php?group_id=127297&package_id=141551
In the zip the plugin is under glest_tools / bin /
« Last Edit: 1 January 1970, 00:00:00 by jbr »

Andrith

  • Guest
(No subject)
« Reply #11 on: 2 August 2007, 12:51:56 »
the plug in is for 7 i use 9, is there any way i can get one for 9?
« Last Edit: 1 January 1970, 00:00:00 by Andrith »

jbr

  • Guest
(No subject)
« Reply #12 on: 2 August 2007, 13:11:41 »
Ahh, I see. Understandable as the main site hasn't been updated in a while... You could always try impoting the 3DS files through blender and exporting them with this: http://http://www.titusgames.de/blender/g3d_xml_exporter_v0.1.5.zip , but you would of cousrse need blender and be able to use it to do that... I have no idea what I'm doing in blender and I still export all my models through it, so it is pretty easy...

I don't know anything about 3DS Max, but is there any way to convert plugins from one versiopn to another?
« Last Edit: 1 January 1970, 00:00:00 by jbr »

Andrith

  • Guest
(No subject)
« Reply #13 on: 2 August 2007, 17:59:07 »
you couldent link me or give me a quick tutorial on how to do it could you? all the files seem to be odd :D
« Last Edit: 1 January 1970, 00:00:00 by Andrith »

jbr

  • Guest
(No subject)
« Reply #14 on: 2 August 2007, 18:25:39 »
Ok, assuming you're using windows, you will need a modeling program, blender, the xml plugin, and the glexemel binaries. You already have a modeling program, 3ds max, and blender supports 3ds files, so you can just save the models as 3ds. You'll need blender itself, so head over to http://http://www.blender.org/download/get-blender/ and download the windows installer or whatever. To use blender with plugins, you will need python as well. There are a few things you need to do to make the install work properly, but a quick Google search will reveal them all. (blender will want python 2.5). Once you have blender and python, you will also need to put the .py file in http://http://www.titusgames.de/blender/g3d_xml_exporter_v0.1.5.zip in the .blender/scripts/ directory of your blender install. Finally you will need the glexemel binaries and know how to use them, explained here: http://http://glest.wikia.com/wiki/Exportscript. To convert the model, import the 3ds to blender, prepare it as described by the previous link, and export to g3d xml exporter v0.1.5. The xml file can then be converted to g3d as described by the wiki link.
« Last Edit: 1 January 1970, 00:00:00 by jbr »

Andrith

  • Guest
-
« Reply #15 on: 5 August 2007, 07:56:47 »
Yo, I got it to work so now I'm just working on the models and the xml files. Thanks for all your help and keep an eye out for me around here lol :D

Thanks again
Andrith
« Last Edit: 19 June 2016, 07:07:39 by filux »

 

anything