Author Topic: Question|about glest  (Read 4534 times)

eladhaviv

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Question|about glest
« on: 4 September 2007, 11:20:05 »
i want to put models to the game how cAn i do it?

i have 3d studio max
and Cinema4D

thanks
« Last Edit: 1 January 1970, 00:00:00 by eladhaviv »

@kukac@

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topic
« Reply #1 on: 4 September 2007, 15:31:02 »
ööö, can you explain it a bit more? you want to make a new unit? or change the model of a unit? anyway, be sure you use .g3d format.
« Last Edit: 1 January 1970, 00:00:00 by @kukac@ »

eladhaviv

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« Reply #2 on: 5 September 2007, 11:50:43 »
Quote from: "@kukac@"
ööö, can you explain it a bit more? you want to make a new unit? or change the model of a unit? anyway, be sure you use .g3d format.

i want to change model of unit but if i use Cinema4d i can save it in ---.c4d and if i do it with d3 studio max i can save it in format ---.max

i need someone tell me how to change the format from .c4d or .max or another format to .g3d...
or save model on .g3d when i finish

and how can i make new unit?

sorry if my english bad :-[
« Last Edit: 1 January 1970, 00:00:00 by eladhaviv »

@kukac@

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topic
« Reply #3 on: 5 September 2007, 14:11:24 »
there is some modeller here in the forum, they can help you with the .g3d problems.

making a unit is quite simple, lets see the directory tree

Code: [Select]
<unit name>
          <images>
                unit name.bmp (or whatever.bmp, but you have to link on it later)
                unit skills.bmp (same)
          <models>
                texture.tga
                moving/attacking/standing/dieing.g3d
          <sounds>
                unit sound.wav
    unit name.xml

it the last one (.xml) you will have to build up the whole units statistics

Code: [Select]
<?xml version="1.0" standalone="no"?>

<unit>

<!-- *** parameters *** -->

<parameters>
<size value="1"/>
<height value="2"/>
<max-hp value="700" regeneration="0"/>
<max-ep value="0"/>
<armor value="3"/>
<armor-type value="organic"/>
<sight value="12"/>
<time value="30"/>
<multi-selection value="true"/>
<cellmap value="false"/>
<levels/>
<fields>
<field value="land"/>
</fields>
<properties/>
<light enabled="false"/>
<unit-requirements/>
<upgrade-requirements/>
<resource-requirements>
<resource name="gold" amount="50"/>
<resource name="energy" amount="1"/>
</resource-requirements>
<resources-stored/>
<image path="images/daemon.bmp"/>
<image-cancel path="../archmage/images/magic_cancel.bmp"/>
<meeting-point value="false"/>
<selection-sounds enabled="true">
<sound path="sounds/daemon_select1.wav"/>
<sound path="sounds/daemon_select2.wav"/>
<sound path="sounds/daemon_select3.wav"/>
<sound path="sounds/daemon_select4.wav"/>
<sound path="sounds/daemon_select5.wav"/>
<sound path="sounds/daemon_select6.wav"/>
<sound path="sounds/daemon_select7.wav"/>
</selection-sounds>
<command-sounds enabled="true">
<sound path="sounds/daemon_ack1.wav"/>
<sound path="sounds/daemon_ack2.wav"/>
<sound path="sounds/daemon_ack3.wav"/>
<sound path="sounds/daemon_ack4.wav"/>
<sound path="sounds/daemon_ack5.wav"/>
</command-sounds>

</parameters>


<!-- *** skills *** -->

<skills>

<skill>
<type value="stop"/>
<name value="stop_skill"/>
<ep-cost value="0"/>
<speed value="1000"/>
<anim-speed value="40"/>
<animation path="models/daemon_standing.g3d"/>
<sound enabled="false"/>
</skill>

<skill>
<type value="move"/>
<name value="move_skill"/>
<ep-cost value="0"/>
<speed value="250"/>
<anim-speed value="150"/>
<animation path="models/daemon_walking.g3d"/>
<sound enabled="false"/>
</skill>

<skill>
<type value="attack"/>
<name value="attack_skill"/>
<ep-cost value="0"/>
<speed value="100"/>
<anim-speed value="100"/>
<animation path="models/daemon_attacking.g3d"/>
<sound enabled="true" start-time="0.5">
<sound-file path="sounds/daemon_attack1.wav"/>
<sound-file path="sounds/daemon_attack2.wav"/>
<sound-file path="sounds/daemon_attack3.wav"/>
<sound-file path="sounds/daemon_attack4.wav"/>
<sound-file path="sounds/daemon_attack5.wav"/>
<sound-file path="sounds/daemon_attack6.wav"/>
<sound-file path="sounds/daemon_attack7.wav"/>
<sound-file path="sounds/daemon_attack8.wav"/>
<sound-file path="sounds/daemon_attack9.wav"/>
<sound-file path="sounds/daemon_attack10.wav"/>
<sound-file path="sounds/daemon_attack11.wav"/>
<sound-file path="sounds/daemon_attack12.wav"/>
<sound-file path="sounds/daemon_attack13.wav"/>
<sound-file path="sounds/daemon_attack14.wav"/>
<sound-file path="sounds/daemon_attack15.wav"/>
<sound-file path="sounds/daemon_attack16.wav"/>
</sound>
<attack-strenght value="100"/>
<attack-var value="40"/>
<attack-range value="1"/>
<attack-type value="sword"/>
<attack-fields>
<field value="land"/>
</attack-fields>
<attack-start-time value="0.3"/>
<projectile value="false"/>
<splash value="false"/>
</skill>

<skill>
<type value="die"/>
<name value="die_skill"/>
<ep-cost value="0"/>
<speed value="120"/>
<anim-speed value="80"/>
<animation path="models/daemon_dying.g3d"/>
<sound enabled="true" start-time="0">
<sound-file path="sounds/daemon_die1.wav"/>
<sound-file path="sounds/daemon_die2.wav"/>
<sound-file path="sounds/daemon_die3.wav"/>
<sound-file path="sounds/daemon_die4.wav"/>
</sound>
<fade value="false"/>
</skill>

</skills>

<!-- *** commands *** -->

<commands>

<command>
<type value="stop"/>
<name value="stop"/>
<image path="../archmage/images/magic_stop.bmp"/>
<unit-requirements/>
<upgrade-requirements/>
<stop-skill value="stop_skill"/>
</command>

<command>
<type value="move"/>
<name value="move"/>
<image path="../archmage/images/magic_move.bmp"/>
<unit-requirements/>
<upgrade-requirements/>
<move-skill value="move_skill"/>
</command>

<command>
<type value="attack"/>
<name value="attack"/>
<image path="images/daemon_attack.bmp"/>
<unit-requirements/>
<upgrade-requirements/>
<move-skill value="move_skill"/>
<attack-skill value="attack_skill"/>
</command>

</commands>
</unit>


as you see, i just copied the daemon, but all of the units need the same things (the buildings have some changes)
« Last Edit: 1 January 1970, 00:00:00 by @kukac@ »

eladhaviv

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« Reply #4 on: 10 September 2007, 13:38:23 »
ok....
but if someone can tell me how to change the formats .max .c4d
to .g3d


and 0ne more question...
Glest can use only .g3d modells?
« Last Edit: 1 January 1970, 00:00:00 by eladhaviv »

@kukac@

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topic
« Reply #5 on: 10 September 2007, 14:59:39 »
as i know, it can only use .g3d models, but wait for someone from the graphical division.
« Last Edit: 1 January 1970, 00:00:00 by @kukac@ »

jbr

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« Reply #6 on: 11 September 2007, 01:17:46 »
Ok, what version of Max do you have, because I know on the downloads site the patch is for v. seven, although I have heard of patches for later versions. (not sure where to them find though). I don't know about Cinema4D, but if you can export from either into common formats (.3ds among them), you could import them to blender (google blender 3d), and use the xml exporter, then convert it with glexemel. (search the forums for instructions, oh, and it DOES work)
« Last Edit: 1 January 1970, 00:00:00 by jbr »

eladhaviv

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« Reply #7 on: 11 September 2007, 10:31:23 »
i have max version 9...
« Last Edit: 1 January 1970, 00:00:00 by eladhaviv »

titi

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« Reply #8 on: 11 September 2007, 11:03:56 »
I think it is not possible to create animated models by converting them with blender. Blenders 3ds-importscript is not able to import animations.

You also must have some basic blender skills to create .g3d-file!
For further information:
the wiki http://http://glest.wikia.com


Most of the people(with results) are using blender, only myles uses something different. But I think he also uses blender to convert to .xml->.g3d
« Last Edit: 1 January 1970, 00:00:00 by titi »
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jbr

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« Reply #9 on: 11 September 2007, 23:40:49 »
Ok, so no animation after .blend conversion, but I still think you should try to find a max 9 conversion script...
« Last Edit: 1 January 1970, 00:00:00 by jbr »

rabid_psyduck

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« Reply #10 on: 13 September 2007, 04:45:48 »
First off, you can only use 3DS Max or Blender to export to ".g3d" format. Since you have Max 9 that's good, I have Max 8, so hopefully the plug-in will work for you too. Max is easier to export compared to Blender.

Download the glest toolkit v1.4, get the plug-in, place it into the plug-ins folder. If you did it right, you should now be able to export your models into ".g3d"



Before you export your model, make sure you rename all the textures you used. That, of course, is in the Material Editor. Then after you export it, you then fire up the G3D Viewer. That viewer is used to see if your model exported correctly, if at all.

BTW: No more questions until you read the 5 stickies available at the top of this Development sub-forum. K?
« Last Edit: 19 September 2007, 02:46:03 by rabid_psyduck »

eladhaviv

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« Reply #11 on: 15 September 2007, 20:05:17 »
Quote from: "rabid_psyduck"
First off, you can only use 3DS Max or Blender to export to ".g3d" format. Since you have Max 9 that's good, I have Max 8, so hopefully the plug-in will work for you too. Max is easier to export compared to Blender.

Download the glest toolkit v1.4, get the plug-in, place it into the plug-ins folder. If you did it right, you should now be able to export your models into ".g3d"



Before you export your model, make sure you rename all the textures you used. That, of course, is in the Material Editor. Then after you export it, you then fire up the G3D Viewer. That viewer is used to see if your model exported correctly, if at all.

BTW: No more questions until you read the 5 stickies available at the top of this Development sub-forum. K?

the plugin for max 7 working on max 9?
« Last Edit: 1 January 1970, 00:00:00 by eladhaviv »

rabid_psyduck

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« Reply #12 on: 19 September 2007, 02:33:53 »
How am I supposed to know? You tell me, you're the person that has Max 9. I know it works on Max 8 is because I have Max 8.
« Last Edit: 1 January 1970, 00:00:00 by rabid_psyduck »