Author Topic: Apocalyptic Dawn (formerly known as Military)  (Read 277754 times)

titi

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Re: Military Tech Tree -- Fixed and adding models!
« Reply #100 on: 18 January 2009, 19:04:03 »
If you have problems with shadows its usually a problem with the normals of the faces.
Glest uses these normals to calculate shadows and lihting.
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Omega

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Re: Military Tech Tree -- Fixed and adding models!
« Reply #101 on: 20 January 2009, 03:53:22 »
BTW because of the icy chill from Canada, I've had a five day weekend.  Friday and Thursday were cancelled due to cold, and Martin Luther King Jr. Day is Monday.
Awe, man. I'm from Canada (the prairies) and I had to go to school. Today warmed up to +5 degrees Celsius though. Woo!

Yes, I've been nicely hard at work, and these are the actual models. They haven't been animated yet and are still .blend (with the exception of the private, which is half animated).
Code: [Select]
[IMG]http://img297.imageshack.us/img297/6459/privateimage1rt7.jpg[/img]
[IMG]http://img520.imageshack.us/img520/4781/marinecb7.jpg[/img]
[IMG]http://img398.imageshack.us/img398/1373/infantryhv6.jpg[/img]
[IMG]http://img178.imageshack.us/img178/838/medicoo4.jpg[/img]
[IMG]http://img101.imageshack.us/img101/3940/specialopxk4.jpg[/img]
[IMG]http://img299.imageshack.us/img299/8519/flamethrowerta3.jpg[/img]
[IMG]http://img159.imageshack.us/img159/1445/tankbg1.jpg[/img]

Whew... I was going to upload the weapons g3d pack too, but mediafire's crashing for me on both safari and firefox, so I am uploading the pictures on imageshack.
« Last Edit: 8 October 2016, 06:41:31 by filux »
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gameboy

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Re: Military Tech Tree -- Fixed and adding models!
« Reply #102 on: 20 January 2009, 05:22:20 »
Whoa! super models omega, hope this turns out great!!!

bisurge

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Re: Military Tech Tree -- Fixed and adding models!
« Reply #103 on: 20 January 2009, 22:14:58 »
Okay, that Marine is holding an AK-47... I hope it's rapid fire (like the gun in Nilihirian Rebirth is), because that gun has extremely high accuracy, extremely high damage, extremely high rate of fire... EXTREMELY X10 HIGH RECOIL which means it'll miss a lot... If you want to make the game realistic, make its damage 0-something, because it will in fact miss a lot. Also, the AK-47 is a general-use gun in all countries except Britain and America. The Infantry looks like he's holding an American M1-Garand or a German semi-automatic Gewehr... both from WWII. That does not match up with the Special Ops and Marine, who are wielding modern day guns. Today, the only wide-use semi-automatic rifles are sniper rifles... and that gun does not have a scope. So in accordance with everything else, it's not a very accurate rendering, since those guns are outdated and not very effective nowadays. The Special Ops looks like he's holding a MP5 without a shoulder rest, which is pretty common if your not going to be going into pitch combat and gunning the whole time. It also looks like it has a silencer (I think that's what the extension is), which makes Special Ops missions much easier. However, the clip on the gun (ammo holder) looks as though it belonged to an MP44, an assault rifle from earlier times used mainly by the Germans during WWII.

I'm not asking you to change anything, just noting the realistic inaccuracies.

EDIT: The MP5 is a submachine gun, so I hope that's also rapid fire.
Also, you should give the tanks 2 attacks: a weak machine gun, and a much stronger cannon, to keep up with what a tank is today.

titi

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Re: Military Tech Tree -- Fixed and adding models!
« Reply #104 on: 20 January 2009, 23:19:44 »
wow, you really made all these models?
That's fantastic work! Can we see an ingamescreenshot yet?

One thing: please, dont't make the techtree too big.
Better make 2 factions from it, it should really be fun to play with these nice models!
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modman

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Re: Military Tech Tree -- Fixed and adding models!
« Reply #105 on: 21 January 2009, 01:25:46 »
Actually, the plan was to make one big faction.  Sorry!

bisurge

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Re: Military Tech Tree -- Fixed and adding models!
« Reply #106 on: 21 January 2009, 04:27:03 »
Does anyone else care about the rapid fire, realistic inaccuracies, etc? Especially the rapid fire. I don't want a Marine running around with a big AK-47 (or AK-74, they look about the same) Assault Rifle, only to fire single bullets. Or a guy running around with an MP5 Submachine gun shooting single shots. I can understand the Infantryman with his WWII gun, but can someone clear this up for me: Do the units fire rapidly or are they single shot?

@kukac@

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Re: Military Tech Tree -- Fixed and adding models!
« Reply #107 on: 21 January 2009, 14:06:09 »
These weapons (AK-74/AK-47/M4A1/M16A2) has 2 or more fire modes, single, and burst (3 bullets/shot). AKs and M4 has also full auto mode.

wciow

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Re: Military Tech Tree -- Fixed and adding models!
« Reply #108 on: 21 January 2009, 19:36:43 »
Does anyone else care about the realistic inaccuracies, etc?

Yeah I agree with you. The models are really good but seem to be a random mix and match of modern and WWII era units and weapons.
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modman

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Re: Military Tech Tree -- Fixed and adding models!
« Reply #109 on: 21 January 2009, 21:20:26 »
I guess I never thought about it before.  This one is tricky.  It should probably be pruned to be most appropriate to what is needed in the faction, but there aren't that many guys with normal guns anyhow; most have a special weapon like a laser (not so sure about that one) or a plasma cannon or a taser rifle (made that one up independently if i do say so myself!).

I didn't actually request a specific weapon with the models, but if I thought I would meet this harsh of an investigation, I would have specified them.

bisurge

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Re: Military Tech Tree -- Fixed and adding models!
« Reply #110 on: 21 January 2009, 22:46:08 »
I guess I never thought about it before.  This one is tricky.  It should probably be pruned to be most appropriate to what is needed in the faction, but there aren't that many guys with normal guns anyhow; most have a special weapon like a laser (not so sure about that one) or a plasma cannon or a taser rifle (made that one up independently if i do say so myself!).

I didn't actually request a specific weapon with the models, but if I thought I would meet this harsh of an investigation, I would have specified them.

Sorry modman.
You're my idol :P. When I start coding and stuff your the kind of coder I'd want to be.
But i also know my guns. Please don't make it laser, plasma cannon, or taser rifle; those are pretty boring (except for maybe the plasma cannon). Actual BULLETS would be extremely nice. Also their uniforms don't match. No pressure. But just make the MP5 clip (ammo holder) straight, make the AK-47 (or 74) rapid fire, with actual bullets for all the guns, put a scope on that WWII gun, put two attacks on the tank (machine gun and main cannon), and you're good to go. Sorry I'm so critical.

EDIT: The first model looks like a German officer. Except with a black uniform instead of a gray one.

John.d.h

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Re: Military Tech Tree -- Fixed and adding models!
« Reply #111 on: 22 January 2009, 18:27:24 »
Rapid-fire guns should have splash damage.  After all, when you empty an entire magazine into somebody, you're not just going to hit him, but everyone around him, including your own guys (!) if they're in the way.  This would be especially important for very rapid ones like the machine gun turret which would probably be spraying out hundreds or even thousands of rounds per minute.  Not all of that lead is going to go where you want it to and anybody standing within a few feet of the target is going to get punctured.

Omega

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Re: Military Tech Tree -- Fixed and adding models!
« Reply #112 on: 22 January 2009, 21:05:00 »
This is gettting more complex than it has to be. Its an MP-40 to settle this. Not an AK-41. Does that make things better?
Also, the field doctor will have a berretta (sp) on three shot mode. Thought that'd be cool. I'm not going to be able to animate them for a moment, since I am doing final exams until next week, so I'm going to be studying most of the time. The units have been decided, and as a spoiler, the super tank is evolved from the tank (no pics yet). I am still not sure how to animate the tank, and I am trying to see how it'll look in glest with the treads. Dang, this is hard.

You're my idol :-P. When I start coding and stuff your the kind of coder I'd want to be.
Glest isn't really coding. It's XMLs, which you can learn in a day or two (I did). Real coding (C++) is a lot harder. I don't mean to sound rude, but I think I could code better than modman there. I still am no match for people like Hailstone or Daniel, but then again, I'm only 14 (same with Modman). = -D

The private is almost done. To make this simple, don't worry about the accuracy of gones in reality. This isn't reality and this is an RTS, not a FPS. Lots of difference there.

I also don't want the uniforms to match. You need to be able to see the differences with glest's camera easily.

Over and out.
« Last Edit: 22 January 2009, 21:07:28 by omega »
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bisurge

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Re: Military Tech Tree -- Fixed and adding models!
« Reply #113 on: 22 January 2009, 21:07:35 »
Okay, so an MP40 instead of an AK-47? Sure. But it looks like an AK-47, and MP40s are also rapid fires. And what are you going to do about the MP5 and the desert dank? They didn't have those in WWII. They didn't have nukes either. BTW, MP40 is a German submachine gun, the equivalent to a Thompson.

Omega

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Re: Military Tech Tree -- Fixed and adding models!
« Reply #114 on: 23 January 2009, 15:25:16 »
This is getting more complexe than it should be. I'll just call it 'a gun' and say its from year X for when ever this takes place. I'm actually not worrying too much about technical things like that. I just want a fun faction that is very versatile. I mean, how often do you get the chance to NUKE someone?

... Yeah, that's what I thought. The faction is just meant to be fun to play, not politically correct.
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modman

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Re: Military Tech Tree -- Fixed and adding models!
« Reply #115 on: 23 January 2009, 22:37:39 »
OFF TOPIC, but important to point out:
Okay, so an MP40 instead of an AK-47? Sure. But it looks like an AK-47, and MP40s are also rapid fires. And what are you going to do about the MP5 and the desert dank? They didn't have those in WWII. They didn't have nukes either. BTW, MP40 is a German submachine gun, the equivalent to a Thompson.

Japan, you may remember was set back several decades by a nuke!
Reading what you say, Omega, I agree.  It's important to remember that you won't be able to tell what kind of gun it is in game.

bisurge

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Re: Military Tech Tree -- Fixed and adding models!
« Reply #116 on: 23 January 2009, 23:38:10 »
Heh. I should learn XML and try making my own mods.
I have some pretty good ideas that I actually want to put to action.
EDIT: Hey, can you make the guns three shot burst? It'd look a lot cooler, even though it wouldn't make a difference (just make it one damage but have 3 gunshot animation).
« Last Edit: 24 January 2009, 03:53:37 by bisurge »

tucho

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Re: Military Tech Tree -- Fixed and adding models!
« Reply #117 on: 24 January 2009, 18:45:45 »
Hey man those models looks great :), I hope can play your mod soon

bisurge

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Re: Military Tech Tree -- Fixed and adding models!
« Reply #118 on: 24 January 2009, 21:02:57 »
OFF TOPIC, but important to point out:
Okay, so an MP40 instead of an AK-47? Sure. But it looks like an AK-47, and MP40s are also rapid fires. And what are you going to do about the MP5 and the desert dank? They didn't have those in WWII. They didn't have nukes either. BTW, MP40 is a German submachine gun, the equivalent to a Thompson.

Japan, you may remember was set back several decades by a nuke!
Reading what you say, Omega, I agree.  It's important to remember that you won't be able to tell what kind of gun it is in game.

Wait a second, I said the MP40 was a GERMAN submachine gun in WWII, not a JAPANESE one. As far as I know, they did not nuke Germany in WWII.

Omega

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Re: Military Tech Tree -- Fixed and adding models!
« Reply #119 on: 25 January 2009, 02:04:19 »
The website is now up: http://glest.110mb.com/military
Comment?


Hey man those models looks great :), I hope can play your mod soon
OMG, glest team man Tucho likes my models! I'm honored!  ;D


I am very busy, and the social final was just an utter pain, taking me a full two hours, and jeeze, my hand STILL hurts! Way too much writing. =-O However, I still managed to crawl over to my computer and get to work on the models. My math final will be a breeze, since I'm top of the class there, and I studied more than enough for it.

I was busy working on the infantry, which I modeled and textured last week. Now I put in armatures and animated it. I used a different modeling strategy that I heard of, this time making the model in tiny little bits. The upper arms, lower arms, torso, each leg, head, and gun are all seperate meshes with their own armatures. This may seem overally complexe and may seem difficult to animate, but it is actually easier for me and I had less errors and less warping. This also made it MUCH easier to texture. This model will be posted as soon as I a get the time (probably gonna wait until I get back to school, but maybe not, since I made the filesize very small). This reminds me that I wanted to brag about my low poly work. 612 triangles, 588 vertices. 2 frames is 40.9 KB, 10 frames is 149 KB. Real nice. This is one of my best models, but keep in mind that when I do post it, I would prefer it if it is not used in mods until I military's final is out. (The final is out when the website says its out, Oh man, I gotta upload the website too... Bloody internet!

Part of the reason I posted this post is so that I could introduce another new thing that I think no one else has tried yet: Hold Position models. This is easily possible in glest's xmls in the same method that units like the swordman charge when attacking rather than walking. I feel this will add realism and look cool. Mind you, only some units (humans) will have hold position models, and most will just be preparing themselves with their guns ready. Sure would be cool in tech though, with guards holding their shields defensively, but this is military, so the proper use of 'prepare yourself' will do! ;-D

@Modman, this is the code for hold position models just in case, though you probably already know how. Copy, paste, and fill in the blanks if you don't.

Code: [Select]
<!-- Skills -->

<skill>
<type value="stop"/>
<name value="hold_skill"/>
<ep-cost value="0"/>
<speed value="1000"/>
<anim-speed value="45"/>
<animation path="HOLD MODEL PATH"/>
<sound enabled="false"/>
</skill>

<!-- Commands -->

<command>
<type value="attack_stopped"/>
<name value="hold_position"/>
<image path="IMAGE PATH"/>
<unit-requirements/>
<upgrade-requirements/>
<stop-skill value="hold_skill"/>
<attack-skill value="attack_skill"/>
</command>

POLL: Which should I animate next?
  • Tank - not treads, don't know how :'-(
  • Special Op - modman doesn't agree with the model, but...
  • Marine - plain cool, I'm proud of myself!
  • Flamethrower - This'll be fun.
  • AA-Launcher - Haven't modeled it yet, but it's VERY simple.
  • Headquarters - It's got an A-Bomb, what's not to like?
  • Rations Center - Need ideas of what this'll look like.
  • Medic - Kinda boring, but the more options, the merrier. Wonder if I should scrap this and have just the field doctor?
  • Humvee - Fun to texture, dull to model... I hate animating spinning things. They always go lopsided for me! ;'-(

//EDIT:
OMG... All the models and the texture in a zip archive are 180 KB. I must have set a new record for the lowest filesize in a human model (not really)... Guess I might as well just upload it now then. Please note that as I said before, you are forbidden to use this in your mods until the final version of military is released (and it still never hurt to just stick to original models anyway). Although you're free to use it in glest for your own personal use or for just plain admiring the massive effort I put into this thing!
Download Here: http://www.mediafire.com/?gyzmdy1tztc
~Enjoy!
On another note, I'm just going to redo the private (worker). The animations weren't up to snuff after I finished this one. Gonna just stick to the animation strategy that I used for this one anyway. Works so much better. The original animations were too unrealistic, and I didn't have many, including loaded animations, resource animations, and the build animation. Just gonna redo it to perfection, 'cause that's what this mod's about: perfection. Sorry for the delay.

In other news, I want to redo icons with this background:

I could do them myself, but that would delay things further and I am pretty busy with finals still going on and tons of units are yet to be made. I need these images to look real good, and anyone's welcome to change the background if they wish, as long as the icons are 'militaryish'. They should be easy to see and recognize, and I need all the basics: move, hold position, build, build defenses, repair, heal, mine, harvest, stop, attacks (differ, see tech tree map in an earlier post), and I guess I'll do the unit's personal backgrounds using pictures of each unit. If anyone who has some experience with this and wants to do it, feel free. (Modman, Gameboy, Mictes, etc;)

~~~ OVER AND OUT (at last)
« Last Edit: 25 January 2009, 02:24:03 by omega »
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Omega

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Re: Military Tech Tree -- http://glest.110mb.com/military
« Reply #120 on: 26 January 2009, 02:23:54 »
OT: Yes, this part of the post is extremely off topic. If you want, scroll down to the horizontal rule if you don't want to read it (though you should).
Anyway, I have been pretty busy, working on the military's models with the goal of PERFECTION (by my standards). I have also been spicing up my coding skills while studying for Finals. What I am planning on doing once I finish military (perhaps at the same time, or while doing Underworld), I am going to make my own game. And not a basic Pong or something. I mean a full 3D FPS. Nothing all that big, but it can be very good if I practice. However, this opens the question of what to use as an engine. Glest won't do for a FPS, since it would require modifying beyond me. I was thinking maybe OGRE and OPE, although OGRE is very large in filesize. I'm open to any suggestions. My game is iconically named 'One Man Army', which I feel is a suitable theme, since One Man Army is the term used to describe indie game developement (where one person does everything). With my top secret stash of sound effects (both custom and royalty-free), music (likewise, I guess I should also recommend you all psycle for custom music), models (which I can easily use military's own models for), and Ideas (which I am exploding of).

In short, this game's story would be told mainly through video and image, and would be playable in a standard FPS. Sure could use some good plot themes though, but I have considered mainly terrorist or some other danger threatening the country (which I'll leave unnamed for localization). Using a mix of OpenGL, DirectX, OGRE, OGE, and good ole C++, hopefully this idea could take off. Like all games, the plot would be very important, and I would make it long and dramatic, with a good mixture of action, betrayal, romance, and more. Yeah, with all of that, such a game could easily take a looong time to program. I won't even start with the plot until I decide on a good *free* engine that is video supportive and works well for a 3D FPS (once again, OGRE and OPE are looking impressive). Could use some ideas for how to do the maps (levels) although I should choose the engine first. Gonna have to get familiar with it, and maybe look around for some interested people who could potentially help. Multiplayer is a no go at my skill level, but is a distant future thing.

I think that if I take the time and dedication, I could get this done. But of course, military and underworld must be done first. Military's models and textures can be very helpful in this project.

If you like the idea, want to lend support, can help in some way, have plot ideas, etc; Please contact me via PRIVATE MESSAGES or EMAIL (Omega99999{at}gmail{dot}com). There's no need to get this entire board off topic! ;)
*Maybe we need an offtopic board for glest. Yes, that would eat up plenty of memory and stuff for unneccessary posts, but it would be handy. Most other boards have one anyway.

Now back to glest and the military tech tree. The mod is still working great, and I just finished the Marine. The website is up at glest.110mb.com/military check it out for the latest! I'm going to do the special op net, but I'd like some feedback on which unit I should model/animate following that.

« Last Edit: 26 January 2009, 19:58:44 by omega »
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modman

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Re: Military Tech Tree -- http://glest.110mb.com/military
« Reply #121 on: 27 January 2009, 02:09:06 »
Do the Flamethrower next.  For the best results, it should have animated flames, not any kind of splash.

gameboy

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Re: Military Tech Tree -- http://glest.110mb.com/military
« Reply #122 on: 27 January 2009, 14:13:06 »
animated flames would look real crappy.
I'll do the images, but contrary to what you think i'm not very experienced with 2D images i just started doing them last month.
also how did you learn to model those units, did you use a tutorial? if so which one, i've tried so much but i can't find a proper tut and i never make decent looking unit models, i'm only good at props and building, and BTW did you make those textures yourself?
« Last Edit: 27 January 2009, 17:33:24 by gameboy »

Omega

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Re: Military Tech Tree -- http://glest.110mb.com/military
« Reply #123 on: 28 January 2009, 00:45:52 »
To model units, start SLOOOOOOOOW! I did that noob-to-pro tutorial where you use cubes and eventually you'll get better with time. My first models were plain crappy. (no kidding).

@Modman: There is no way to make flames in the model (or they'll look worse). THe best flames I could do would look like the campfire in indians! Just use a special particle like the wild sow in Norsemen. It looks fairly good. Just make the particle more spread and seeded.

Gonna do flamethrower, then bazooka soldier.

EDIT// Check out the hilarious 404 page on the webpage at: http://glest.110mb.com/military/404.html
I can't actually have a 404 page on free 110mb sites, but this is as close as I can get for free.

Also, the donate page (http://glest.110mb.com/military/donate.html) is now working. All millionaires send me free money! ;D
« Last Edit: 28 January 2009, 21:48:19 by omega »
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modman

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Re: Military Tech Tree -- http://glest.110mb.com/military
« Reply #124 on: 28 January 2009, 22:04:32 »
Yes, but the flames will die off too fast; never mind, I figured out.  This unit will attack at about 1000 speed with 1 damage, so in this way the proj will look continuous.  Not sure what this is like on graphics though.  Ultamate melee!

Millionare would exclude me, but I know a few.