The website is now up:
http://glest.110mb.com/militaryComment?
Hey man those models looks great
, I hope can play your mod soon
OMG, glest team man Tucho likes my models! I'm honored!
![Grin ;D](https://forum.megaglest.org/Smileys/SoLoSMiLeYS1/grin.gif)
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.
<!-- 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:
![](http://www.mediafire.com/imgbnc.php/619fd0ffd98024c03700cad64b516a602g.jpg)
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)