Poll

What do you think of the new look of the Guide?

Awesome!
6 (100%)
Not my favorite, but at least Glesty
0 (0%)
Pbbt!
0 (0%)

Total Members Voted: 5

Voting closed: 23 August 2010, 03:02:37

Author Topic: Glest Guide -- New domain: glestguide.co.cc  (Read 55162 times)

ElimiNator

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Re: Glest Guide -- Now v4!
« Reply #75 on: 6 May 2010, 16:52:47 »
This is the same site and it is not updated.
Omega you need to update it.
Get the Vbros': Packs 1, 2, 3, 4, and 5!

Omega

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Re: Glest Guide -- Now v4!
« Reply #76 on: 11 May 2010, 16:54:18 »
Yeah, it could use a bit of updates like mega glest and new GAE. Of course, military needs fixed links. But I can't bloody access the site... Time to file a bug complaint (again) to 110mb. Anyone know any good free hosts?
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hailstone

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Re: Glest Guide -- Now v4!
« Reply #77 on: 21 May 2010, 13:06:16 »
byethost.com . I've been using hosting from one of their free resellers for a few years and actually bought hosting with them. I haven't had any complaints.
Glest Advanced Engine - Admin/Programmer
https://sourceforge.net/projects/glestae/

ultifd

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Re: Glest Guide -- Now v4!
« Reply #78 on: 11 June 2010, 05:22:03 »
Hmm...at least now your site is "good"...I mean it "works" now...right?
(cause you updated Military...)
Good.  :thumbup:
-------------
About updates, meh, that is less important, I mean, it is important, but your guide already has good information,
(But it would still be good to update...)  ::)
 :thumbup:

ElimiNator

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Re: Glest Guide -- Now v4!
« Reply #79 on: 11 June 2010, 05:38:01 »
Hmm...at least now your site is "good"...I mean it "works" now...right?
(cause you updated Military...)
Good.  :thumbup:
-------------
About updates, meh, that is less important, I mean, it is important, but your guide already has good information,
(But it would still be good to update...)  ::)
 :thumbup:
Yah, mostly the factions and packs.
Get the Vbros': Packs 1, 2, 3, 4, and 5!

ultifd

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Re: Glest Guide -- Now v4!
« Reply #80 on: 11 June 2010, 05:40:28 »
Hmm...at least now your site is "good"...I mean it "works" now...right?
(cause you updated Military...)
Good.  :thumbup:
-------------
About updates, meh, that is less important, I mean, it is important, but your guide already has good information,
(But it would still be good to update...)  ::)
 :thumbup:
Yah, mostly the factions and packs.
Mods? You mean like the MDC (Mod Download Center)? It posts info and downloads for all the mods, but it depends on the mod makers to keep up to date. You make a mod, fill out the simple XML, then send or email it to me. I'll make an online creator if I get enough requests...
Yeah...basically.
But the wiki is the best thing for that.
Omega has good tools though.,,  :thumbup:

Omega

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Re: Glest Guide -- Now v4!
« Reply #81 on: 11 June 2010, 19:37:19 »
I'm going to fix it up more (probably this summer thouhg, because its final season, and...) so that people can automatically make it and their faction information as well as it being possible to update a new one. I'll have to use those text-entering captcha-wachamacallits to keep bots from messing it up, since I cannot make a log in system, as I do not have an SQL databse on that site. In the future, if I can upgrade to a commercial site, perhaps I'll add such a thing...
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ultifd

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Re: Glest Guide -- Now v4!
« Reply #82 on: 23 June 2010, 05:12:30 »
I see, well, good luck. Can't wait for the update you mentioned in another thread...  :thumbup:

Omega

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Re: Glest Guide -- Now v4!
« Reply #83 on: 25 June 2010, 17:19:23 »
Yes. For the record, here is my planned changes:
-Layout. I need ideas! The blue layout isn't very glesty, and causes bad navigation as the site grows. I want something that can be effective, easy to use, have a place to put drop down menus, and can hold all our information well.
-MDC entry creator, which lets you put in your mod
-MDC entry editor, to let you edit the mod's information (ie: change the link because of a new release)
-Some basic organization
-Make the archives have BBCode support, and try to advertise them a little

Anything else?

Also, layout ideas?
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ultifd

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Re: Glest Guide -- Now v4!
« Reply #84 on: 30 June 2010, 00:54:09 »
Hmm, can't think of anything else for now.
Was going to check but looks like 110 MB is currently down for maintenance...

Omega

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Re: Glest Guide -- Now v4!
« Reply #85 on: 3 July 2010, 21:01:11 »
Haha!! I've done it! Now the site can be compatible with IE (though firefox is still better).

Still no ideas about layout :(...

Anyway, now I can get rid of that entry warning (but I'll put a firefox ad on every page, which will only appear on IE).
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Re: Glest Guide -- Now v4!
« Reply #86 on: 3 July 2010, 21:32:56 »
Quote
Anyway, now I can get rid of that entry warning (but I'll put a firefox ad on every page, which will only appear on IE).

 :O



If you make it easy enough, I'll keep the MDC nice and updated. :P
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Omega

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Re: Glest Guide -- Now v4!
« Reply #87 on: 4 July 2010, 23:44:18 »
I did, I bashed em, wee Omega's da one, and er... You get the point. Either way, the MDC can now edit existing entries, as well as create new ones online. I also got a new layout for the site which is similiar to the Glest Board's (should look nice and familiar, since the only way to know to go to the site is through the board). I also made it *IE Compatible*, fixing up the old bugs and removing the warnings. A pretty firefox add will appear.

http://www.spreadfirefox.com/affiliates/utw#utw-plugins
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John.d.h

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Re: Glest Guide -- Now v4!
« Reply #88 on: 5 July 2010, 01:11:13 »
That banner is great. :O

By the way, I think I'm going to scour your site for info to put in the brand new Tools FAQ. :look:

ultifd

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Re: Glest Guide -- Now v4!
« Reply #89 on: 6 July 2010, 03:20:10 »
Yes! I think I can access it now. Time to see...or maybe after the update? You got lots of good info you know, after all it is the "guide"...  :O
Wow, cool, sweet banner! FTW, always, Firefox.  :thumbup:

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Re: Glest Guide -- Now v4!
« Reply #90 on: 6 July 2010, 13:32:31 »
So far I'm not seeing anything new. :look:
I read your animation tutorial again, and I have to say you do the rigging part very strangely, and it's much harder to use than the rigs John and I use, if you want to now how John rigs things, watch his video tutorial. :)  Since quite a few people go to that site, you should probably fix that tutorial... ;)
No offense intended.
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Omega

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Re: Glest Guide -- Now v4!
« Reply #91 on: 6 July 2010, 17:17:20 »
Er, yes, you are best off waiting until I actually finish. I will upload everything at once. I still have to put in parsers for the MDC to check for all fields filled appropriately, and to put in basic security against bots.

What rigs would you and john use then? My rigging tutorial is a very standard, basic tutorial, which uses vertex groups (highly recommended, since letting Blender automatically make bone groups tends to form undesirable results sometimes) and armatures. Not sure what is so different? Unless, of course, you try to use the bone heat method, which is the auto-vertex group sort of thing. I also used the automatically add keyframe function, though I wouldn't recommend that for large scale projects. Its basically the equivilant of hitting 'i' and setting a keyframe every time you edit something.

I dunno what video tutorial you are refering to though... Perhaps you could simply summarize? I don't plan on removing my method, since it works well in the hands of a good animator, but I'm all for multiple methods!

Still to do:
-Fix up everything that may be broken or weird colored, after changing the styles and layout to a more glest-like theme.
-Get parser for MDC Edit/Submit pages.
-Either add BBCode, or make a WYSIWYG editor for the Archives.
-Add that firefox 'ad'
-Add a megaglest page
-Update the GAE Page (started this, got water units and the updated INI)

In the megaglest page, I could use some help. I need to know first of all, the summary of all the major changes. I don't have the newest version, (downloading ATM, but still behind on MG), so let me take a guess of the changes: Masterserver (not sure if this is functional yet or not?), Particle changes (see below), and AI changes (which GAE has though now too).

So, particle changes, I understand most of the XML, but still have some questions for the more knowledgable people. What are the following tags for exactly?
Code: [Select]
<relative value="true" />
<fixed value="false" />
Also, are the only modes available normal and black? How does the color values (rgba) work when the mode is black?

I assume the team color and team color no-energy ones let you set the particle color to team color, as cue color and color-no energy, but how do they blend with the inputted color tag?



And a screenshot of the layout:
I may still add a green header bar like the forum theme has, where the logo is, so that it looks better.
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Re: Glest Guide -- Now v4!
« Reply #92 on: 6 July 2010, 18:36:26 »
Regarding rigs: http://wiki.blender.org/index.php/Doc:Tutorials/Animation/BSoD/Character_Animation

That one, the absolute must-read for everyone intending on making a humanoid character in Blender.  I fully intend on (eventually) adapting that to a more Glest-appropriate one, like fixing which axis is up, and building a face, then trimming off the stuff about sounds, etc.  I also did a pair of videos on my youtube channel (link in my signature) for quickly rigging a humanoid, based on that tutorial.

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Re: Glest Guide -- Now v4!
« Reply #93 on: 7 July 2010, 02:08:20 »
Omega, if you'd like an example I can show you some of my animations. :) I'll give you .blends not .g3ds so you can move the bones for yourself.  ;)

BTW, Bone Heat works very well in most cases, I suggest that you modify it to say something like "I recommend trying the Bone Heat method since it's easier and faster if it works, though sometimes it can do a horrific job, it can still do a really great job. To use Bone Heat select the model(s) and then the armature(s) and hit "Ctrl + p", then in the little thing that pops up, click on "armature" and then click "Create from Bone Heat", that's it! And even if it doesn't work, it can be undone in 5 seconds(literally), by hitting "Ctrl + z" or by selecting the model(s) then the armature(s) and hitting "Alt + p" then selecting "Clear Parent". Or if it did an ok job you can modify it and fix the mistakes. If it does a bad job and you decide to undo it, then follow the method below [*Omega walks up on the stage, trumpets blare, and he explains his favorite method*]".
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Omega

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Re: Glest Guide -- Now v4!
« Reply #94 on: 7 July 2010, 23:36:42 »
Well, I used to use bone heating until I got sick of moving an arm and having the leg move too. Or trying to get a breathing animation... Ugh, I will never go back to bone heating! ;D In all honesty, making bone groups isn't hard, and if you can't take the time to do it, perhaps you don't have the patient for modeling. Modeling is not a 'done in an hour' thing. A fully modeled, textured, and animated model should take no less than a good few hours on a humanoid model.

The animation method I used in Military sucks, and I'd like to redo the animations sometime (though I'll have to import the models with the G3D importer, completely re-fix and re-bone them, and start from scratch  :-[ to do so). The method on the glest guide is better. If anything on the glest guide was bad, its the unwrapping... Of course, it was a quick unwrapping job, so.... :P

Anyway, I don't suppose I could simply get a summary of the video? ;D

And a final note on bone heating, it is useless in very advanced models, so good practice states you should get used to using better methods, since in the future, you may not be modeling for glest forever! :D
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Re: Glest Guide -- Now v4!
« Reply #95 on: 8 July 2010, 14:17:43 »
Omega, Bone Heat can do a much better job in a lot of cases, admit it, you lose. Bone Heat can be done, tested, and if needed, un-done/fixed, in about 30 seconds(not the fixing part though...).
There's no reason not to try it before manually parenting everything.

Quote
And a final note on bone heating, it is useless in very advanced models, so good practice states you should get used to using better methods, since in the future, you may not be modeling for glest forever! Cheesy

I can manually rig, it's just that I like to save my time and automatically do it whenever possible. :|



Quote
Anyway, I don't suppose I could simply get a summary of the video? Grin

Something I've animated would show you the result of a good John-style(sorry, dunno what to call it) rig. ;D
http://dl.dropbox.com/u/5207065/Glest%20Files/Mods/MISC/squire-new.blend - basic-running animation
Sorry, if I'm not allowed to re-animate that John, I just got bored and I thought it would be fun, it's the best example I have on this computer.
For Credits and copyright: Everything but the running animation was made by John, and for copyright stuff on that you gotta talk to him, for the running animation that I made, just credit me if you happen to copy it or something.



Quote
The animation method I used in Military sucks, and I'd like to redo the animations sometime (though I'll have to import the models with the G3D importer, completely re-fix and re-bone them, and start from scratch  Embarrassed to do so). The method on the glest guide is better. If anything on the glest guide was bad, its the unwrapping... Of course, it was a quick unwrapping job, so.... Tongue

On the GG animation tutorial if you move the neck the whole body moves, if that's not a problem I don't know what is. :look:
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Omega

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Re: Glest Guide -- Now v4!
« Reply #96 on: 8 July 2010, 18:11:22 »
I've never seen bone heating do a 'better job' unless you are terrible at bone groups. At the best, I've seen it do 'just as good', though usually its worse. You are welcome to use it if you wish, but I WILL show people the way to do it that will work every time. If I just showed bone heating and it didn't work, then I just screwed people over on the GG. That is not my intention, so I showed them the 'guarenteed' way. I never claimed it was the 'simplest' way. Just the better way to do it.



I'll take a look at the file eventually, once I get home.



Yeah, thats because I placed the first bone in a bad place. Everything parents itself from the first bone, and I still need more tests to discover the best location/rotation for the first bone. You're welcome to help me there.
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Re: Glest Guide -- Now v4!
« Reply #97 on: 8 July 2010, 18:35:20 »
Quote
I've never seen bone heating do a 'better job' unless you are terrible at bone groups. At the best, I've seen it do 'just as good', though usually its worse. You are welcome to use it if you wish, but I WILL show people the way to do it that will work every time. If I just showed bone heating and it didn't work, then I just screwed people over on the GG. That is not my intention, so I showed them the 'guarenteed' way. I never claimed it was the 'simplest' way. Just the better way to do it.

I proposed to teach both methods, not one or the other.



Quote
I'll take a look at the file eventually, once I get home.

Then that will solve your bone issue:
Quote
Yeah, thats because I placed the first bone in a bad place. Everything parents itself from the first bone, and I still need more tests to discover the best location/rotation for the first bone. You're welcome to help me there.

You know you can change bones parents and stuff right? :|
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John.d.h

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Re: Glest Guide -- Now v4!
« Reply #98 on: 8 July 2010, 19:03:34 »
Well, here's where my technique differs from the one you have in the Glest Guide.  
(click to show/hide)

In summary, the main differences are that I have the legs controlled by a pair of "handles", some knee targets, and IK solvers.  Additionally, I use symmetrical extrusion (starting from the bottom of the spine) to make the rig even.  I also use weight painting to assign vertex groups (which can be done symmetrically, saving time).



I want to wait and only release my Solunar stuff under a CC license once everything is final, so people don't end up using old WIP models, but you're free to use that one for educational purposes.
« Last Edit: 8 July 2010, 19:04:41 by @kukac@ »

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Re: Glest Guide -- Now v4!
« Reply #99 on: 8 July 2010, 20:02:25 »
Quote
I want to wait and only release my Solunar stuff under a CC license once everything is final, so people don't end up using old WIP models, but you're free to use that one for educational purposes.

Well, you already released this model, I just made a new walking anim. Oh BTW, on top of doing the animation for fun, I did it to show you how I do running animations, I was thinking that maybe you could learn something from my method of animation. If you like that animation, and want to know how I did it, I'll gladly tell you. I don't mean to offend you when I say that your running animations could use improvement.



About the rigging method, I recommend parenting the toe to the foot(which is what is automatically parents to anyway) rather than to the leg handle. I sometimes forget to rotate the foot into a natural looking position before I animate and then I'd have rotate each leg bone or fix the parenting issue. I say just not even have the problem, and have the thing parented right in the first place. It would definitely be helpful to newbie animators.
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