Author Topic: Ancient Egypt Faction ( alpha2 released )  (Read 122663 times)

Mark

  • Guest
Re: Ancient Egypt Faction
« Reply #175 on: 3 July 2009, 00:07:30 »
I think that having reins would be nice, but definitely NOT worth the trouble.  The time would be better spent improving the texture.

-Archmage-

  • Moderator
  • Dragon
  • ********
  • Posts: 5,887
  • Make it so.
    • View Profile
    • My Website
Re: Ancient Egypt Faction
« Reply #176 on: 12 July 2009, 02:45:22 »
The model doesn't work in Linux. :-\
Egypt Remastered!

Proof: Owner of glest@mail.com

titi

  • MegaGlest Team
  • Airship
  • ********
  • Posts: 4,239
    • View Profile
    • http://www.titusgames.de
Re: Ancient Egypt Faction
« Reply #177 on: 30 July 2009, 22:12:06 »
The animations didn't work?
All the animations? Or are you talking about the chariot ones?
Try Megaglest! Improved Engine / New factions / New tilesets / New maps / New scenarios

-Archmage-

  • Moderator
  • Dragon
  • ********
  • Posts: 5,887
  • Make it so.
    • View Profile
    • My Website
Re: Ancient Egypt Faction
« Reply #178 on: 31 July 2009, 00:03:06 »
The chariot animations fail to run in linux
Egypt Remastered!

Proof: Owner of glest@mail.com

Omega

  • MegaGlest Team
  • Dragon
  • ********
  • Posts: 6,167
  • Professional bug writer
    • View Profile
    • Personal site
Re: Ancient Egypt Faction
« Reply #179 on: 1 August 2009, 09:12:24 »
Are you sure its not your viewer? There's no reason that it shouldn't be crossplatform, and besides, doesn't Titi use linux?
Edit the MegaGlest wiki: http://docs.megaglest.org/

My personal projects: http://github.com/KatrinaHoffert

Mark

  • Guest
Re: Ancient Egypt Faction
« Reply #180 on: 1 August 2009, 22:19:07 »
I looked at the chariot, and it worked fine, and if i used the animations editor i could even see the motion.  Although it could do with some eye candy and a second horse...

titi

  • MegaGlest Team
  • Airship
  • ********
  • Posts: 4,239
    • View Profile
    • http://www.titusgames.de
Re: Ancient Egypt Faction
« Reply #181 on: 1 August 2009, 22:23:24 »
I didn't try it yet ingame, but it might be a simple case sensitivity problem. The final version will definitly work in linux ( I usually only use linux )
Try Megaglest! Improved Engine / New factions / New tilesets / New maps / New scenarios

weedkiller

  • Draco Rider
  • *****
  • Posts: 277
    • View Profile
Re: Ancient Egypt Faction
« Reply #182 on: 13 August 2009, 12:34:40 »
ok, last attempt for textures... the g3ds may be the old ones, titi improved them (tnx ;) )
newTGAs

weedkiller

  • Draco Rider
  • *****
  • Posts: 277
    • View Profile
Re: Ancient Egypt Faction
« Reply #183 on: 28 August 2009, 15:48:41 »
i looked over the tech tree and perhaps we can use this chickenfarm ;)

assassin

  • Guest
Re: Ancient Egypt Faction
« Reply #184 on: 28 August 2009, 17:52:59 »
Looks good but maybe the green should be a bit darker?

GlestNewb

  • Guest
Re: Ancient Egypt Faction
« Reply #185 on: 29 August 2009, 05:24:35 »
I agree with assassin. It's more of a regular farm to me.

weedkiller

  • Draco Rider
  • *****
  • Posts: 277
    • View Profile
Re: Ancient Egypt Faction
« Reply #186 on: 30 August 2009, 07:11:48 »
i modified it a bit, now it has chickens...


John.d.h

  • Moderator
  • Airship
  • ********
  • Posts: 3,757
  • I have to go now. My planet needs me.
    • View Profile
Re: Ancient Egypt Faction
« Reply #187 on: 30 August 2009, 08:01:28 »
Maybe the edges could be less straight.  I think it would look a bit unnatural against contrasting terrain as it is now.

assassin

  • Guest
Re: Ancient Egypt Faction
« Reply #188 on: 30 August 2009, 15:23:42 »
The chickens are nice, but maybe they should just sort of peck the ground slowly rather than move... And perhaps their heads should be a little smaller...

titi

  • MegaGlest Team
  • Airship
  • ********
  • Posts: 4,239
    • View Profile
    • http://www.titusgames.de
Re: Ancient Egypt Faction
« Reply #189 on: 30 August 2009, 17:30:05 »
I also think its not a good idea to have your own terrain and the transparency parts of the bushes(fence) or whatever, will cause problems in glest.
( I think I should also work a bit on this mod again , it some some really nice units yet )
Try Megaglest! Improved Engine / New factions / New tilesets / New maps / New scenarios

weedkiller

  • Draco Rider
  • *****
  • Posts: 277
    • View Profile
Re: Ancient Egypt Faction
« Reply #190 on: 31 August 2009, 13:35:58 »
I let them peck and modified the ground. I can still leave the ground away, for examle for snow terrain, but then i loose the dirt too... the problem with transparency was, that the model wasnt shown itself through it right? then i must try some triangles...


titi

  • MegaGlest Team
  • Airship
  • ********
  • Posts: 4,239
    • View Profile
    • http://www.titusgames.de
Re: Ancient Egypt Faction
« Reply #191 on: 31 August 2009, 14:05:51 »
Yes that's the problem with transparency, right. But you can use transpareny for the ground decoration!
For example some dirt can be added by this. I already made something like this (persians farm or temple for example).
Try Megaglest! Improved Engine / New factions / New tilesets / New maps / New scenarios

weedkiller

  • Draco Rider
  • *****
  • Posts: 277
    • View Profile
Re: Ancient Egypt Faction
« Reply #192 on: 31 August 2009, 17:35:20 »
this is how the transparency looks atm. i will do tests in glest later, but right now i think it works.
i tried to avoid halftransparency but you get these edges anyway...



titi

  • MegaGlest Team
  • Airship
  • ********
  • Posts: 4,239
    • View Profile
    • http://www.titusgames.de
Re: Ancient Egypt Faction
« Reply #193 on: 31 August 2009, 18:09:14 »
I think this will look ugly in glest , but you can use halftransparency and transparency textures for the ground without big problems.
For the fence you better use something massive textured with something like this for example:

http://www.burningwell.org/gallery2/v/textures/buildings/fences/TT7020102.JPG.html
or this
http://www.burningwell.org/gallery2/v/textures/buildings/fences/TT7002114.JPG.html

and this is probabaly useful too for nilefarm loam buildings:
http://www.burningwell.org/gallery2/v/textures/buildings/other/TT7001859.JPG.html
Try Megaglest! Improved Engine / New factions / New tilesets / New maps / New scenarios

weedkiller

  • Draco Rider
  • *****
  • Posts: 277
    • View Profile
Re: Ancient Egypt Faction
« Reply #194 on: 31 August 2009, 18:22:26 »
thanks for the textures, i will see if i can replace my drawings wth it, always so ugly xD
ok, thats now without the grass, i will go on when i have my first expiereiences within glest

any suggestions what building/units we need now?



weedkiller

  • Draco Rider
  • *****
  • Posts: 277
    • View Profile
Re: Ancient Egypt Faction
« Reply #195 on: 1 September 2009, 11:23:39 »
heres a new unit anubis; its not supposed to be a real god but a mythtical warrior like the mummy or pharao(priest)
now i have the pleasure to texture it xD, hope i find some good phototextures


edit: typing errors

gameboy

  • Guest
Re: Ancient Egypt Faction
« Reply #196 on: 1 September 2009, 13:11:53 »
wow!!! very nice weedkiller!

assassin

  • Guest

titi

  • MegaGlest Team
  • Airship
  • ********
  • Posts: 4,239
    • View Profile
    • http://www.titusgames.de
Re: Ancient Egypt Faction
« Reply #198 on: 1 September 2009, 21:51:28 »
nice weedkiller!

Just for your info:
I talked to weedkiller (icq) and we decided to use some kind of obelisc ( and decoration ) for the godfarm.
This will be made by me and weedkiller will build the desert camp. 
Try Megaglest! Improved Engine / New factions / New tilesets / New maps / New scenarios

weedkiller

  • Draco Rider
  • *****
  • Posts: 277
    • View Profile
Re: Ancient Egypt Faction
« Reply #199 on: 2 September 2009, 12:54:39 »
ok, what about the texture? i think basically its good, but i must have a look if the face works ingame
i already animated it, but of course i am not so good at it, so perhaps we need a workover.


 

anything