Poll

If you have played v 10.07.27, please rate your playing experience(s)

Five stars - Magitech quality
4 (15.4%)
Four stars - above average
14 (53.8%)
Three stars - average
7 (26.9%)
Two stars - below average
0 (0%)
One star - painful
1 (3.8%)

Total Members Voted: 10

Voting closed: 15 July 2016, 11:49:45

Author Topic: GLADE Team Project: Dark Magic  (Read 281716 times)

John.d.h

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Re: GLADE Team Project: Dark Magic
« Reply #150 on: 14 July 2009, 00:54:28 »
It looks great!  (Also, I like the GIF; it nicely shows the animation.  What program did you use?) What animations were you planning on creating for it?
I think it just needs Producing and Idle.  For the Producing, I want to have the blood swirl around like we see in this animation, and maybe I'll add some pseudo-particles to represent the energy, either spinning around the fountain or rising from it (maybe both?).  I was toying with the idea of making different production animations (for producing different amounts of energy) but that seems like more trouble than it's worth.  For the Idle, I plan to have to the blood sloshing around like Magic's Energy Source, unless someone has a better idea.

Regarding the GIF, see here: https://forum.megaglest.org/index.php?topic=4454.msg27296#msg27296

gameboy

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Re: GLADE Team Project: Dark Magic
« Reply #151 on: 14 July 2009, 03:08:52 »
don't worry i'll finish the pain tower, and okay i'll stay :D

Mark

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Re: GLADE Team Project: Dark Magic
« Reply #152 on: 14 July 2009, 18:57:54 »
THANK YOU SO MUCH!  I was worrying that we would be down to next no modelers.

Fluffy203

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Re: GLADE Team Project: Dark Magic
« Reply #153 on: 15 July 2009, 04:27:37 »
So what are we doing lol my bad i disappeared again I'm known for that  ;D

modman

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Re: GLADE Team Project: Dark Magic
« Reply #154 on: 15 July 2009, 17:29:01 »
You could work on a building, like the Gods Bane.  There is concept art on the initial post, too.

Hopefully you guys are taking full advantage of that initial post, because I try to keep it up to date and looking nice...

Fluffy203

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Re: GLADE Team Project: Dark Magic
« Reply #155 on: 15 July 2009, 17:42:25 »
Yea i don't see the bane thing in the concept art links or in the ones below your diagram  ???

Edit: Never mind found it , looks a little cartoony , but i will make it as realistic as possible by the concept  ;D should be done in like 30 mins , but if you don't like it tell me i'll redo it keep in mind i'm making this as low poly'ed as i can , if you don't mind me using high polygons then i won't mind doing it that way  ;D
« Last Edit: 15 July 2009, 17:59:59 by Fluffy203 »

Fluffy203

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Re: GLADE Team Project: Dark Magic
« Reply #156 on: 15 July 2009, 18:50:51 »
Ok i finished it instead of horns though i used rings idk if you will like that or not , but i'll post the pic and i didn't texture the rings or the skulls , rings cause if you don't like them i'm going to delete them and skulls well i'll leave that to you =)


modman

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Re: GLADE Team Project: Dark Magic
« Reply #157 on: 15 July 2009, 19:02:47 »
Wait, did you model the skulls, or did you exclude them?  I like the model except for the rings really should be horns...

I like horns better than rings.

Omega

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Re: GLADE Team Project: Dark Magic
« Reply #158 on: 15 July 2009, 19:18:30 »
Looks good to me, though I agree with modman that horns (curved spikes) would be better.

@modman, you can see the skulls if you look carefully. They are the grey things. Since they aren't textured, its hard to tell. I would give a hint to look at the magitech's tower of souls, since it has a skull model that is very well textured that you could include in your model. Skulls are hard to texture...
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Fluffy203

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Re: GLADE Team Project: Dark Magic
« Reply #159 on: 15 July 2009, 19:25:57 »
Well if you want the skull textured thats all you have to do is edit my texture and put in skulls where the indentions are , but yea my skulls aren't textured cause i'm not so hot at it =) , but i'll be glad to upload the file for you .

Omega

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Re: GLADE Team Project: Dark Magic
« Reply #160 on: 15 July 2009, 19:32:00 »
But wouldn't it be easier to simply use the importer to import the tower of souls projectile, duplicate the skulls, put them where they need to go, then link the texture (be sure the skulls are a separate model). You may have to resize, but they would look better tham most people on the board's texturing...

Oh, don't look at me to do it. While I'd love to, I don't exactly have the programs to do it yet...
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Fluffy203

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Re: GLADE Team Project: Dark Magic
« Reply #161 on: 15 July 2009, 19:33:50 »
oh lol well sure i'll use the projectile i thought you were talking about the face texture on the building lol

Omega

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Re: GLADE Team Project: Dark Magic
« Reply #162 on: 15 July 2009, 19:48:11 »
Yeah, the projectile. It can be added in about 10 minutes, and exported. Saves a  long time of texturing. Skulls are hard, as I said. Trust me. I tried to do one before... The horns should be the same material as the rest of the body. Rocky with the mysterious golded lines.

I'm trying to picture that, and I think it would look good. Up to modman though.
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Fluffy203

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Re: GLADE Team Project: Dark Magic
« Reply #163 on: 15 July 2009, 20:04:38 »
Lol well i couldn't get the skull , but seems to me all they did was stretch out the swordsman's head and us maping to make it transparent , but still i have done the horns and you can retexture them if you want here you go http://www.mediafire.com/?sharekey=fc3e352c0e1cc1cfd5a101cf914073b4ecd43e0d3c327f9e

EDIT: anything else you want me to do
« Last Edit: 15 July 2009, 23:28:39 by Fluffy203 »

Fluffy203

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Re: GLADE Team Project: Dark Magic
« Reply #164 on: 16 July 2009, 19:38:24 »
OK did the temple , but let me know if you don't like it , i did it seriously low poly 

Omega

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Re: GLADE Team Project: Dark Magic
« Reply #165 on: 17 July 2009, 08:20:14 »
What went wrong with the skull? Details?

As for the temple, I can't properly comment since I don't know how it should look, and the lack of texturing adds to that. However, the basic shapes look fine to me. How 'low-poly' is it though? There's a lot of different colors in there. I do hope that each layer of color does NOT mean a new poly...

In my opinion, however, the horns would look better curving more upwards.
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Fluffy203

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Re: GLADE Team Project: Dark Magic
« Reply #166 on: 17 July 2009, 17:08:09 »
lol no not each color means a poly , but its really low , i used the texture from unwrapping a cone thats why there are so many colors , COLORS DON"T MATTER JUST A TEXTURE just to clear up some confusion and i couldn't get it in .obj format from g3d.

John.d.h

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Re: GLADE Team Project: Dark Magic
« Reply #167 on: 22 July 2009, 20:43:15 »
How's everything coming along?  It seems we still need Acolyte, Sorcery Runes, Morlock, Harpy, Imp, Gargoyle, Dark Elder, Devil Machine, and Alliyp models, correct?  I'm still working on the Blood Fountain, but it's almost done and it should be finished soon whenever I find the time and motivation.

modman

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Re: GLADE Team Project: Dark Magic
« Reply #168 on: 22 July 2009, 21:51:16 »
Which is more of a problem: the motivation or the time?  Because I would be happy to give you motivation, but the time I cannot help with. :)

gameboy

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Re: GLADE Team Project: Dark Magic
« Reply #169 on: 23 July 2009, 15:42:27 »
finished the pain tower, but for some reason when i export it the skull loses its UV map. Can some one resolve this problem?
http://www.mediafire.com/?hzw3mm5vziz
Here's the source brick texture, hope it helps.
http://www.mediafire.com/?hzw3mm5vziz
BTW check it out  http://www.moddb.com/groups/glade

weedkiller

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Re: GLADE Team Project: Dark Magic
« Reply #170 on: 23 July 2009, 18:09:40 »
easy one ;)
set the map input in your material from "orco" (current) to "UV"

orco means something like the texture is projected from every axis on the model (like a cube which is wrapped on the modell when i make it smaller and smaller around the object)

John.d.h

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Re: GLADE Team Project: Dark Magic
« Reply #171 on: 23 July 2009, 20:22:29 »
finished the pain tower
Nice work.

Which is more of a problem: the motivation or the time?  Because I would be happy to give you motivation, but the time I cannot help with. :)
The main part of the problem is that modeling is a huge pain in the ass on my laptop, with its broken keys, small screen, and lack of a number pad, so I normally do it on the computers on campus at uni (the ones in the engineering building are pretty sweet aside from having Vista) but I can't really afford to drive all the way out there just for that, so it'll have to wait until I find a reason to be in the area or find another good computer to do it on.

modman

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Re: GLADE Team Project: Dark Magic
« Reply #172 on: 23 July 2009, 21:40:51 »
I think I'll try and recruit the army of volunteers from when the Glade team started.  Many have skills to help out, but they might have forgotten.

//EDIT Hectate, Archmage101, MadElf, and Elimnator are all missing from the development.  I'm on it!
« Last Edit: 24 July 2009, 17:51:46 by modman »

Hectate

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Re: GLADE Team Project: Dark Magic
« Reply #173 on: 23 July 2009, 21:54:38 »
Missing from development, yes, but not by far!
/me wishes he were here.

Sorry, life calls, bbiab...

-Archmage-

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Re: GLADE Team Project: Dark Magic
« Reply #174 on: 25 July 2009, 04:41:37 »
Ok, I see my presence is wanted.
I have started work on a devil machine model, but give me time I'm not a very good modeler , I've started with the metal disk, a bit crude but it's a start! :)
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