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 281753 times)

-Archmage-

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Re: GLADE Team Project: Dark Magic
« Reply #825 on: 28 December 2009, 22:38:07 »
We've already finished the Pain Tower con/destruction models, they are textured as well.

You need to keep updated, this is your mod! :-\
Also, you may want to 7-zip it instead of zipping it.
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wciow

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Re: GLADE Team Project: Dark Magic
« Reply #826 on: 29 December 2009, 00:46:39 »
Ok Morlock is modelled and textured.

658 polies
512x512 texture

Texture was a little rushed and I wouldn't mind redoing it at a later date but it should be okay as a place holder.

Check out my new Goblin faction - https://forum.megaglest.org/index.php?topic=9658.0

Omega

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Re: GLADE Team Project: Dark Magic
« Reply #827 on: 29 December 2009, 02:48:23 »
Beautiful Morlock. I'm not so sure about the hair on its arms, but otherwise it looks great.
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modman

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Re: GLADE Team Project: Dark Magic
« Reply #828 on: 29 December 2009, 03:23:52 »
Dark Magic v 7.1

Wciow, I love the morlock, by the way.  I can’t wait to play with it.

Arch, I didn't know there was already construction and deconstruction models, but download what Mark made and see what you think.  I really like it, anyways.

John.d.h

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Re: GLADE Team Project: Dark Magic
« Reply #829 on: 29 December 2009, 05:40:00 »
Here is what's missing from that release:

http://download889.mediafire.com/ko3cbcmrcz9g/zzfmiyyhjmm/missing_12-29-09.7z

Sheol Temple (destruction model and new version of construction), Shadow Walker (complete unit), Divination Crystal (the version that doesn't suck), Harpy (complete unit), Sorcery Runes (with the useless polygons removed and team color added)

Models we still need:

Blood Fountain: construction and destruction models
Divination Crystal: construction and destruction models, texture
Oblivion Portal: construction and destruction models

Also, the Gods Bane has some garbage polygons on the bottom that need to be gotten rid of on it's regular and construction models.

titi

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Re: GLADE Team Project: Dark Magic
« Reply #830 on: 29 December 2009, 11:42:58 »
I will do the divination crystal
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wciow

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Re: GLADE Team Project: Dark Magic
« Reply #831 on: 29 December 2009, 12:36:48 »
The 7.1 release seems to be missing the pain tower?  :-\

I fixed up about 15 errors and added John's extra stuff but the tech tree is screwed and half of the units are unavailable because of the missing pain tower.
Check out my new Goblin faction - https://forum.megaglest.org/index.php?topic=9658.0

-Archmage-

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Re: GLADE Team Project: Dark Magic
« Reply #832 on: 29 December 2009, 13:08:15 »
That's the reason this is behind, the releases have lots of issues and never seem to be up-to-date.
Then people act on old information, and do something that's already been done.
You guys are in control of the mod, not the other way around.......right? :-\

Although Marks Pain Tower models are quite nice.
« Last Edit: 29 December 2009, 13:13:41 by -Archmage- »
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titi

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Re: GLADE Team Project: Dark Magic
« Reply #833 on: 29 December 2009, 20:46:38 »
Divination_crystal slightly modified model, including construction, destruction and with new texture now.  

http://www.titusgames.de/darkmagic/divination_crystal/divination_crystal.zip
« Last Edit: 29 December 2009, 20:51:24 by titi »
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modman

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Re: GLADE Team Project: Dark Magic
« Reply #834 on: 29 December 2009, 22:19:03 »
I will take a look at all of this stuff, and thanks, John, for making it easier for me with the download there.

I also will have to look at the divination crystal you made, titi, but I expect to be pleasently surprised. ;)

titi

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Re: GLADE Team Project: Dark Magic
« Reply #835 on: 29 December 2009, 23:24:45 »
oh nooo
I used the old divination model .... damn, the first post isn't up to date any more

Who ever made this new model, its much much better, so my work is useless ....
I have no blend file for the new model and I cannot make texture and models without it.
Please, can someone make a new up to date release and update the model downloads on the first post?
I cannot help you if my work is based on old things.
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John.d.h

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Re: GLADE Team Project: Dark Magic
« Reply #836 on: 30 December 2009, 00:30:53 »
Don't worry.  I'm currently using your new texture for the improved Divination Crystal model.

This is what it currently looks like in the g3d viewer (so it may be a little less dark in Glest):


Click for full size.

titi

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Re: GLADE Team Project: Dark Magic
« Reply #837 on: 30 December 2009, 01:34:31 »
I splitted the original object into 2 objects. The ball/crystal was made transparency by lowering the alpha of the material. This looks a bit like a soap bubble. Inside was some kind of skull/devil/monkey head. You should do the same here ( maybe without the skull ) to make it look better.
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John.d.h

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Re: GLADE Team Project: Dark Magic
« Reply #838 on: 30 December 2009, 01:58:45 »

You know the drill.


Like that?

And for some reason, the stone shows up behind the bubble, but the skulls don't.  Maybe because they're one-sided?

titi

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Re: GLADE Team Project: Dark Magic
« Reply #839 on: 30 December 2009, 15:31:43 »
Bloodfountaine with construction/destruction. ( construction isn't really looking good :/, maybe we should use original glest ones )
http://www.titusgames.de/darkmagic/blood_fountaine/blood_fountaine.zip

@john: did you use alpha channel in the texture, or did you lower the material alpha in blender? That's a big difference, because alpha textures doesn't work well in glest, but transparent objects work! Here you can get an idea of it: https://docs.megaglest.org/Transparent_teamcolor
« Last Edit: 18 June 2016, 18:28:36 by filux »
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titi

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Re: GLADE Team Project: Dark Magic
« Reply #840 on: 30 December 2009, 20:59:11 »
Whoever has it, please send me the current oblivian portal so I can finish it ... (email:  info att titusgames.de )
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Re: GLADE Team Project: Dark Magic
« Reply #841 on: 30 December 2009, 22:10:52 »
New Harpy texture. I just finished making a new harpy texture. It was kinda complicated since I didnt have the original map but I works well and adds a new level of detail onto johns model with a few modifications. The hair is now something like the initiates hat the orange clothes are now black and we have new details made with dodge/burn
download:
http://www.filefront.com/15253623/texture_harpy.tga

Loronal

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Re: GLADE Team Project: Dark Magic
« Reply #842 on: 30 December 2009, 22:16:26 »
Just tested dark magic and there are 42 errors in its design. WTF???!?!?!?!?!?!

modman

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Re: GLADE Team Project: Dark Magic
« Reply #843 on: 30 December 2009, 22:27:31 »
New Harpy texture. I just finished making a new harpy texture. It was kinda complicated since I didnt have the original map but I works well and adds a new level of detail onto johns model with a few modifications. The hair is now something like the initiates hat the orange clothes are now black and we have new details made with dodge/burn
download:
http://www.filefront.com/15253623/texture_harpy.tga

I'll implement it ASAP.  I'm now in the process of uploading each individual model sorted in .zip's by unit.  Then the OP will be updated to make everyone's life easier. ;)

Just tested dark magic and there are 42 errors in its design. WTF???!?!?!?!?!?!

Calm yourself.  I've had a hard time staying updated, but the next release will be better.  I promise. :-[

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Re: GLADE Team Project: Dark Magic
« Reply #844 on: 31 December 2009, 00:20:35 »
Bloodfountaine with construction/destruction. ( construction isn't really looking good :/, maybe we should use original glest ones )
The destruction model is definitely usable, but I agree that the construction could use some improvement.

Quote
@john: did you use alpha channel in the texture, or did you lower the material alpha in blender? That's a big difference, because alpha textures doesn't work well in glest, but transparent objects work! Here you can get an idea of it: https://docs.megaglest.org/Transparent_teamcolor
I tried both, actually.  I settled on changing the alpha value in Blender, though.
« Last Edit: 18 June 2016, 18:28:23 by filux »

titi

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Re: GLADE Team Project: Dark Magic
« Reply #845 on: 31 December 2009, 00:29:12 »
Do you like the texture? I like it, although its very colorfull for this faction. Keep in mind that its only one building which looks like this and I think by this its ok.
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John.d.h

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Re: GLADE Team Project: Dark Magic
« Reply #846 on: 31 December 2009, 00:40:24 »
I'll have to take a look at it in Glest when I'm done animating it, since I lost the original blend and had to use the g3d.  Luckily the animations were really simple, so I should be able to redo them very easily.  I think it will look fine, though.

I'll be heading out of town for a day or two for New Year's, so I trust the rest of you to keep things from falling apart while I'm gone. :)

Omega

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Re: GLADE Team Project: Dark Magic
« Reply #847 on: 31 December 2009, 01:42:58 »
Good texture.

However, it seems to me that the biggest thing punishing dark magic is the lack if organization. Things are behind, new models/units/etc can be released but won't make it into the new Dark Magic simply because nobody knows of them. When GLADE does its next mod, we definitely need a better method of communication, etc;

(Speaking of next projects, count me in, since I still am unsuccessful with GAE, which prevents me from go to FPM like I originally planned).
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-Archmage-

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Re: GLADE Team Project: Dark Magic
« Reply #848 on: 31 December 2009, 02:19:23 »
Omega, you still have to finish military.........
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Omega

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Re: GLADE Team Project: Dark Magic
« Reply #849 on: 31 December 2009, 02:32:18 »
I know. I have ONE more scenario to do, but the fact that GAE doesn't work hinders me severely. See my post in the military topic (seeing this is the Dark Magic topic, this is very OT and I appologize).
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