Poll

How do you like the new 0.1.2 release compared to the former 0.1.1 ?

Much better !
0 (0%)
Better !
1 (50%)
No big change
1 (50%)
Worse .
0 (0%)
Much worse .
0 (0%)

Total Members Voted: 2

Voting closed: 16 July 2016, 23:17:48

Author Topic: Dwarves Aglarond 0.1.2 released !  (Read 73797 times)

-Archmage-

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Re: NEW Dwarf faction release: Aglarond 0.1.1
« Reply #100 on: 7 April 2010, 01:08:44 »
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Ok, we'll keep the Guardian with the hammer but definitelly make a whole new animation with it (on Aglarond 0.3)).

The new name for the hero, right?
Yes, it was already the hero's new name in wciow's last release.

*headdesk*
Hey, stop beating up my friend or you'll get it!  Angry (I'm talking to and about you, Arch! Tongue )

I'm beating myself up, and your talking to me about myself.
 :O :O :O



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We could give the flail to the warrior (flails though impressive looking weapons are actually not as effective as axes!  Look ) and thus have a completely different animation with it, which would be very cool.

Watch the third LOtR movie and then say that again.
But it really depends because there are many types of both flails and axes.
I watched a documentary where they actually hit a (obviously already dead) pig's body with a real flail and a real axe (well, a picker actually) and watched the damages (both hits to the ribs). Best you could get with a flail would be some broken bone and pierced outter muscle, the picket would pierce the outter muscles, break the bones and pierce through the lungs causing drowning in own blood. Tongue

On that thought I will begin meditating. Cheesy
Please don't. No Opinion Tongue

Too late. :scientist: :scientist: :scientist:



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Ok. Smile We'll probably give the flail to the warrior then, though there's one more vote to give it to the dragon slayer.
I think at least John.d.h, you an me agree we should give it an actually more powerful weapon. Wink

And the outrider will have your halberd too. I guess I could close the poll. But let's wait. maybe someone suggests something not on that list we may actually prefer. Wink

Well, not to be an *ss, but if I don't agree with the weapon choice, I won't animate it, and a flail is extremely difficult. No Opinion
Well, everything you don't animate, I'll try it myself. If it sucks, well... I guess we'll have to do it your way then. Grin

That sounds fair... :cheesy:



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Wild-*ss guess: How about physics? I know basically nothing about it and never clicked the little button in my life. Still... I understand you can have clothes affected by physics (e.g. wind...? Undecided )...
Can you make the flail's chain be a cloth as in like a piece of rope and give weight to the ball/cylinder on its end and apply force vectors to it so it gains momentum and reactions?  Undecided Undecided Undecided

Sorry, that may be possible in Blender, but I'm pretty sure neither John nor I have the ability to do that, I know somewhat how to use wind, John is a bit better at it, but neither of us could do something like that. :|



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Quote from: -Archmage- on April 05, 2010, 17:45:43
But, to make it clear, I think flails have no place in this mod, I mean seriously, dwarves are pretty short, how are they supposed to use flails very effectively?
Erm... the same way they are supposed to use axes, hammers, swords...?
Actually, a flail, IMHO might be easier to handle effectivelly with a shorter arm than any of the above... All the others need the momentum created by the whole arm down from the shoulder (even from the rest of the body). The flail I think works more like a whip: flick of the rist (with a bit more of strength needed alright, say flick of the arm Tongue Still, easier than a non-whipping weapon, I'd guess.  No Opinion )

Using a Flail and using a sword/axe/hammer, are not comparable, with a sword/axe/hammer, you just swing it, a flail, well you have to swing it around and pick up some velocity and then use that velocity to slam the flail into your foe. Now swing a large weapon like a flail for a short creature such as a dwarf would be pretty hard, because the flail would have to be short enough not to hit the ground and well, that would be short enough so you might just want to use a faster weapon. ::)

Also consider that you cannot swing a flail horizontally very well in Glest, because it would be very difficult not to have the flail going through every one of his friends head's, before hitting the target. :P :O :O :O

Oh BTW, whips are nothing like flails when it comes to usage. :|
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jda

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Re: NEW Dwarf faction release: Aglarond 0.1.1
« Reply #101 on: 7 April 2010, 01:42:25 »
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Ok, we'll keep the Guardian with the hammer but definitelly make a whole new animation with it (on Aglarond 0.3)).

The new name for the hero, right?
Yes, it was already the hero's new name in wciow's last release.

*headdesk*
Hey, stop beating up my friend or you'll get it!  Angry (I'm talking to and about you, Arch! Tongue )

I'm beating myself up, and your talking to me about myself.
 :O :O :O
Your point being we should get treatment in some sort of mental institution...? That may very well be a valid point but I believe I will take a rain check on that myself. ;D

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Ok. Smile We'll probably give the flail to the warrior then, though there's one more vote to give it to the dragon slayer.
I think at least John.d.h, you an me agree we should give it an actually more powerful weapon. Wink

And the outrider will have your halberd too. I guess I could close the poll. But let's wait. maybe someone suggests something not on that list we may actually prefer. Wink

Well, not to be an *ss, but if I don't agree with the weapon choice, I won't animate it, and a flail is extremely difficult. No Opinion
Well, everything you don't animate, I'll try it myself. If it sucks, well... I guess we'll have to do it your way then. Grin

That sounds fair... :cheesy:
:)

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Wild-*ss guess: How about physics? I know basically nothing about it and never clicked the little button in my life. Still... I understand you can have clothes affected by physics (e.g. wind...? Undecided )...
Can you make the flail's chain be a cloth as in like a piece of rope and give weight to the ball/cylinder on its end and apply force vectors to it so it gains momentum and reactions?  Undecided Undecided Undecided

Sorry, that may be possible in Blender, but I'm pretty sure neither John nor I have the ability to do that, I know somewhat how to use wind, John is a bit better at it, but neither of us could do something like that. :|
Ok, I guess Auto-IK will do just fine then. ;D :P

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Quote from: -Archmage- on April 05, 2010, 17:45:43
But, to make it clear, I think flails have no place in this mod, I mean seriously, dwarves are pretty short, how are they supposed to use flails very effectively?
Erm... the same way they are supposed to use axes, hammers, swords...?
Actually, a flail, IMHO might be easier to handle effectivelly with a shorter arm than any of the above... All the others need the momentum created by the whole arm down from the shoulder (even from the rest of the body). The flail I think works more like a whip: flick of the rist (with a bit more of strength needed alright, say flick of the arm Tongue Still, easier than a non-whipping weapon, I'd guess.  No Opinion )

Using a Flail and using a sword/axe/hammer, are not comparable, with a sword/axe/hammer, you just swing it, a flail, well you have to swing it around and pick up some velocity and then use that velocity to slam the flail into your foe. Now swing a large weapon like a flail for a short creature such as a dwarf would be pretty hard, because the flail would have to be short enough not to hit the ground and well, that would be short enough so you might just want to use a faster weapon. ::)
Well, yes, to a point you're right. Still, one full rotation plus whatever more bit of rotation you might need to toss the weight in front of you is perferctly enough. Actually, anything more than that and the flail would be useless in any creature's hands anyways (would take way too long to make a strike).
The advantage of the flail comes from its relative unpredictability (from the target's viewpoint). When you have to make a decision on how to duck or position your shield in a split second, having a heavy object coming at you from a range of possible angles (including around your shield) makes it harder to defend yourself against; this coupled with the fact the sheer rotation of the flail already acts as a dynamic shield / instant counter-attack.
But fact is an incomplete full rotation might be enough to deliever a painfull blow (e.g. ball hanging vertically down rotates, following the shoulder moving back, then the arm moving up and then forward, the forearm finishing the motion with a flickering stop, making the chain snap-extend which makes the ball gain great accelaration (somewhat like a whip) just before it hits the target). Look at your typical mining dwarf: extra strong and extra skilled, I believe a dwarf could pull that move rather easily. And the flail would not need to be very big either. ;)

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Also consider that you cannot swing a flail horizontally very well in Glest, because it would be very difficult not to have the flail going through every one of his friends head's, before hitting the target. :P :O :O :O
Agreed. :O  But the motion can be more on the vertical axis, as explained above.

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Re: NEW Dwarf faction release: Aglarond 0.1.1
« Reply #102 on: 7 April 2010, 02:22:13 »
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ElimiNator kindly provided the texture for the Goat!  :D   :thumbup:
Looks nice, though the lines that separate the black and the brown parts of the fur are a bit too straight. Don't get me wrong, the transition is very smooth and the colors blend perfectly - that's not the problem at all! It's just that e.g. the top black stripe looks like a thick straight perfect line, it should be less perfect! It should for example get wider at about the center of the body, preferably a bit wider on one side (right or left) than the other or one side start widening before the other side... you get the picture...
Still, I think I can easily fix it by simply moving and rotating around some of the faces on the UV map a bit. I'll put it up here when it's done. Wink
Overall, the texture looks really good!   8)  :thumbup:
Thanks, Elim!  :)
Thanks  :). if you need any more help just ask.
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John.d.h

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Re: NEW Dwarf faction release: Aglarond 0.1.1
« Reply #103 on: 7 April 2010, 04:18:34 »
Regarding the physics, that's far beyond anything I know how to do.  Auto-IK and lots of bones is probably the way to go.

-Archmage-

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Re: NEW Dwarf faction release: Aglarond 0.1.1
« Reply #104 on: 7 April 2010, 11:28:16 »
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Quote from: -Archmage- on April 06, 2010, 22:13:32
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Ok, we'll keep the Guardian with the hammer but definitelly make a whole new animation with it (on Aglarond 0.3)).

The new name for the hero, right?
Yes, it was already the hero's new name in wciow's last release.

*headdesk*
Hey, stop beating up my friend or you'll get it!  Angry (I'm talking to and about you, Arch! Tongue )

I'm beating myself up, and your talking to me about myself.
 Laughing Laughing Laughing
Your point being we should get treatment in some sort of mental institution...? That may very well be a valid point but I believe I will take a rain check on that myself. Grin

The point was humor... :|

Wait, I want to re-state that!
I'm beating myself up, and your threatening me not to beat myself up. :cheesy:
(Notice the italics)



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Quote from: -Archmage- on April 05, 2010, 17:45:43
But, to make it clear, I think flails have no place in this mod, I mean seriously, dwarves are pretty short, how are they supposed to use flails very effectively?
Erm... the same way they are supposed to use axes, hammers, swords...?
Actually, a flail, IMHO might be easier to handle effectivelly with a shorter arm than any of the above... All the others need the momentum created by the whole arm down from the shoulder (even from the rest of the body). The flail I think works more like a whip: flick of the rist (with a bit more of strength needed alright, say flick of the arm Tongue Still, easier than a non-whipping weapon, I'd guess.  No Opinion )

Using a Flail and using a sword/axe/hammer, are not comparable, with a sword/axe/hammer, you just swing it, a flail, well you have to swing it around and pick up some velocity and then use that velocity to slam the flail into your foe. Now swing a large weapon like a flail for a short creature such as a dwarf would be pretty hard, because the flail would have to be short enough not to hit the ground and well, that would be short enough so you might just want to use a faster weapon. Roll Eyes
Well, yes, to a point you're right. Still, one full rotation plus whatever more bit of rotation you might need to toss the weight in front of you is perferctly enough. Actually, anything more than that and the flail would be useless in any creature's hands anyways (would take way too long to make a strike).
The advantage of the flail comes from its relative unpredictability (from the target's viewpoint). When you have to make a decision on how to duck or position your shield in a split second, having a heavy object coming at you from a range of possible angles (including around your shield) makes it harder to defend yourself against; this coupled with the fact the sheer rotation of the flail already acts as a dynamic shield / instant counter-attack.
But fact is an incomplete full rotation might be enough to deliever a painfull blow (e.g. ball hanging vertically down rotates, following the shoulder moving back, then the arm moving up and then forward, the forearm finishing the motion with a flickering stop, making the chain snap-extend which makes the ball gain great accelaration (somewhat like a whip) just before it hits the target). Look at your typical mining dwarf: extra strong and extra skilled, I believe a dwarf could pull that move rather easily. And the flail would not need to be very big either. Wink

Well, I guess, but it's kinda silly, I mean I think it would be plenty easy to attack a dwarf using a small flail with even the weapons I have.
(Wooden spear, fiberglass sword, two-handled sword, small but sturdy metal shield, I use these weapons to act out animations before I do them, that helps a lot. ;D)

I say, to hell with the flail, we've already got other weapons that have places, and replaces one of those with a weapon that dwarves weren't into.............bad idea..........
I mean who are you going to give the flail too? :P



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ElimiNator kindly provided the texture for the Goat!  Cheesy   Thumb Up
Looks nice, though the lines that separate the black and the brown parts of the fur are a bit too straight. Don't get me wrong, the transition is very smooth and the colors blend perfectly - that's not the problem at all! It's just that e.g. the top black stripe looks like a thick straight perfect line, it should be less perfect! It should for example get wider at about the center of the body, preferably a bit wider on one side (right or left) than the other or one side start widening before the other side... you get the picture...
Still, I think I can easily fix it by simply moving and rotating around some of the faces on the UV map a bit. I'll put it up here when it's done. Wink
Overall, the texture looks really good!   Cool  Thumb Up
Thanks, Elim!  Smile
Thanks  Smile. if you need any more help just ask.

What's the source of that?
PM?
You?
Is the goat ready to be animated? ;D



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Regarding the physics, that's far beyond anything I know how to do.  Auto-IK and lots of bones is probably the way to go.

I'm psychic! :cheesy:
« Last Edit: 7 April 2010, 11:36:31 by -Archmage- »
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ElimiNator

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Re: NEW Dwarf faction release: Aglarond 0.1.1
« Reply #105 on: 7 April 2010, 15:27:51 »
Yes, just ask jda.  :)
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wyvern

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Re: NEW Dwarf faction release: Aglarond 0.1.1
« Reply #106 on: 7 April 2010, 19:30:52 »
Sorry I haven't really checked this topic since the crossbow idea but I was wondering, if this is based off of Lotr then maybe the dwarves could have a light scout unit riding a pony. It could have low armor and hp and bad attack but good sight and speed. Maybe a crossbow, shortbow, or even a throwing axe as a ranged weapon combined with a short spear for melee.

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Re: NEW Dwarf faction release: Aglarond 0.1.1
« Reply #107 on: 7 April 2010, 20:16:13 »
Hmm...
Interesting, we'll see what Jda says to that idea... :)
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jda

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Re: NEW Dwarf faction release: Aglarond 0.1
« Reply #108 on: 8 April 2010, 08:55:36 »
Thanks  :). if you need any more help just ask.
Thank you. I'll tell you later. :)
BTW, did you catch the following post on the first page?
BTW, for whomever wants to contribute (only me and Archmage are currently working on this):
1. You must release any work you contribute to this faction under the Creative Commons Attribution Sharealike 3.0 Unported license. The sheer fact you do contribute something will be taken as your agreement upon what was just said.  :look:
Agreed?


Regarding the physics, that's far beyond anything I know how to do.  Auto-IK and lots of bones is probably the way to go.
Ok, thanks. :)


The point was humor... :|

Wait, I want to re-state that!
I'm beating myself up, and your threatening me not to beat myself up. :cheesy:
(Notice the italics)
That was funny! ;D

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Well, I guess, but it's kinda silly, I mean I think it would be plenty easy to attack a dwarf using a small flail with even the weapons I have.
(Wooden spear, fiberglass sword, two-handled sword, small but sturdy metal shield, I use these weapons to act out animations before I do them, that helps a lot. ;D)

I say, to hell with the flail, we've already got other weapons that have places, and replaces one of those with a weapon that dwarves weren't into.............bad idea..........
I mean who are you going to give the flail too? :P
The idea was to give the flail to the warrior. I used the miner's stregth and skills as the simplest possible example of all dwarves strength and skills. :P
But alright, if you'r making such a "fuss" about it, and as I don't actually recall seeing dwarves withflails anywhere else, I'll look into it deeper and try and see if it does fit them or not, ok? ;)

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ElimiNator kindly provided the texture for the Goat!  Cheesy   Thumb Up
Looks nice, though the lines that separate the black and the brown parts of the fur are a bit too straight. Don't get me wrong, the transition is very smooth and the colors blend perfectly - that's not the problem at all! It's just that e.g. the top black stripe looks like a thick straight perfect line, it should be less perfect! It should for example get wider at about the center of the body, preferably a bit wider on one side (right or left) than the other or one side start widening before the other side... you get the picture...
Still, I think I can easily fix it by simply moving and rotating around some of the faces on the UV map a bit. I'll put it up here when it's done. Wink
Overall, the texture looks really good!   Cool  Thumb Up
Thanks, Elim!  Smile
Thanks  Smile. if you need any more help just ask.

What's the source of that?
PM?
You?
Is the goat ready to be animated? ;D
ElimiNator had offered his help so I asked him to texture the goat. I think he missed my post 'cause noone even downloaded your model. So I went ahead to texture it myself but wanted to know whether Elim was working on it or not, so I PM'ed him and he eventually PM'ed me the textured goat back. ;)
I'd like to improve the UV map a bit (details on the post you quoted) before you animate it. But I've been running low on spare time latelly... :(


Sorry I haven't really checked this topic since the crossbow idea but I was wondering, if this is based off of Lotr then maybe the dwarves could have a light scout unit riding a pony. It could have low armor and hp and bad attack but good sight and speed. Maybe a crossbow, shortbow, or even a throwing axe as a ranged weapon combined with a short spear for melee.
This is NOT based off LOTR. We might get some inspiration from it though, as well as from many other sources. ;)
That said, I did think of something like that since I found the post bellow on the Dwarf faction original thread:
https://forum.megaglest.org/index.php?topic=3695.msg23430#msg23430
The first link in that post by MadElf is to an image of a concept I'd much rather use instead of a poney. ;)
The second link is the concept art that actually originated the Outrider. ;)
So yeah, we could have a BiggoatRider as a really fast (the outrider isn't fast, not really) scout unit and have the Outrider as a sort of animal light-armored vehicle (still fast for that kind of concept ;) ).
But there's the problem of having too many units on the tree already. And some changes are planned for that already but in principle there should be no addition of fast units (but this is one I would certainly have added in a purely medieval Dwarf faction...).
But I guess you could say the decision is not yet final on this one.
« Last Edit: 8 April 2010, 08:59:18 by jda »

-Archmage-

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Re: NEW Dwarf faction release: Aglarond 0.1.1
« Reply #109 on: 8 April 2010, 13:42:21 »
Hey, I just came up with a nutball scheme!!! ;D ;D ;D
How about the Cannoneer becomes a crossbowman with some changes to the model of course(not major changes...).
And the Dragon Slayer uses a Dragon Staff for ranged. :D

I would be much more enthusiastic to help with animation. ;D



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Quote from: -Archmage- on April 07, 2010, 08:33:04
The point was humor... No Opinion

Wait, I want to re-state that!
I'm beating myself up, and your threatening me not to beat myself up. Cheesy
(Notice the italics)
That was funny! Grin

Yay!



Quote
The idea was to give the flail to the warrior. I used the miner's stregth and skills as the simplest possible example of all dwarves strength and skills. Tongue
But alright, if you'r making such a "fuss" about it, and as I don't actually recall seeing dwarves withflails anywhere else, I'll look into it deeper and try and see if it does fit them or not, ok? Wink

Ok, my sources for info on dwarves is LOtR and The Battle for Wesnoth. No flails there. :)



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ElimiNator kindly provided the texture for the Goat!  Cheesy   Thumb Up
Looks nice, though the lines that separate the black and the brown parts of the fur are a bit too straight. Don't get me wrong, the transition is very smooth and the colors blend perfectly - that's not the problem at all! It's just that e.g. the top black stripe looks like a thick straight perfect line, it should be less perfect! It should for example get wider at about the center of the body, preferably a bit wider on one side (right or left) than the other or one side start widening before the other side... you get the picture...
Still, I think I can easily fix it by simply moving and rotating around some of the faces on the UV map a bit. I'll put it up here when it's done. Wink
Overall, the texture looks really good!   Cool  Thumb Up
Thanks, Elim!  Smile
Thanks  Smile. if you need any more help just ask.

What's the source of that?
PM?
You?
Is the goat ready to be animated? Grin
ElimiNator had offered his help so I asked him to texture the goat. I think he missed my post 'cause noone even downloaded your model. So I went ahead to texture it myself but wanted to know whether Elim was working on it or not, so I PM'ed him and he eventually PM'ed me the textured goat back. Wink
I'd like to improve the UV map a bit (details on the post you quoted) before you animate it. But I've been running low on spare time latelly... Sad

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Re: NEW Dwarf faction release: Aglarond 0.1.1
« Reply #110 on: 8 April 2010, 16:46:14 »
If you want I can fix the goat. Also it there nothin you want me to do?
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Re: NEW Dwarf faction release: Aglarond 0.1.1
« Reply #111 on: 8 April 2010, 17:23:39 »
Well, I'm not going to animate the goat right away, if you want you can take a hit at it.
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Re: NEW Dwarf faction release: Aglarond 0.1.1
« Reply #112 on: 8 April 2010, 20:56:10 »
Hey, I just came up with a nutball scheme!!! ;D ;D ;D
How about the Cannoneer becomes a crossbowman with some changes to the model of course(not major changes...).
And the Dragon Slayer uses a Dragon Staff for ranged. :D

I would be much more enthusiastic to help with animation. ;D
1. I really do not like changes to the cannoneer. It's perfect, why change it?! But... if you really want to, go ahead and edit the darned model and post it - it might just convince me though I'm almost sure it won't! :P Hence, no guarantee whatsoever your work will ever get into this faction. :P
2. What do you mean "a Dragon Staff for ranged"?... In the place of your awesome battleaxe? I don't think so. In the place of the crossbow? A long staff might "work" against air units alright but I don't see how that would be an improvement. As a third attack? AI can't even handle two different kinds of attack for the same target field, are we gonna give an unit yet another attack command? I don't think so either.

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Quote from: -Archmage- on April 07, 2010, 08:33:04
The point was humor... No Opinion

Wait, I want to re-state that!
I'm beating myself up, and your threatening me not to beat myself up. Cheesy
(Notice the italics)
That was funny! Grin

Yay!
LOL

Quote
Quote
The idea was to give the flail to the warrior. I used the miner's stregth and skills as the simplest possible example of all dwarves strength and skills. Tongue
But alright, if you'r making such a "fuss" about it, and as I don't actually recall seeing dwarves withflails anywhere else, I'll look into it deeper and try and see if it does fit them or not, ok? Wink

Ok, my sources for info on dwarves is LOtR and The Battle for Wesnoth. No flails there. :)
I can think of at least two other very good sources: Dragons & Dungeons and another game mentioned in the old Dwarf thread. Also the nice pic Sir Modman posted on the previous page. ;)

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Quote
Quote
Quote
Quote
ElimiNator kindly provided the texture for the Goat!  Cheesy   Thumb Up
Looks nice, though the lines that separate the black and the brown parts of the fur are a bit too straight. Don't get me wrong, the transition is very smooth and the colors blend perfectly - that's not the problem at all! It's just that e.g. the top black stripe looks like a thick straight perfect line, it should be less perfect! It should for example get wider at about the center of the body, preferably a bit wider on one side (right or left) than the other or one side start widening before the other side... you get the picture...
Still, I think I can easily fix it by simply moving and rotating around some of the faces on the UV map a bit. I'll put it up here when it's done. Wink
Overall, the texture looks really good!   Cool  Thumb Up
Thanks, Elim!  Smile
Thanks  Smile. if you need any more help just ask.

What's the source of that?
PM?
You?
Is the goat ready to be animated? Grin
ElimiNator had offered his help so I asked him to texture the goat. I think he missed my post 'cause noone even downloaded your model. So I went ahead to texture it myself but wanted to know whether Elim was working on it or not, so I PM'ed him and he eventually PM'ed me the textured goat back. Wink
I'd like to improve the UV map a bit (details on the post you quoted) before you animate it. But I've been running low on spare time latelly... Sad

*ding ding ding*
$50 for an extra hour of spare time!
Come and get it while it lasts, if you don't come now, the spare time will all be bought before you can get here!
I'm not sure whether or not you're actually offering me money to work on the Dwarves...  :-\ :P


If you want I can fix the goat. Also it there nothin you want me to do?
Great, do go ahead and fix it then!
The goal is pretty simple: make the frontiers between black and brown a bit more random but don't overdo it! ;)
Thanks.  :thumbup:

Also, anything else that needs work the most now will need wciow's original blends. Last time I checked the link was dead. I've been meaning to post them again but never got around to it.
Still, something you can still do without the original blends: Fix the construction/destruction models for the Farm, Warriors Hall, Foundry and Rhinox Pen. They are based off the old models, before I fixed their sizes and cellmaps for the last (current) release.
They must be changed to be coherent with the new sizes and cellmaps. ;)
As the models are static (no animations), you can just import them from G3D's and work on them. ;)
Thanks again if you do. :)
EDIT: Instead of working on the curr ant (old) contruction/destruction models you may prefer to work from the current (new) "standing" models for those buildings. You can find their blends here: http://www.mediafire.com/?h1gtcylmoet
« Last Edit: 8 April 2010, 21:04:32 by jda »

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Re: NEW Dwarf faction release: Aglarond 0.1.1
« Reply #113 on: 8 April 2010, 23:56:04 »
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Quote from: -Archmage- on Today at 10:47:09
Hey, I just came up with a nutball scheme!!! Grin Grin Grin
How about the Cannoneer becomes a crossbowman with some changes to the model of course(not major changes...).
And the Dragon Slayer uses a Dragon Staff for ranged. Cheesy

I would be much more enthusiastic to help with animation. Grin
1. I really do not like changes to the cannoneer. It's perfect, why change it?! But... if you really want to, go ahead and edit the darned model and post it - it might just convince me though I'm almost sure it won't! Tongue Hence, no guarantee whatsoever your work will ever get into this faction. Tongue
2. What do you mean "a Dragon Staff for ranged"?... In the place of your awesome battleaxe? I don't think so. In the place of the crossbow? A long staff might "work" against air units alright but I don't see how that would be an improvement. As a third attack? AI can't even handle two different kinds of attack for the same target field, are we gonna give an unit yet another attack command? I don't think so either.

1. I actually think the Cannoneer is a problem, I think it's way too advanced compared to the other stuff in the faction, I mean it even has a scope for sniping! :look:

2. A dragon staff, as far as I know, is just a tube that is capped off on the back end, you but gun powder in the tube, and then ignite it, and it sends a large flare of fire out the open end, it's very powerful. Why do you think that they call it a dragon staff? ::)



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Quote from: -Archmage- on April 07, 2010, 08:33:04
The point was humor... No Opinion

Wait, I want to re-state that!
I'm beating myself up, and your threatening me not to beat myself up. Cheesy
(Notice the italics)
That was funny! Grin

Yay!
LOL

Yay!



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ElimiNator kindly provided the texture for the Goat!  Cheesy   Thumb Up
Looks nice, though the lines that separate the black and the brown parts of the fur are a bit too straight. Don't get me wrong, the transition is very smooth and the colors blend perfectly - that's not the problem at all! It's just that e.g. the top black stripe looks like a thick straight perfect line, it should be less perfect! It should for example get wider at about the center of the body, preferably a bit wider on one side (right or left) than the other or one side start widening before the other side... you get the picture...
Still, I think I can easily fix it by simply moving and rotating around some of the faces on the UV map a bit. I'll put it up here when it's done. Wink
Overall, the texture looks really good!   Cool  Thumb Up
Thanks, Elim!  Smile
Thanks  Smile. if you need any more help just ask.

What's the source of that?
PM?
You?
Is the goat ready to be animated? Grin
ElimiNator had offered his help so I asked him to texture the goat. I think he missed my post 'cause noone even downloaded your model. So I went ahead to texture it myself but wanted to know whether Elim was working on it or not, so I PM'ed him and he eventually PM'ed me the textured goat back. Wink
I'd like to improve the UV map a bit (details on the post you quoted) before you animate it. But I've been running low on spare time latelly... Sad

*ding ding ding*
$50 for an extra hour of spare time!
Come and get it while it lasts, if you don't come now, the spare time will all be bought before you can get here!
I'm not sure whether or not you're actually offering me money to work on the Dwarves...  Undecided Tongue

You said you were low on spare time, so go buy some time. ;D
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Re: NEW Dwarf faction release: Aglarond 0.1.1
« Reply #114 on: 9 April 2010, 00:17:33 »
1. I actually think the Cannoneer is a problem, I think it's way too advanced compared to the other stuff in the faction, I mean it even has a scope for sniping! :look:
Well, yes, true, the scope for sniping may be a bit too much. But when you have flame throwers and automotive canons on the faction the cannoneer kind of fits in rather nicely. ;)
Hey, if all you want to edit is the handcannon itself (keeping it a handcannon, or maybe make it a musket), then I'm alright with it. :)

Quote
2. A dragon staff, as far as I know, is just a tube that is capped off on the back end, you but gun powder in the tube, and then ignite it, and it sends a large flare of fire out the open end, it's very powerful. Why do you think that they call it a dragon staff? ::)
LOL. I thought it was just some kind of stick/spear/halberd kind of thing!  :O ;D My bad, sorry.  :-[ Yes, that dragon staff would be great, actually. :)  :thumbup:

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Quote from: -Archmage- on April 07, 2010, 08:33:04
The point was humor... No Opinion

Wait, I want to re-state that!
I'm beating myself up, and your threatening me not to beat myself up. Cheesy
(Notice the italics)
That was funny! Grin

Yay!
LOL

Yay!
Oddly enough that was still funny!  :O

Quote
You said you were low on spare time, so go buy some time. ;D
::)

EDIT: WAIT! On the dragon staff... one problem: the crossbow fits nicely on the back of the slayer when he's not using it. Where would you put the staff when the slayer's using/carrying the battleaxe? (BTW, the axe on the slayer currenlty is nowhere when he's using the crossbow, I think a simple sollution would be to stick it into the ground. ;) )
« Last Edit: 9 April 2010, 00:26:11 by jda »

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Re: NEW Dwarf faction release: Aglarond 0.1.1
« Reply #115 on: 9 April 2010, 00:25:11 »
Quote
Quote from: -Archmage- on Today at 21:00:52
1. I actually think the Cannoneer is a problem, I think it's way too advanced compared to the other stuff in the faction, I mean it even has a scope for sniping! Look
Well, yes, true, the scope for sniping may be a bit too much. But when you have flame throwers and automotive canons on the faction the cannoneer kind of fits in rather nicely. Wink
Hey, if all you want to edit is the handcannon itself (keeping it a handcannon, or maybe make it a musket), then I'm alright with it. Smile

Well, if we're replacing the Dragon Slayers crossbow with a dragon staff then why not give the good ol' crossbow to the cannoneer and change his name, I could probably do that without changing to cool looks of the model. ;)



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Quote
2. A dragon staff, as far as I know, is just a tube that is capped off on the back end, you but gun powder in the tube, and then ignite it, and it sends a large flare of fire out the open end, it's very powerful. Why do you think that they call it a dragon staff? Roll Eyes
LOL. I thought it was just some kind of stick/spear/halberd kind of thing!  Laughing Grin My bad, sorry.  Embarrassed Yes, that dragon staff would be great, actually. Smile  Thumb Up

 8)
I haven't been watching the first post, but you may want to update the change log/plan with these new updates. ;)



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Quote from: -Archmage- on April 07, 2010, 08:33:04
The point was humor... No Opinion

Wait, I want to re-state that!
I'm beating myself up, and your threatening me not to beat myself up. Cheesy
(Notice the italics)
That was funny! Grin

Yay!
LOL

Yay!
Oddly enough that was still funny!  Laughing

YAY!!!



Quote
Quote
You said you were low on spare time, so go buy some time. Grin
Roll Eyes

 :P
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Re: NEW Dwarf faction release: Aglarond 0.1.1
« Reply #116 on: 9 April 2010, 00:32:41 »
I just edited my prior post. About the dragon staff. Please take a look at it. ;)

Also, concerning updating the first post:
Well... we're still trying to get 0.2 ready.

But (most) animations will only be done in 0.3. This means the next release (0.2) will NOT include the new weapons, only 0.3.
When we do finish 0.2 and start working on 0.3, we'll have those new weapons and the new anims for them (and I already basically stated we'll be redoing many anims so...).
I think the only exceptions for new anims in 0.2 (anims we will be making already) are the outrider ('cause the model is currently somewhat broken) and, if you can do it, the goat ('cause ultifd just can't wait for it and it should be fairly quick to do, just stand and walk anims ;) ).

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Re: NEW Dwarf faction release: Aglarond 0.1.1
« Reply #117 on: 9 April 2010, 00:37:13 »
I'll need the latest .blends then, and I can do it tomorrow.
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Re: NEW Dwarf faction release: Aglarond 0.1.1
« Reply #118 on: 12 April 2010, 10:22:10 »
@ -Archmage- and @ Eliminator
I updated the first post with the latest blends and xcfs (GIMP files). I also reuploaded wciow's original blends (if you can't find what you want in the latest Aglarond pack, it's likely to be in there (old=current version)).

Notes:
- Goat: It is NOT ready to be animated yet! I am waiting on ElimiNator to provide a fixed texture as mentioned earlier. I don't want two persons working on it separately. :P

- Outrider: I did not texture the halberd yet. So, Archmage, if you want to go ahead and animate it, please do let me know as soon as you start so I'll only go on to texturing the halberd afterwards.

- Dragon slayer: @ Arch: I ask you to work on this one before the cannoneer. I actually lied on my earlier post! ;D It's not just the goat and the outrider that will be re-animated for Aglarond 0.2. The Dragon slayer will too! Why? Because we need to change the model to add team color!!! Which means we will need to re-animate it because the change implies animation (not just replacing a weapon and reexporting the current actions...). I had not mentioned this before because the Slayer's blend were not available (as wciow's link was broken). Here's the plan:
1. Add a cape to it! (please just add the cape, I don't want to steer too far away from wciow's original model, I think it would be somewhat disrespectful...).
2. Texture the cape in brownish color and then apply alpha-teamcolor to it. The cape will all be teamcolor. ;) I can do this part alright. ;)
3. The cape should be animated using clothes' physics - this is why I'd like you Arch to do it (I guess John.d.h could too but he hasn't said anything about wantig to model for this faction so... :P ). I don't have a clue on how a physics animated object should be made so I guess you're the best choice to model it. ;)
Not really related notes concerning the Dragon slayer:
I have balanced it to barely survive a direct confrontation with a Dragon (the Slayer will come out of it with 150-250 HP) but that makes him not effective against tech airships and the upcoming dwarven skyship. Being that this is the best dwarven anti-air unit, I need to boost his air attacks back up for the next release (working on it already).
I will make it a more interesting/useful unit by making it have a healing skill too (on 0.3 or 0.4), this will be the most mythical/magic unit of the Dwarf faction. ;)

- Cannoneer: Yeah, go ahead and give it a crossbow, Arch, but I suspect I won't like it! :P
« Last Edit: 12 April 2010, 10:24:19 by jda »

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Re: NEW Dwarf faction release: Aglarond 0.1.1
« Reply #119 on: 12 April 2010, 11:19:00 »
We don't need physics for a cape, I've never used physics on a cape in my life, I use armatures, and careful animation. ;D

You do all the texturing, I'll do the modeling and animation. :D

I'll do the cannoneer later... :scientist:
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Re: NEW Dwarf faction release: Aglarond 0.1.1
« Reply #120 on: 12 April 2010, 11:36:31 »
We don't need physics for a cape, I've never used physics on a cape in my life, I use armatures, and careful animation. ;D
If you say so... :P
Do note that if you place something on his back (like the crossbow, BTW how are you going to put both the battleaxe and the dragon staff together in the model anyway? :| ) that part of the cape will have to be moved differently when the weapon is on and off his back... You probably thought of it already.  8)

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You do all the texturing, I'll do the modeling and animation. :D
Deal!  :thumbup:

Quote
I'll do the cannoneer later... :scientist:
Ok. :)

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Re: NEW Dwarf faction release: Aglarond 0.1.1
« Reply #121 on: 12 April 2010, 12:28:15 »
I'll think of something....

So, where's the .blend? :look:
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Re: NEW Dwarf faction release: Aglarond 0.1.1
« Reply #122 on: 12 April 2010, 12:34:44 »
The .blend is still on wciow's blends only!  :P
I didn't even add the axe yet.

Do you want me to add the axe and put the blend up withOUT unorthodox (wciow's :O ) UI?...

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Re: NEW Dwarf faction release: Aglarond 0.1.1
« Reply #123 on: 12 April 2010, 15:24:33 »
Yah, that would be great! :)
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Re: NEW Dwarf faction release: Aglarond 0.1.1
« Reply #124 on: 13 April 2010, 21:06:32 »
I had some trouble getting around those blends wciow uses. But I did get it! ;)
Only it took me a good while so I didn't get the time to texture your axe as I wanted. I'll texture it together with the cape and also the dragon staff you might add, after you've added them. ;)

In the meanwhile, here's the blend:
http://www.mediafire.com/file/zwidnkqzozz/dragonslayer.R5.blend
I edited the Dragon slayer a bit (left arm and both shoulders, almost nothing). I also edited the proportions of your battleaxe (the handle/stick, I don't know how to translate this to English :P, is now wider and longer in comparison to the blade than it was before, but just a little).

Have fun! ;)

 

anything