Author Topic: Malevolent Rising - Remake  (Read 112900 times)

Zoythrus

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Re: Malevolent Rising v1.6
« Reply #375 on: 9 February 2011, 16:01:55 »
hey Chupa, do you think that you could make a fully independent installer version? i dont want to wreck my version of GAE to play your mod.

ChupaReaper

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Re: Malevolent Rising v1.6
« Reply #376 on: 9 February 2011, 17:03:26 »
hey Chupa, do you think that you could make a fully independent installer version? i dont want to wreck my version of GAE to play your mod.

I'll release the core files with a GAE engine ready so it can all be extracted into its own directory someone separate from your GAE.

Omega

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Re: Malevolent Rising v1.6
« Reply #377 on: 9 February 2011, 22:59:04 »
hey Chupa, do you think that you could make a fully independent installer version? i dont want to wreck my version of GAE to play your mod.

I'll release the core files with a GAE engine ready so it can all be extracted into its own directory someone separate from your GAE.
I recommend you release the core files as an addon, then all someone has to do is install another GAE to a different folder and put that addon in their addons folder (or, just place the core files in the addons folder in your regular install. The addon can simply be removed, and I think someone mentioned a addon chooser might be appearing in the future?
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Mr War

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Re: Malevolent Rising v1.6
« Reply #378 on: 9 February 2011, 23:03:45 »
this mod looks very interesting, I like the contrasting feel of the two factions

ChupaReaper

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Re: Malevolent Rising v1.6
« Reply #379 on: 9 February 2011, 23:05:29 »
The whole of Necribus, the Tilesets and what there is of the Hyperion are now fully bump mapped with specular maps ready along with occlusion and displacement maps (using CrazyBump!) The current git supports normal maps but they come out odd but then next version I think has that corrected along with specular support, the displacement and occlusion and there for any future opportunities (suffixes used are _normal, _specular, _occ and _dis).
Issues so far are bump maps don't work with translucent textures (they become opaque) and unit colours are off but I'll wait for the next git or whatever before I go posting any bugs about this.
The models rendered in blender with their maps applied look stunning so I can't wait for the next release. Unfortunately the file size has gone up a bit (not too much as the models weigh more than the textures).
Still laggy with 256 and 512 maps unfortunatly, with one player in the game it lags just about playable, with more than one it lags up worse and worse until even the music begins to jump, I would make this project lighter if I could but I wan tit to be a huge game, 128 maps with 8 players and two factions works perfectly though so that's good and the new shroud of darkness is excellent.

I think I will release with addon directory compatibility too, people who want it can just download a new copy of GAE, an installer would be quite big too.

Lol been typing this and had 2 replies whilst typing! Yep the two factions are meant to feel almost opposite and very different (the new mouse cursors and loading screens with tips make them feel even more different too) and there's 3 more factions planned too!

firas724

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Re: Malevolent Rising v1.6
« Reply #380 on: 14 February 2011, 16:49:45 »
Can you add Cthulhu and Godzilla to this mod? plz I want them badly
(I want to see the small little foes cry in front of the huge Cthulhu and Godzilla)
« Last Edit: 14 February 2011, 16:51:48 by firas724 »

ChupaReaper

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Re: Malevolent Rising v1.6
« Reply #381 on: 15 February 2011, 01:47:31 »
Can you add Cthulhu and Godzilla to this mod? plz I want them badly
(I want to see the small little foes cry in front of the huge Cthulhu and Godzilla)
Hmm, I don't think Godzilla will fit in, once all the factions are complete I'm going to be adding a lot of different dragons to each of them, so though they're not Godzilla, they're big, scaley and breath fire!
As for Cthulhu,  he wont be in but squid like giant slimey things will be with the Vestirus faction much later on as they're all about water and fire.
But yea, no Cthulhu or Godzilla lol, don't want Cartman, I mean the Coon coming along into Glest (South Park reference for those who haven't seen the latest series!)

Hagekura

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Re: Malevolent Rising v1.6
« Reply #382 on: 15 February 2011, 02:41:41 »
Oh, No godzilla... but is it possible to introduce Barbara Streisand into your mod?  :O
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firas724

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Re: Malevolent Rising v1.6
« Reply #383 on: 15 February 2011, 05:47:46 »
k, but is the Vestirus all giants?
« Last Edit: 15 February 2011, 05:50:49 by firas724 »

ChupaReaper

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Re: Malevolent Rising v1.6
« Reply #384 on: 15 February 2011, 10:43:02 »
Barbara Streisand would be an awesome unit. A South Park Glest mod would be amazing lmao!
The Vestirus are the fourth faction I'll be making and they're the joint forces of the Khajiit (cat people, the fire specialists) and the Aquarians (amphibious spiky shell people who are of course the water specialists).
At the minute I've finished the Necribus which are Werewolves and Satyrs, the new Werewolf model is just about done, I put a lot of effort into modelling from just about scratch then texturing and bump mapping and finally rigging and animating them, got to love the new 3ds max 2011 which is backwards compatible with 2010).
The Giants you're referring to are the Jotuun who are allied with the Angels to make the current faction I'm working on, the Hyperion.
« Last Edit: 15 February 2011, 10:45:36 by ChupaReaper »

ChupaReaper

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Update: Malevolent Rising v1.6.50
« Reply #385 on: 15 February 2011, 21:47:11 »
Ok so I've spent the last few days working on my own nice and new Werewolf Model! I looks much better than the scrappy old model, the werewolves looked more like skinny alien things lol.
They are working in game perfectly but I thought I'd also show off the new loading tips too!
(click to show/hide)
« Last Edit: 8 October 2016, 13:35:39 by filux »

Kashi

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Re: Malevolent Rising v1.6
« Reply #386 on: 15 February 2011, 21:58:32 »
The new werewolf model is definitely an improvement, they look more "werewolfy" if that makes sense. I prefer them!  :)

ChupaReaper

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Re: Malevolent Rising v1.6
« Reply #387 on: 15 February 2011, 22:20:22 »
The new werewolf model is definitely an improvement, they look more "werewolfy" if that makes sense. I prefer them!  :)
Lol, nice to see you joined!

Omega

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Re: Malevolent Rising v1.6
« Reply #388 on: 16 February 2011, 03:33:51 »
The models look fantastic! Coincidentally, I'd love if you'd upload just that model as a mapping demo. ;)
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ChupaReaper

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Re: Malevolent Rising v1.6
« Reply #389 on: 16 February 2011, 13:05:45 »
The models look fantastic! Coincidentally, I'd love if you'd upload just that model as a mapping demo. ;)
Mapping demo as in a recording of how it's all done (rigging, converting from max to blender, etc) or do you want the 3ds max and blender files?

firas724

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Re: Malevolent Rising v1.6
« Reply #390 on: 18 February 2011, 15:29:23 »
when are the forums going to get ready?

ultifd

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Re: Malevolent Rising v1.6
« Reply #391 on: 19 February 2011, 02:33:07 »
when are the forums going to get ready?
What do you mean?

Hagekura

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Re: Update: Malevolent Rising v1.6.50
« Reply #392 on: 19 February 2011, 08:07:51 »
Ok so I've spent the last few days working on my own nice and new Werewolf Model! I looks much better than the scrappy old model, the werewolves looked more like skinny alien things lol.
They are working in game perfectly but I thought I'd also show off the new loading tips too!
(click to show/hide)
Wow awesome JINROHs...  :thumbup:
I'm impressed his scythe is very detailed. I also wish to see your mapping demo video!
« Last Edit: 8 October 2016, 13:36:07 by filux »
Bushido to iu wa shinu koto to mitsuketari.

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ChupaReaper

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Update: Malevolent Rising v1.6.3
« Reply #393 on: 19 February 2011, 13:24:06 »
Finally done the Valkeries, the Hyperion production is back on track! They're basically the winged angels everyone's been wanting :D!
(click to show/hide)
Check out the latest update info on my website here:
Code: [Select]
[url=http://darkspectral.zxq.net/Games/MRiseHyperion.html#LatestDevelopment]http://darkspectral.zxq.net/Games/MRiseHyperion.html#LatestDevelopment[/url]
I'm guessing by mapping people mean the bump and specular maps? If so CrazyBump does it all for you, but on a 30 day trail :( but there's probably a nice way around that lol! There's also Photoshop plugins for Bump maps but they're dodgy with CS5 64bit versions. CrazyBump: http://www.crazybump.com/
« Last Edit: 8 October 2016, 13:37:09 by filux »

firas724

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Re: Malevolent Rising v1.6
« Reply #394 on: 19 February 2011, 15:13:28 »
when I try to enter     Dark Spectral forums it does not work why is that?

ChupaReaper

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Re: Malevolent Rising v1.6
« Reply #395 on: 19 February 2011, 15:35:03 »
when I try to enter     Dark Spectral forums it does not work why is that?
They've been down for quite a while now, there wasn't enough activity on them for me to keep them going.
Edit: Actually that's a bad link to the old Forums, I made a new one last year which should still be up: http://darkspectralforums.myfreeforum.org/index.php?sid=bbb5cb0d8de0718eddc3bf72f152d244
It needs a nice template and some organisation but it's functional.
The old one was made of the vBulletin stuff but my free web host didn't appreciate it lol, so this is the alternative, I'll update the link on my website.
Edit: I've updated the link, it should all lead to the working forums now!
« Last Edit: 19 February 2011, 15:59:56 by ChupaReaper »

Hagekura

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Re: Malevolent Rising v1.6
« Reply #396 on: 19 February 2011, 19:29:35 »
Omg the Valkeries are so beautiful... ;D
Thank you for the link to the photoshop plug-in!
Bushido to iu wa shinu koto to mitsuketari.

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ChupaReaper

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Re: Malevolent Rising v1.6
« Reply #397 on: 20 February 2011, 08:53:41 »
Omg the Valkeries are so beautiful... ;D
Thank you for the link to the photoshop plug-in!
Thanks, the Hyperion are a pretty um pretty faction lol!
And CrazyBump is a stand alone application but the photoshop plugin can be found here: http://developer.nvidia.com/object/photoshop_dds_plugins.html

Kashi

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Re: Malevolent Rising v1.6
« Reply #398 on: 20 February 2011, 12:14:53 »
Aw WOW! how pretty are the Valkeries? ^_^  :)

Gabbe

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Re: Malevolent Rising v1.6
« Reply #399 on: 20 February 2011, 19:48:13 »
GimpGotPluginForBumpMapsForFreeJustSayin`