Author Topic: Malevolent Rising - Remake  (Read 112902 times)

Mark

  • Guest
Re: Malevolent Rising v1.6
« Reply #400 on: 21 February 2011, 00:37:56 »
Looks good, but it is V-a-l-k-y-r-i-e.

ChupaReaper

  • Guest
Re: Malevolent Rising v1.6
« Reply #401 on: 21 February 2011, 00:52:50 »
Looks good, but it is V-a-l-k-y-r-i-e.
I know, I had spelt it like that on the website but spelt it wrong on the models textures, xml, etc, I could change it I guess lol!

ChupaReaper

  • Guest
UpdateL Malevolent Rising v1.6.4
« Reply #402 on: 22 February 2011, 02:13:07 »
The Blessings of Ambriel are complete! These are unique units that work very differently, first off they have no attacks, instead they use their emanations to drastially improve units. Am'Scrythe increases sight and attack range, Am'Heavi boosts harvesting and repair speeds and Am'Commore improves attack strength.
The image is linked from my website rather than ImageShack as it appears to be down or something, will upload to there and update this image later if anyone has problems seeing it, also try seeing the latest development on my website here:
Code: [Select]
[url=http://darkspectral.zxq.net/Games/MRiseHyperion.html#LatestDevelopment]http://darkspectral.zxq.net/Games/MRiseHyperion.html#LatestDevelopment[/url]
(click to show/hide)

Edit by Omega: Hotlinking your site does not appear to be working. Replaced with upload by Ultifd.
« Last Edit: 8 October 2016, 13:37:46 by filux »

ultifd

  • Airship
  • ********
  • Posts: 4,443
  • The Glest Video Guy :) The one and only. :P
    • View Profile
    • My Youtube Channel
Re: Malevolent Rising v1.6
« Reply #403 on: 22 February 2011, 02:19:13 »
Yeah, it's not working...but sounds cool!

ElimiNator

  • Airship
  • ********
  • Posts: 3,391
  • The MegaGlest Moder.
    • View Profile
Re: UpdateL Malevolent Rising v1.6.4
« Reply #404 on: 22 February 2011, 02:26:00 »
Here it is:
(click to show/hide)
« Last Edit: 8 October 2016, 13:38:38 by filux »
Get the Vbros': Packs 1, 2, 3, 4, and 5!

ultifd

  • Airship
  • ********
  • Posts: 4,443
  • The Glest Video Guy :) The one and only. :P
    • View Profile
    • My Youtube Channel
Re: UpdateL Malevolent Rising v1.6.4
« Reply #405 on: 22 February 2011, 04:20:13 »
Embedding still don't work, for me at least. Here it is:
(click to show/hide)

ChupaReaper

  • Guest
Re: Malevolent Rising v1.6
« Reply #406 on: 22 February 2011, 08:22:42 »
Thanks for the image uploads, ImageShack is working again now so it's up there but ultifd's image is working fine so I'll leave that there :D.

ultifd

  • Airship
  • ********
  • Posts: 4,443
  • The Glest Video Guy :) The one and only. :P
    • View Profile
    • My Youtube Channel
Re: Malevolent Rising v1.6
« Reply #407 on: 22 February 2011, 08:24:46 »
Free publicity ;) j/k

ChupaReaper

  • Guest
Re: Malevolent Rising v1.6
« Reply #408 on: 22 February 2011, 08:26:39 »
Free publicity ;) j/k
Lol nice!
Two units left and then I'm moving onto the Frost units brought to you by the Jotuun! Once that is done, I'll do a few final checks and then the Hyperion go online along with a Necribus update and an update to the core files, also I might include a build of GAE to show off the bump mapping system though it's not perfect yet it looks much nicer than without it I think.

ChupaReaper

  • Guest
Re: Malevolent Rising v1.6
« Reply #409 on: 24 February 2011, 01:43:30 »
I decided to upload a preview of the Hyperion so far, with most of their units on display. They're quite an interesting faction especially with their 'booster units'. Two units left to make then I'll move onto the Jotuun's side and add icy units which will be quite defence based.
(click to show/hide)
« Last Edit: 8 October 2016, 13:39:22 by filux »

Omega

  • MegaGlest Team
  • Dragon
  • ********
  • Posts: 6,167
  • Professional bug writer
    • View Profile
    • Personal site
Re: Malevolent Rising v1.6
« Reply #410 on: 24 February 2011, 02:52:40 »
Wow, looks great! Very nice use of bump maps.
Edit the MegaGlest wiki: http://docs.megaglest.org/

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

ElimiNator

  • Airship
  • ********
  • Posts: 3,391
  • The MegaGlest Moder.
    • View Profile
Re: Malevolent Rising v1.6
« Reply #411 on: 24 February 2011, 06:25:24 »
How are the walls done?
Get the Vbros': Packs 1, 2, 3, 4, and 5!

ChupaReaper

  • Guest
Re: Malevolent Rising v1.6
« Reply #412 on: 24 February 2011, 09:34:47 »
How are the walls done?

Walls are all separate units that can be built using multi-build, I also added thick walls which are 2x2 cells which can be built the same way only they're thicker. I've also added diagonal walls (not used in that screenshot) they only take up one cell but look nice when built diagonally, rotate can be used to change their direction.

ElimiNator

  • Airship
  • ********
  • Posts: 3,391
  • The MegaGlest Moder.
    • View Profile
Re: Malevolent Rising v1.6
« Reply #413 on: 24 February 2011, 18:50:32 »
Yah I added walls like that before, the AI dosent use them too well...
Get the Vbros': Packs 1, 2, 3, 4, and 5!

ChupaReaper

  • Guest
Re: Malevolent Rising v1.6
« Reply #414 on: 24 February 2011, 19:39:52 »
Yah I added walls like that before, the AI dosent use them too well...
Yeah they build random blocks here and there, but eventually if the AI gets redone, maybe they'll use them better.

ChupaReaper

  • Guest
Re: Malevolent Rising v1.6
« Reply #415 on: 2 March 2011, 02:45:29 »
I decided to finally spice up the MRise logo and icon a bit, the original was good but looked a bit plain, these also include the faction symbols, having the Necribus, Hyperion and Gians. The other two factions will have their symbols added to the logo when they're made in the future too.
Code: [Select]
[spoiler=Logo][img]http://img847.imageshack.us/img847/3229/mrise.png[/img][/spoiler]
[spoiler=Icon][img]http://img847.imageshack.us/img847/6589/mriseiconhd.png[/img][/spoiler]
« Last Edit: 8 October 2016, 13:39:45 by filux »

ChupaReaper

  • Guest
Malevolent Rising Update: v1.7
« Reply #416 on: 8 March 2011, 17:19:54 »
Finally finished the damn (winged) Unicorns! Pegasus (white), Munkir (gold) and Douma (blue-ish).
(click to show/hide)

For some reason the damn things wouldn't export to md5, it would literally take forever and crash Max, so eventually after spending a day and a half trying to fix the damn thing, I exported the model as obj and created a new Max file, imported only the skeleton from the old file and then imported the obj, redid the materials and then the exporter decided to work, I had to reweigh the bones and everything... Finally complete, now I can move on to the icy side of this faction...
« Last Edit: 8 October 2016, 13:40:08 by filux »

Zoythrus

  • Guest
Re: Malevolent Rising v1.7
« Reply #417 on: 8 March 2011, 19:10:06 »
i like your unicorns.....you made unicorns look awesome....

ElimiNator

  • Airship
  • ********
  • Posts: 3,391
  • The MegaGlest Moder.
    • View Profile
Re: Malevolent Rising v1.7
« Reply #418 on: 9 March 2011, 05:09:07 »
Is this for glest? If so how are you using md5? Also the screen shot is to bright.
Get the Vbros': Packs 1, 2, 3, 4, and 5!

ChupaReaper

  • Guest
Re: Malevolent Rising v1.7
« Reply #419 on: 9 March 2011, 06:48:04 »
Is this for glest? If so how are you using md5? Also the screen shot is to bright.
I'm only using md5 to convert my skeletal animations from 3ds max to blender so I can export to g3d from there. Also it's meant to be quite bright as those units are meant to look all shiny and light, etc.

ChupaReaper

  • Guest
Re: Malevolent Rising v1.7.1
« Reply #420 on: 9 March 2011, 23:00:45 »
First Frost units added, the Arix:
(click to show/hide)
They're small flying melee units, weak and cheap to produce, basically the melee spam units of the Hyperion.
« Last Edit: 8 October 2016, 13:40:35 by filux »

firas724

  • Guest
Re: Malevolent Rising v1.7
« Reply #421 on: 10 March 2011, 13:48:27 »
Cool!!! cant wait for the faction release!!

ChupaReaper

  • Guest
Re: Malevolent Rising v1.7
« Reply #422 on: 10 March 2011, 15:40:52 »
Cool!!! cant wait for the faction release!!
Shouldn't be too long now, not much left to do...

ultifd

  • Airship
  • ********
  • Posts: 4,443
  • The Glest Video Guy :) The one and only. :P
    • View Profile
    • My Youtube Channel
Re: Malevolent Rising v1.7
« Reply #423 on: 10 March 2011, 22:38:24 »
Awesome! Although I wonder if you should wait a few more weeks for GAE 0.4 for a release...
Anyways, can you give an estimate of the size now?

ChupaReaper

  • Guest
Re: Malevolent Rising v1.7
« Reply #424 on: 10 March 2011, 23:09:55 »
I'm using the GIT-Master so I'm keeping on top of the new features, but will take my time to add these last units so I can release around the same time as GAE 0.4, I might just release a little update when 3.4 comes out if there's anything significant.
As for file size, it'll probably be around the same as last time, maybe a bit more due to the normal and specular maps and also there's an entirely new Hyperion faction pack to download but all factions should have a similar file size, though with png being used more in the second faction, the file size will be reduced a bit more, eventually I'll convert all to png (the Gians and factions after will be pure png).

What makes all the filesize is the g3d format really though, before releasing I'm going to have to butcher some of my animations so both factions can work in the same game again (at the minute if I play a game with Hyperion and Necribus both in it crashes and closes without an error prompt unless I remove enough g3d models to free space, this can be stopped by reducing the size of g3ds by removing a ton of animation frames, at the minute it's ~30 I'm going to halve this and less than 15-20 will ruin most animations, g3d has good interpolation but not enough). This is why I've been going on about the md5 format a lot recently, with this hopefully model overloading wont be as big of a problem as I'm struggling to get 2 of my factions in game, with all 5 there is no chance.