Welcome to the Glest Tools FAQ. If I missed anything important, say so and I'll add it. Here we go.
What all needs to be included to make a mod?Typically, a complete mod includes models, textures, animations, icons, music, sounds, and XML files.
Is that as hard as it sounds?None of it is overly difficult, but it will require you to learn a lot of new things you've probably never seen before, and it will take a lot of time if you're starting from scratch. However, it can be done, and there has been a lot of great work from people who started modding Glest with no prior knowledge of any of the necessary steps. I'm one example, and there are others.
What programs do I need?To do a complete modification, you need a modeling and animation program, something to create 2D images such as textures and icons, a text editor for working with XML files, and the g3d export script. These are the bare minimum, but there are other useful tools. The standard set used here is Blender for modeling and animating, GIMP for creating 2D images, Notepad++ or gedit for XML. Additional useful tools include Audacity for sounds, the g3d viewer, 7zip for archiving, and some plugins for GIMP.
Where can I get these tools?Notepad++:
http://sourceforge.net/projects/notepad-plus/files/Blender:
http://www.blender.org/download/get-blender/Audacity:
http://audacity.sourceforge.net/download/The GIMP:
http://www.gimp.org/downloads/Glest Tools:
[url=http://www.filefront.com/14631195/GTP_1.0.exe]http://www.filefront.com/14631195/GTP_1.0.exe[/url]
(includes map editor, GAM, g3d viewer, Export Script, and Import Script in an installer)
GIMP Resynthesizer plugin:
http://www.logarithmic.net/pfh/resynthesizerGIMP Lower Frequency plugin:
http://registry.gimp.org/node/24636On Debian-based GNU/Linux operating systems (such as Ubuntu), most of these should be available from your package manager, and those that aren't should install and run using Wine.
Can I use different programs from those recommended?For modeling, Blender is highly recommended, unless you're already a pro with another program. Blender is available for no cost and is free and open-source software. Additionally, it is what most of us use, so if you have a question, we're much more likely to know the answer if you're using Blender, and it makes collaboration much easier. Finally, the only program that supports the g3d export script in its current version, so you'll need a copy of it anyway. Some artists have had success working in other programs (like GMAX) and using an intermediary format like md5, then using Blender to export, but obviously this is inconvenient. See
[url=https://docs.megaglest.org/Other_Modelling_Tools]here[/url]
. Older versions of 3DS also have a working script. For textures, Paint.NET and Adobe Photoshop both work, and Adobe Fireworks can be used for icons, but GIMP is recommended for most of the same reasons as Blender. For XML files, any text editor should work, even very basic ones like Notepad, Vim, and Nano. However, Notepad++ makes things a bit easier with syntax highlighting and other nice features. On Linux, gedit works just as well (I use it), and Kate probably does too.
Where can I find some tutorials?Eventually I plan on putting together some really good tutorials for all the necessary steps, but until then the ones on
[url=http://glestguide.co.cc]glestguide.co.cc[/url]
should be good enough for the basics.
What kinds of licenses can I use for my work?If you're using anything from Magitech, then you have to use CC-By-SA or a compatible license. If you're using anything from another artist, check with that artist. If everything in your mod was made by you from scratch or from public domain sources, then you can license it however you want.
How should I license my mod/work?Glest is a free and open-source game and all the original content is under CC-By-SA. This is the same license that most mod creators in the Glest community use, and it is what I personally recommend. This license lets you keep more control over your work than a public domain or CC0 license would, while allowing other people to use it and fostering an atmosphere of openess and sharing. Most of us consider that to be a good thing. With that said, you can license your mod or work under any license allowed by law.
Can I sell my mod?If you are the creator of all the content in your mod, you may sell it and do with it whatever you want. Otherwise, check the licenses of all your sources. If it is under any Creative Commons license, then you may sell it UNLESS the license contains a Non-Commercial (NC) clause. For example, CC-By-SA is fine, but CC-By-NC may not be sold without permission.
How do I share my mod with the community?Simply compress it, upload it, and share the link on the Mods board. For compression, 7zip is probably your best bet, and we typically use the 7z format because it offeres the best compression ratio. For uploading, we like Filefront and Mediafire, so either of those will do fine. Feel free to post it on
ModDB.com as well.
Where can I find more information?The forum,
the wiki, and
[url=http://glestguide.co.cc]the Glest Guide[/url]
.
I just added or modified a texture, and now Glest and/or the g3d viewer crashes when loading the unit. What's up with that?This usually means that you have RLE compression turned on, or that your texture is in the wrong format or wrong location. Open up your texture file, save it as a targa (*.tga) file, and make sure the check-box for RLE compression is empty (not checked), and that the location is in the same folder as the g3d files that use that texture. (Note: When working with the GIMP, it's best to save your working copy as *.xcf and use the "save a copy" function to save it as a targa. This lets you keep your layers intact between sessions.) Another possible problem is capital letters. Glest does not like capital letters in file names, so make sure everything is in lower-case, including file extensions. This means that something.g3d is fine, but Something.G3D is not.
I'm viewing my unit in either the g3d viewer or in Glest, and it's not showing up, or parts of it are missing. What's up with that?This usually means that either 1.) you didn't have the objects selected in Blender when you exported, or 2.) you didn't triangulate all the faces. To fix this, open up your blend file. Select a mesh object, go into edit mode, select all faces, and hit "ctrl t". This converts all of the quadrangular (four-sided) faces to triangles so Glest can see them. Repeat the process for all your mesh objects. Once you've done that, select all the objects you want to include, and export.
There's probably a ton of stuff missing, so post your ideas.
Edit by Omega: Updated Glest Guide links