Author Topic: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)  (Read 165805 times)

Pizza90

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Re: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
« Reply #550 on: 3 June 2012, 11:53:25 »
Prego :) Hagekura i meant what Omega said in the last part of his message. Compressing the textures used (before to apply them) through an online tool (just google "png compressor" ) or a software (there are opensource programs too for linux and windows i think).  You lose some quality but images gets lighter!

@Omega: i think that only in GAE the mods are compressed or am i wrong? In Megaglest the factions are not stored in a zipped folder!

Arrivederci! :)
I translated Megaglest in italian and i keep the translation updated.

Ishmaru

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Re: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
« Reply #551 on: 3 June 2012, 17:57:32 »
Mods from MG mod menu are 7z archives.

Hagekura: How many keyframes do u use on average? Maybe that has a bit of weight to it?

And great concept art BTW!
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Hagekura

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Re: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
« Reply #552 on: 4 June 2012, 01:49:22 »
Thank you for the Information Omega. The PNGGauntlet sounds very good tool. :thumbup: I will use it.

Pizza, as Ishmaru says, Mods downloaded by MG are 7-zipped, so using tga format won't suffer receiving the archive from the server. and think of that most of today's computers have hundreds of gigabytes of disk spaces, The sizes of TGA textures won't be so serious problem even after an extract, IMO. Even though I'm taking care about my mod's texture sizes.
Anyway, to sum up the opinions about texture format in the forum, It seems PNG has advantages over TGA. so I will try to convert my mod's textures into PNG format. Stammi bene! :)

Mods from MG mod menu are 7z archives.

Hagekura: How many keyframes do u use on average? Maybe that has a bit of weight to it?

And great concept art BTW!
Thank you!
In general I use a small amount of keyframes in my unit models. For a walking animation, I use only 4 keyframes, and about 10 to 20 or less keyframes for attacking/dying animations.
But I think having many keyframes won't  be a serious impact for in-game frame rate.
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Ishmaru

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Re: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
« Reply #553 on: 5 June 2012, 13:52:51 »
Thank you!
In general I use a small amount of keyframes in my unit models. For a walking animation, I use only 4 keyframes, and about 10 to 20 or less keyframes for attacking/dying animations.
But I think having many keyframes won't  be a serious impact for in-game frame rate.

Wow only 4 keyframes?, I thought you needed at least 10 for it to look good. Since yours is on the low end it probably wont make a difference, Most of my animations are between 20 - 40 keyframes (so the animation is smooth) so it becomes more noticeable in larger amounts.
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ultifd

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Re: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
« Reply #554 on: 12 October 2012, 04:29:22 »
So, after playing Okami I found a trailer of a PS Vita game and then, well...  ::)
https://www.youtube.com/watch?v=3uDslBYKzrg

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Re: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
« Reply #555 on: 12 October 2012, 06:16:50 »
Hi ultifd It's good to see you again!

So, after playing Okami I found a trailer of a PS Vita game and then, well...  ::)
https://www.youtube.com/watch?v=3uDslBYKzrg
As I recall, Me also have heard the song before. :O
In fact the song is the one created by Japanese amateur composer Hamaya. maybe he provided the dev team the song.
Hamaya's site: SHW free music http://shw.in/

btw Okami had quite am impressive soundtracks. I remember. My favorite bgm are "The sun rises" and "Ryoshima Plains".
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Pizza90

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Re: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
« Reply #556 on: 22 June 2013, 17:20:24 »
Any update Hagekura?I hope you didnt stop working on this faction!:)
I translated Megaglest in italian and i keep the translation updated.

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Re: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
« Reply #557 on: 22 June 2013, 21:56:17 »
I also found some bugs which you could fix :)

if i start Japanese i get this:

Code: [Select]
[2013-06-22 22:00:58] *ERROR* In [model.cpp::loadMeshTexture Line: 721] Error v4 model is missing texture [/home/tscharn/.megaglest/techs/japanese/factions/japanese/units/taketaba_gunner/../castle/models/muzzleflash.tga] textureFlags = 1 meshIndex = 10 textureIndex = 0 modelFile [/home/tscharn/.megaglest/techs/japanese/factions/japanese/units/taketaba_gunner/../castle/models/taketaba_teppo_death.g3d]
[2013-06-22 22:00:58] *ERROR* In [model.cpp::loadMeshTexture Line: 721] Error v4 model is missing texture [/home/tscharn/.megaglest/techs/japanese/factions/japanese/units/teppo_ashigaru/../castle/models/muzzleflash.tga] textureFlags = 1 meshIndex = 0 textureIndex = 0 modelFile [/home/tscharn/.megaglest/techs/japanese/factions/japanese/units/teppo_ashigaru/../castle/models/arquebuseridle.g3d]
[2013-06-22 22:00:58] *ERROR* In [model.cpp::loadMeshTexture Line: 721] Error v4 model is missing texture [/home/tscharn/.megaglest/techs/japanese/factions/japanese/units/teppo_ashigaru/../castle/models/muzzleflash.tga] textureFlags = 1 meshIndex = 0 textureIndex = 0 modelFile [/home/tscharn/.megaglest/techs/japanese/factions/japanese/units/teppo_ashigaru/../castle/models/arquebusermove.g3d]
[2013-06-22 22:00:58] *ERROR* In [model.cpp::loadMeshTexture Line: 721] Error v4 model is missing texture [/home/tscharn/.megaglest/techs/japanese/factions/japanese/units/teppo_ashigaru/../castle/models/muzzleflash.tga] textureFlags = 1 meshIndex = 0 textureIndex = 0 modelFile [/home/tscharn/.megaglest/techs/japanese/factions/japanese/units/teppo_ashigaru/../castle/models/arquebusermove.g3d]
[2013-06-22 22:00:58] *ERROR* In [model.cpp::loadMeshTexture Line: 721] Error v4 model is missing texture [/home/tscharn/.megaglest/techs/japanese/factions/japanese/units/teppo_ashigaru/../castle/models/muzzleflash.tga] textureFlags = 1 meshIndex = 1 textureIndex = 0 modelFile [/home/tscharn/.megaglest/techs/japanese/factions/japanese/units/teppo_ashigaru/../castle/models/taketaba_teppo_morph.g3d]
[2013-06-22 22:00:58] *ERROR* In [model.cpp::loadMeshTexture Line: 721] Error v4 model is missing texture [/home/tscharn/.megaglest/techs/japanese/factions/japanese/units/teppo_ashigaru/../castle/models/muzzleflash.tga] textureFlags = 1 meshIndex = 0 textureIndex = 0 modelFile [/home/tscharn/.megaglest/techs/japanese/factions/japanese/units/teppo_ashigaru/../castle/models/arquebuser_deathb.g3d]
[2013-06-22 22:00:58] *ERROR* In [model.cpp::loadMeshTexture Line: 721] Error v4 model is missing texture [/home/tscharn/.megaglest/techs/japanese/factions/japanese/units/teppo_ashigaru/../castle/models/muzzleflash.tga] textureFlags = 1 meshIndex = 0 textureIndex = 0 modelFile [/home/tscharn/.megaglest/techs/japanese/factions/japanese/units/teppo_ashigaru/../castle/models/arquebuserdeath.g3d]
[2013-06-22 22:00:58] *ERROR* In [model.cpp::loadMeshTexture Line: 721] Error v4 model is missing texture [/home/tscharn/.megaglest/techs/japanese/factions/japanese/units/teppo_ashigaru/../castle/models/muzzleflash.tga] textureFlags = 1 meshIndex = 0 textureIndex = 0 modelFile [/home/tscharn/.megaglest/techs/japanese/factions/japanese/units/teppo_ashigaru/../castle/models/arquebuserb_deathc.g3d]

So i think muzzleflash.tga is missing. Maybe its the muzzleflash.tga in the teppo_ashigaru Unit.
I can play normally but i think you should fix this.
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Hagekura

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Re: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
« Reply #558 on: 24 June 2013, 11:22:01 »
First, I want to apologize that I have long-time derelicted this mod and away from this forum.

Pizza, I had continued working on the mod, but since the Earthquake and Accident of the nuclear plant, many things have been changing in this country.
Do you remember that I told making this mod is a hobby purpose for me? well, I have my life and I can't expense my life for my hobby. Perhaps this is the limitation of the independent project.   :-\

I feel sorry for people who have been waited completion of this mod. especially for megaglest team members they supported me so much. But I'm thankful for all of you remembered about this mod. I hope someday I can have room to breathe to continue working on this mod again.

>>PT
The muzzleflash texture problem is already solved in my current working version.
I will upload the new one sooner or later, but due to my condition I have stated above, I can't do this now.
Please wait. Thanx.
Bushido to iu wa shinu koto to mitsuketari.

Japanese Faction Mod

Pizza90

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Re: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
« Reply #559 on: 24 June 2013, 21:26:19 »
Hey Hagekura i am glad you are still active :)

I hope you and your family are fine, i hope i didn't sound pretending with the earlier post, i just hoped the development was still active ;)
I translated Megaglest in italian and i keep the translation updated.

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Progress
« Reply #560 on: 11 January 2015, 14:02:18 »
The modding process was suspended for the past few years, mainly due to my bread-and-butter issues and a decrease in motivation.
Still, I made several changes and Improvements in the mod and hopefully I may be able to upload a new version of this mod.
Which will includes improved particle effects, animations and sound effects, gameplay fixes, and two new units:
Houroku Thrower (A guy with a throwing explosive shell).

and

Wakiyari (Samurai retainer spearman, Squire of a Samurai).


I can't tell the exact time when I will be able to upload the new one, since I don't want to make an empty promise, but I will upload it before too long.
Bushido to iu wa shinu koto to mitsuketari.

Japanese Faction Mod

wciow

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Re: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
« Reply #561 on: 11 January 2015, 16:46:25 »
Good stuff Hagekura, nice to see this faction is still being developed  :thumbup:
Check out my new Goblin faction - https://forum.megaglest.org/index.php?topic=9658.0

Carl the Great

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Re: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
« Reply #562 on: 12 January 2015, 00:24:32 »
Hagekura-san, I have to say, this mod is great (quality and all).

I have some questions:
Are the Houroku throwers will have the same damage as the bombs the Shinobi currently has? You forgot to put the upgrade requirement for the bomb command in Shinobi.
Does the morphing system (Nagae>Samurai, precisely) change in the next version?
Why does this mod have the "gu" character all over the place? It's a counter for armor, they used various crests in the period.

And the for the sound, I am aware of that: Tsubute have the Yumi Ashigaru sounds, some Ikki/Shinobi voices have unusual bass, a few I know.

I hope the next release is better than the current one. Ganbare!
Thanks!  ;)

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Re: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
« Reply #563 on: 12 January 2015, 07:15:57 »
Good stuff Hagekura, nice to see this faction is still being developed  :thumbup:
Thank you wciow! :thumbup:


Hallo Carl the Great san.

About your questions,
 
Are the Houroku throwers will have the same damage as the bombs the Shinobi currently has? You forgot to put the upgrade requirement for the bomb command in Shinobi.
The houroku throwers will have fairly-low damages than the shinobi's bomb.
And from the beginning, I've never planned to put an upgrade-requirement for shinobi's bomb command,but since balancing about shinobi's bomb power is often comes up for discussion, I'll consider to put certain upgrade which allows shinobi to use the bomb.

Does the morphing system (Nagae>Samurai, precisely) change in the next version?
Why does this mod have the "gu" character all over the place? It's a counter for armor, they used various crests in the period.
Nagae can be morph/promote to Wakiyari instead of Samurai in the next version.
The "gu" character simply comes from the initial of the "Guresuto", japanese pronounce of Glest.
It ocured me to use the real symbols of Daimyos and samurais of the time, but I didn't want to call up players the specific clan of actual sengoku clans. So in this mod, the faction is a generic Japanese "Glest" clan.

And the for the sound, I am aware of that: Tsubute have the Yumi Ashigaru sounds, some Ikki/Shinobi voices have unusual bass, a few I know.
I haven't made a voices for tsubute, so I used Yumi Ashigaru's instead.
Most of voices used in this mod are my own voices, but I'm an amateur, I myself unsatisfied with their current qualities. Maybe I'll retake the voices, though It'll be quite a chore.

I hope the next release is better than the current one. Ganbare!
Arigato gozaimasu. Ganbarimasu! :thumbup:

Regards,
Hagekura
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titi

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Re: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
« Reply #564 on: 12 January 2015, 11:00:30 »
Just as a hint: The boost system of 3.9.1 was not working as expected. This is fixed in current git version ( and in beta2 too ) . You maybe need to rebalance some things... :)

and welcome back Hagekura!
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Re: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
« Reply #565 on: 12 January 2015, 18:30:39 »
 Hagekura that sounds almost too good to be true. ;D  The head-bangers, if that is true.  :thumbup: :D
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Hagekura

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Re: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
« Reply #566 on: 13 January 2015, 10:55:08 »
Just as a hint: The boost system of 3.9.1 was not working as expected. This is fixed in current git version ( and in beta2 too ) . You maybe need to rebalance some things... :)

and welcome back Hagekura!
Danke Herr! ;D

I'm trying to take advantages of new MG features to the mod, but a long time has elapsed since I left modding, so It'll take a while to catch up.

I have glanced around the updated MG features, It seems a lot of attractive features had benn added to the newest MG! There are sufficient for get me motivated and continue modding work. My hat's off to you for your brilliant job!

As for now, The camera shaking feature is what makes me fascinating about. I have tried to attach camera shake for Teppo Ashigaru and Cannon's attack skills, and It worked very finely! Thanks go out to titi_son for adding this feature! :thumbup:

Hagekura that sounds almost too good to be true. ;D  The head-bangers, if that is true.  :thumbup: :D
Hi atze, How have you been?
The next update of the JPfaction, It won't be so flashy since I couldn't work on it for years, but It'll surely be better than the previous one, I'm certain of it. :)
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Japanese Faction Mod

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Re: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
« Reply #567 on: 10 June 2015, 08:31:54 »
I, and surely almost everyone else around here, am very much looking forward to it. :)
The Japanese are still one of my preferred mods (next to Ishmaru's stand-alone games and Atzes' "Prax" - though I haven't actually tried Titi's latest mod, yet).
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Hagekura

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Re: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
« Reply #568 on: 22 June 2015, 21:23:15 »
Thanks. I'm sorry about not being able to update it soon.
Recently, My PC faced an serious error and I had to reinstall the OS (Curse windows!). Although I have backed-up most of mod datas, My developing environment was wiped out by this event. I got pretty much discouraged. but I hope to continue the development, as long as there is someone waiting for this mod.

I have recorded new voice samples for units. as I wrote in past, I'll replace most of Units voices with new ones.
Here are some samples:
(click to show/hide)

They are not polished yet, I'll edit them and use them in next update.
Bushido to iu wa shinu koto to mitsuketari.

Japanese Faction Mod

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Re: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
« Reply #569 on: 23 June 2015, 16:54:55 »
Nice new sounds! You should ask a neighbor or friends to get different voices. I did this and it was very useful. Just write on a paper what they have to say and then record them. its done in 2 minutes for them and you get good results :D.
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Re: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
« Reply #570 on: 23 June 2015, 16:57:49 »
Nice sounds. One thing that "I don't like" (I can't find a softer word) in this faction is sounds in building selection, they were bit loud, I hope you fix them.

Thanks.
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Re: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
« Reply #571 on: 23 June 2015, 17:06:46 »
...as long as there is someone waiting for this mod....
I am also waiting. Even better japanese mod = :thumbup: :).

...Recently, My PC faced an serious error and I had to reinstall the OS (Curse windows!). Although I have backed-up most of mod datas...
git repository is recommended against data loss  ;)

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Re: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
« Reply #572 on: 24 June 2015, 22:16:01 »
LookING forward to seeing updates to this awesome mod!
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Re: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
« Reply #573 on: 25 June 2015, 03:54:14 »
Liked the "Namu amida butsu" sound. Reminds me of the narrator saying that in the drama series "Hissatsu Shiokinin".
You already released the Spanish sound effects, are those going to be in the Spanish units (priest and musketeer) in the future? What would they look like, aren't they like those Portuguese musketeers in Total War: Shogun 2? Will the musketeers have a secondary melee attack?

I'm still waiting for this mod's next release. Do you have any more screenshots of new units, anything? Much appreciated to see them.
Thanks!  ;)

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Re: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
« Reply #574 on: 26 June 2015, 15:30:05 »
Nice new sounds! You should ask a neighbor or friends to get different voices. I did this and it was very useful. Just write on a paper what they have to say and then record them. its done in 2 minutes for them and you get good results :D.
Vielen Dank! I'd like to do so, but It's hard coz my japanese friends tends to shy, and If I ask them volunteer their voice for mod, I'll be assumed as freaky gamer geek. 99% of Japanese even never know what the "Modding" is. I've never telled about this mod to my family or friends or anyone around I. though this Idea is worth for considering, even if I take that risk.

Nice sounds. One thing that "I don't like" (I can't find a softer word) in this faction is sounds in building selection, they were bit loud, I hope you fix them.

Thanks.
A great advice. I'll tone down them in next release. Thx.

...as long as there is someone waiting for this mod....
I am also waiting. Even better japanese mod = :thumbup: :).

...Recently, My PC faced an serious error and I had to reinstall the OS (Curse windows!). Although I have backed-up most of mod datas...
git repository is recommended against data loss  ;)
Thanks bro. may github save the datas, but couldn't save developing enviroments includes many softwares (ex. I mainly use Photoshop, Blender, Notepad++, Soundengine, and many others, ofcourse MegaGlest itself). I'm trying to recover them, but settings of these softwares I tuned also vanished with crush of the PC. It'll be quite a chore to put them back in place... :(
LookING forward to seeing updates to this awesome mod!
:thumbup:
Bushido to iu wa shinu koto to mitsuketari.

Japanese Faction Mod