Author Topic: Imperial 2 tech tree (***Full Release*****)  (Read 83644 times)

will

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Re: Imperial Faction (alpha testing mod released)
« Reply #100 on: 5 March 2011, 12:39:24 »
A kite with canards?  That is redefining  8)

A lot of fun units

Is that 4-pose from g3d_viewer?  If not, do all the struts in the wings show up in the game?

Mr War

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Re: Imperial Faction (alpha testing mod released)
« Reply #101 on: 5 March 2011, 12:49:41 »
Um not canards, they'd be in front. By thanks man

The 3 view is from the viewer and the struts show up well - it's using the transparency trick

Gabbe

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Re: Imperial Faction (alpha testing mod released)
« Reply #102 on: 5 March 2011, 12:52:17 »


Try do something like this, if you want to imrpove the wing quality. But it already is very good anyways :)

will

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Re: Imperial Faction (alpha testing mod released)
« Reply #103 on: 5 March 2011, 14:36:00 »
Um not canards, they'd be in front. By thanks man

The 3 view is from the viewer and the struts show up well - it's using the transparency trick

Are they called winglets then?  I forget all the jargon man

Mr War

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Re: Imperial Faction (alpha testing mod released)
« Reply #104 on: 5 March 2011, 18:11:09 »
Thanks for the suggestion gabbe. I deliberately try to keep low poly so adding leading edges like that would increase the poly count a lot . Unfortunately will was right that the struts do not always show in game (zoom?) but I am not too worried because the essence of the kite shows through and the model looks ok in game

Wyvern, I'm not ignOring your suggestions man. I don't think I can put a flying boat in but interesting idea. Does ai work since air units can fly over sea anyway? The flamethrower will be on a different ship, more like a greek galley
« Last Edit: 5 March 2011, 18:15:10 by Mr War »

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Re: Imperial Faction (alpha testing mod released)
« Reply #105 on: 7 March 2011, 18:49:37 »
Overwhelmed with how time consuming this game is to mod. If anyone wants to join the mod pm me. Really experienced and productive modders who can work as a team only pls
« Last Edit: 7 March 2011, 20:44:14 by Mr War »

MuwuM

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Re: Imperial Faction (alpha testing mod released)
« Reply #106 on: 7 March 2011, 21:18:39 »
Overwhelmed with how time consuming this game is to mod.
Every game needs much time to mod (atleast with good quality).

If anyone wants to join the mod pm me. Really experienced and productive modders who can work as a team only pls
Sad, that I'm not experienced in modding Glest  :'( but wich you best luck in finding good team ;).

Mr War

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Re: Imperial Faction (alpha testing mod released)
« Reply #107 on: 7 March 2011, 21:29:00 »
Ah, back in the days of voxel graphics in CnC tiberian sun and red alert two it was so much easier especially if you avoided Gifs. Maybe it's rose tinted glasses. Glest is good, cool to mod but it's a generation later and expectations have shifted, each unit has more variables, animation etc

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Re: Imperial Faction (alpha testing mod released)
« Reply #108 on: 7 March 2011, 21:49:38 »
ok, agreed with it was easier to develop for older/lower expactations ;) but in Up-to-date 3d games it usually takes lot of time. Espacially PRG games takes time ...and time (...and time) ;-).

ohh... i'm running out of topic ... I think glest is very easy to develop compared to similary games (besides Warcraft).

wciow

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Re: Imperial Faction (alpha testing mod released)
« Reply #109 on: 7 March 2011, 22:09:39 »
Overwhelmed with how time consuming this game is to mod.

Doing eveything yourself can be very time consuming! My first mod (Dwarves) which was of comparable size to the tech faction took me roughly a year of modding time to complete :o I've since learnt from some mistakes I made and could now churn out a new faction in about 6 months. Of course if modding was my full-time day job I could do it in 6 weeks  :O

Most people jump straight in to the deep end by trying to make a TC mod or techtree with multiple factions. My advice is to start small with a tileset or small faction mod before going further. The additions from GAE/MG are adding new features for modders to learn almost by the week, whilst not many games can claim such a feat it also means constantly keeping up-to-date.

I hope you can continue on with this mod since you are obviously a talented artist and have enthusiasm for the project  :thumbup:

Check out my new Goblin faction - https://forum.megaglest.org/index.php?topic=9658.0

Mr War

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Re: Imperial Faction (alpha testing mod released)
« Reply #110 on: 10 March 2011, 21:51:54 »
Still making slow progress.....

Ishmaru

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Re: Imperial Faction (alpha testing mod released)
« Reply #111 on: 11 March 2011, 06:34:57 »
Awesome models! Yea modding is a long commitment, epically to make a quality mod. It gets hard to stay focused on project when development goes on for a few months, but just keep in there! Sorry, I'm a bit swamped with my two projects myself. Hope you find some good help! You have great models so I have hi hopes you will make something of good quality. ;D
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Re: Imperial Faction (alpha testing mod released)
« Reply #112 on: 13 March 2011, 09:49:02 »
Does anyone know if it's possible to have two particle XML fir the same attack? I have boars with twin cannons and I want a shell to cone from each barrel

I tried but get the error "particle node doesn't have the attribute named path"

ultifd

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Re: Imperial Faction (alpha testing mod released)
« Reply #113 on: 13 March 2011, 10:05:01 »
Hmm... why don't you use the transparent option of the G3D Viewer when you take your screenshots? I think that would be much better...

Ishmaru

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Re: Imperial Faction (alpha testing mod released)
« Reply #114 on: 13 March 2011, 15:31:01 »
Does anyone know if it's possible to have two particle XML fir the same attack? I have boars with twin cannons and I want a shell to cone from each barrel

I tried but get the error "particle node doesn't have the attribute named path"

As far as i know you can only attach one particle projectile per skill. If you want to have twin cannons then either you can create a g3d with two shells.  Or you can fire two of the same projectiles in one skill cycle one right after another by changing these values...

(click to show/hide)

This works in Vanilla and Megaglest. Have not tried in GAE.
Hope this helps!
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Zoythrus

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Re: Imperial Faction (alpha testing mod released)
« Reply #115 on: 13 March 2011, 16:59:35 »
silnarm tells me that multiple attack particles will come eventually

Mr War

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Re: Imperial Faction (alpha testing mod released)
« Reply #116 on: 13 March 2011, 17:28:06 »
thanks Ishmaru, Zoythrus,. Unfortunately what I'm after is two shells side by side both with particle smoke streams. I might be able to do it via the g3d file but it won't look as good.

Imperial faction (green) attack Tech Faction fleet (red):

Units, Tech: 2 x Dreadnoughts, 1 x Man-of-War
Imperial: 2 x Ironclads, 1 x Cruiser

The smoke effect is stolen from the Japanese Faction's cannon, and the projectile from the Tech Airship ;)

ultifd, sorry man I don't know what you mean by transparent option

Ishmaru

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Re: Imperial Faction (WIP)
« Reply #117 on: 14 March 2011, 03:41:20 »
If you do make a G3D file with two shells, if you have smoke trail big enough it would look fine. Though for best effect maybe have the trail look more like smoke instead of fireworks, works better as cannons than the fireworks look that the tech airship has. The cannons are close enough together for it to work.
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ultifd

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Re: Imperial Faction (WIP)
« Reply #118 on: 14 March 2011, 06:17:35 »
Nice ships!
Well I think everyone uses the MG G3D Viewer usually, because it can take transparent screenshots; which is nicer for...well taking screenshots of the models.

Here's the latest version of it, just put it in your MG folder:
silnarm tells me that multiple attack particles will come eventually
Sounds good, although I can't find it in trac, perhaps the version after the release of "Glest 4".

Psychedelic_hands

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Re: Imperial Faction (alpha testing mod released)
« Reply #119 on: 14 March 2011, 09:58:59 »
Still making slow progress.....


Woah, looks sweet man.
I was thinking about updating Magitech with water combat a few weeks ago.

Mr War

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Re: Imperial Faction (WIP)
« Reply #120 on: 14 March 2011, 18:05:47 »
all your bases are belong to us!!!

With this Steam Trebuchet I'll kick your ass, from here to right over there!!!!
« Last Edit: 14 March 2011, 18:08:15 by Mr War »

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Re: Imperial Faction (WIP)
« Reply #121 on: 14 March 2011, 20:12:31 »
Looks neat, how much range dose it have?
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Mr War

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Re: Imperial Faction (WIP)
« Reply #122 on: 14 March 2011, 20:32:06 »
Well, I haven't written the XML yet but it'll be long ranged with poor mobility and armor. A lot like the trebuchet in age of empires II. It'll balance with the Tech catapult


ultifd

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Re: Imperial Faction (WIP)
« Reply #123 on: 14 March 2011, 21:59:20 »
Here's the latest version of it, just put it in your MG folder:
http://www.gamefront.com/files/20127310/Latest+MG+G3D+Viewer.7z
Sorry somehow I didn't post the link...enjoy!

Mr War

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Re: Imperial Faction (WIP)
« Reply #124 on: 14 March 2011, 23:05:28 »
I put some of the G3D files through Will's GlestTools gif maker. It doesn't handle transparencies correctly (team colours show as transparent) but is good fun. Thanks Will  ;D

eg https://github.com/williame/GlestTools  with the command line g3d_thumb.py -w 400 -h 400 -b e0f0f0 -p 0,100,-20 trebuchet_attacking.g3d





 

anything