Author Topic: ORCS for MG [UPDATED!]  (Read 12689 times)

wyvern

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Re: ORCS for MG
« Reply #25 on: 6 July 2010, 00:29:06 »
I'll see what I can think up ;D ;D ;D...

ultifd

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Re: ORCS for MG
« Reply #26 on: 6 July 2010, 00:31:33 »
Nice concept art.  :O
As I told you, still thinking... Kinda hard. for me at least.

wyvern

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Re: ORCS for MG
« Reply #27 on: 6 July 2010, 00:37:11 »
Nice concept art.  :O
As I told you, still thinking... Kinda hard. for me at least.
:O :O, same here but I think it may be the different view of orcs.

Mark

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Re: ORCS for MG
« Reply #28 on: 25 July 2010, 02:56:07 »
Looking good.  Firstly, I want to comment on john.d.h's orc.  I think that orcs were grey, in Lord of the Rings, but they were supposed to be swarthy, which means they are very dark.  Brown probably isn't the best.  The Uruk-Hai were a superior, taller, and smarter race in LOTR. 

Secondly, I don't think orcs have anything to do with trees.  They lived in caves and plain-dwellings in the rocky crags of Middle-earth.  They were banished there for prior involvement in conflicts.  The buildings probably should be either tents, simple bone structures (not much wood on a harsh mountain, to be truthful), and caves.  They are hunter creatures, and so would probably use any and all parts of their prey to better themselves.

wyvern

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Re: ORCS for MG
« Reply #29 on: 25 July 2010, 07:38:35 »
This won't be realized because this mod is not based on LOTR, its purely the authors imagination. :)

weedkiller

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Re: ORCS for MG
« Reply #30 on: 16 January 2011, 09:01:00 »
Hi, made some progress in my holydays; next progress will have to wait some time...
thats the tamer and a shaman, he can cast fire or any magic stuff with his hands

Psychedelic_hands

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Re: ORCS for MG
« Reply #31 on: 16 January 2011, 13:10:10 »
Wow, I've never seen this thread before...

That looks good man, I like your art style  :P

The modeling is excellent, but the texturing could use some work.
First of all you should break up those colours, I see you kinda have slightly... but remember this is an RTS game you need to exaggerate  everything so you can see it from far away.
Also you should make the faces have some emotion, I mean; they're at war. Make 'em look mad ;)
I like the dragon man's horns too :) What is he exactly?

Omega

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Re: ORCS for MG
« Reply #32 on: 16 January 2011, 21:08:54 »
 :o W-w-weedkiller? I haven't seen you since, well, July 20th. Welcome back. The models look good, and it's nice to hear this was not entirely abandoned. Also, while you were gone, GAE now supports MG's particle effects.
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Hagekura

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Re: ORCS for MG
« Reply #33 on: 17 January 2011, 10:27:09 »
I've also never seen this thread before... :o
Nice buildings and models! :thumbup: I'm looking forward on this mod.
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weedkiller

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Re: ORCS for MG
« Reply #34 on: 24 February 2011, 22:32:39 »
i found some creativity and got the worker and heavy siege unit modelled:
-chum is a supressed worker of the orcs, like a slave
-bulf is a trained war-beast


Uploaded with ImageShack.us

Omega

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Re: ORCS for MG
« Reply #35 on: 24 February 2011, 22:53:54 »
Looks nice Weedkiller. And here I thought you died (again).
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ultifd

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Re: ORCS for MG
« Reply #36 on: 24 February 2011, 22:54:51 »
Not bad, looks good. Nice to see you again...  :thumbup:
Omega, it's only been a month and a week...and a day.  ::)

Fluffy203

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Re: ORCS for MG
« Reply #37 on: 25 February 2011, 00:31:19 »
Wow i can't believe it lol , weedkiller still carrying the torch for this btw i have to say great job  :thumbup:

wciow

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Re: ORCS for MG
« Reply #38 on: 25 February 2011, 01:02:56 »
Oops, this reminded me that I made a chum for this project ages ago but never bothered to upload it  :|



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

weedkiller

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Re: ORCS for MG
« Reply #39 on: 12 March 2011, 12:23:57 »
Quote
Oops, this reminded me that I made a chum for this project ages ago but never bothered to upload it
>> perhaps this could be a attacking unit; it looks quite frightening; it could be scaled up like a troll or something; could have a tree as siege unit, or throw rocks

a wargrider, animating is not finished; just some posing for the picture

weedkiller

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Re: ORCS for MG
« Reply #40 on: 20 March 2011, 19:14:28 »
hi,
i made a beta xml-setup. Its just for seeing the units ingame, but i find it quite nice. I am still working on additional buildings and units ..

Download OrcsV0.1_MegaGlest.zip from FileFactory.com

Omega

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Re: ORCS for MG
« Reply #41 on: 21 March 2011, 02:29:47 »
hi,
i made a beta xml-setup. Its just for seeing the units ingame, but i find it quite nice. I am still working on additional buildings and units ..

Download OrcsV0.1_MegaGlest.zip from FileFactory.com
Looks good. I look forward to seeing a complete mod in the future.
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ultifd

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Re: ORCS for MG
« Reply #42 on: 21 March 2011, 08:33:59 »
9 MB less ;) Please try uploading on mediafire or on gamefront...any sites that don't have wait times! Also, please it as a 7z, it usually has a better compression rate.
http://www.gamefront.com/files/20146583/OrcsV0.1_MegaGlest.7z
I tried making a loading screen, but I don't know how to create that goldenish loading screen effect...
So I tested it out, it's technically playable, but it's not really balanced. Then again it is just a XML setup, as you said... The AI seems to be really good, or maybe that was just the recent additions to the pathfinder for MG. Keep up the nice work!
Regarding this thread...this is kinda a unusual situation, because fluffy is not actually working on this mod. Should there be a new thread?  :-X

ElimiNator

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Re: ORCS for MG
« Reply #43 on: 21 March 2011, 15:35:08 »
I tried making a loading screen, but I don't know how to create that goldenish loading screen effect...
You can do it on gimp, first colour it a yellowish gold, then add fuzzy boarder.
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Psychedelic_hands

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Re: ORCS for MG
« Reply #44 on: 23 March 2011, 05:21:49 »
I tried making a loading screen, but I don't know how to create that goldenish loading screen effect...
You can do it on gimp, first colour it a yellowish gold, then add fuzzy boarder.

It doesn't have to be exactly like the Mega-pack.... What about putting the Orcs in a tech-tree with the Elves, Dwarves and Undead? lol. Maybe get Wicow to work with you?

Also, weed Killer. You should create a new thread, seeings how you're now leader of this mod.

ultifd

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Re: ORCS for MG [UPDATED!]
« Reply #45 on: 23 March 2011, 21:52:58 »
We were just talking about loading screens...lol  ::)

Zoythrus

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Re: ORCS for MG [UPDATED!]
« Reply #46 on: 24 March 2011, 00:50:29 »
i dont know if my opinion is of much value, but i thought to say that i was expecting the Orcs to be more....fierce....
right now, they look like they could be toys in a daycare.....no offense or anything....

-Zoy

weedkiller

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Re: ORCS for MG [UPDATED!]
« Reply #47 on: 21 July 2011, 19:54:56 »
Hi everyone,
if have got a new beta ready, everything is done except balance, sounds and building constructionmodells..
so, plz leave some comments if you find something unbalanced or other stuff..

http://www.mediafire.com/?y43wltock4z1q9k


Omega

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Re: ORCS for MG [UPDATED!]
« Reply #48 on: 22 July 2011, 06:30:51 »
Awesome, but you really should update the first post. Add some pictures, descriptions, etc. Take a look at how Apocalyptic Dawn has its first post to see what I mean.
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titi_son

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Re: ORCS for MG [UPDATED!]
« Reply #49 on: 14 August 2011, 16:33:54 »
always the same things aren't done  :O SOUND AND MUSIC   :P

eh and i want to download not read this "Invalid or deleted file"

< corrected by titi, I think you meant done instead of gone ... ) >
« Last Edit: 16 August 2011, 12:06:25 by titi »
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