Author Topic: Project Red: official announcement  (Read 41496 times)

ultifd

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Re: Project Red: official announcement
« Reply #50 on: 24 May 2011, 00:54:04 »
Hmm...well if not, it should be lost anyways. Or else that wouldn't really make sense, right?

ElimiNator

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Re: Project Red: official announcement
« Reply #51 on: 24 May 2011, 01:28:55 »
Hmm...well if not, it should be lost anyways. Or else that wouldn't really make sense, right?
This can be done in MG, maybe you could port.
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Omega

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Re: Project Red: official announcement
« Reply #52 on: 24 May 2011, 02:22:49 »
Hmm...well if not, it should be lost anyways. Or else that wouldn't really make sense, right?
This can be done in MG, maybe you could port.
Hard to say if losing it is the "correct" action, and GAE already has a produce resource command, so.... naw. The entire point of Project Red is the reverse: to GAE-ize mods!
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John.d.h

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Re: Project Red: official announcement
« Reply #53 on: 24 May 2011, 04:55:34 »
Hmm...well if not, it should be lost anyways. Or else that wouldn't really make sense, right?
I kinda thought that was what would happen, but it turns out that Energy isn't "stored" anywhere like food.  I'm not sure how I feel about this.
The entire point of Project Red is the reverse: to GAE-ize mods!
This.  I have zero interest in making this mod for MegaGlest.

ultifd

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Re: Project Red: official announcement
« Reply #54 on: 24 May 2011, 05:08:52 »
I kinda thought that was what would happen, but it turns out that Energy isn't "stored" anywhere like food.  I'm not sure how I feel about this.
Well, that's something to debate about/look into.  :-\

Quote
The entire point of Project Red is the reverse: to GAE-ize mods!
This.  I have zero interest in making this mod for MegaGlest.
Let's see if you can get a stable release before the merge finishes. If not, you're basically are making it for MG too. If you do, you still technically are. 8) :O

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Re: Project Red: official announcement
« Reply #55 on: 24 May 2011, 05:17:55 »
I'd like to sign on!
Any room for an animator? :)
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Re: Project Red: official announcement
« Reply #56 on: 24 May 2011, 08:57:59 »
I'd like to sign on!
Any room for an animator? :)
Sure! :)
If you want to jump right in, the Renewer is rigged, weighted, and ready to animate.
https://github.com/johndh/Project-Red/tree/master/project_red/techs/project_red/factions/magic/units/renewer/models/
He'll need standing, walking, dying, and spell-casting.  I'm debating whether or not to give him an attack skill, but that will likely use the same animation as spell-casting.  He's still waiting on a texture so he has only a placeholder for now.

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Re: Project Red: official announcement
« Reply #57 on: 24 May 2011, 09:19:34 »
Actually I was wondering If I could animate those?
I've started to animate a few of my own models, and I'm not too bad (I think).
The texture is nearly done and I've almost completed the Shadow Mage model.

Sorry I have been going slow, I've put some of my stuff first and then a few constellus things before this.
« Last Edit: 24 May 2011, 09:24:56 by Psychedelic_hands »

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Re: Project Red: official announcement
« Reply #58 on: 24 May 2011, 10:09:34 »
Hmm... how about I hand the Renewer off to Arch for animation (since it's ready to go and he needs something to do), and you can animate the Shadow Mage?  Does that sound fair?  There will also be the Silver Mage to animate when the time comes.

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Re: Project Red: official announcement
« Reply #59 on: 24 May 2011, 17:36:20 »
I'd like to sign on!
Any room for an animator? :)
Sure! :)
If you want to jump right in, the Renewer is rigged, weighted, and ready to animate.
https://github.com/johndh/Project-Red/tree/master/project_red/techs/project_red/factions/magic/units/renewer/models/
He'll need standing, walking, dying, and spell-casting.  I'm debating whether or not to give him an attack skill, but that will likely use the same animation as spell-casting.  He's still waiting on a texture so he has only a placeholder for now.

Awesome! It's been awhile since I did any humanoid animations. :scientist:
Downloading now...

Edit: How do I download the models folder? I can only find one download thing and it's trying to make me download the whole mod?  :look: I don't get how this whole git thing works... :-X
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John.d.h

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Re: Project Red: official announcement
« Reply #60 on: 24 May 2011, 17:43:21 »

wciow

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Re: Project Red: official announcement
« Reply #61 on: 24 May 2011, 18:42:38 »
Edit: How do I download the models folder? I can only find one download thing and it's trying to make me download the whole mod?  :look: I don't get how this whole git thing works... :-X

Just go to the repository https://github.com/johndh/Project-Red/tree/master/project_red/techs/project_red/factions/magic/units/renewer/models/ and click on the unit name at the bottom of the page, then click the text that says "view raw". This should make the "open with..." dialog box pop up with Blender selected as the default.
Check out my new Goblin faction - https://forum.megaglest.org/index.php?topic=9658.0

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Re: Project Red: official announcement
« Reply #62 on: 24 May 2011, 19:10:00 »
Edit: How do I download the models folder? I can only find one download thing and it's trying to make me download the whole mod?  :look: I don't get how this whole git thing works... :-X

Just go to the repository https://github.com/johndh/Project-Red/tree/master/project_red/techs/project_red/factions/magic/units/renewer/models/ and click on the unit name at the bottom of the page, then click the text that says "view raw". This should make the "open with..." dialog box pop up with Blender selected as the default.
Thanks, I'll do that next time.



Idle: Done
Walking: Next
Casting: In Line
Dying: In Line
Attacking: ?

Also, I modified the rig some.
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John.d.h

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Re: Project Red: official announcement
« Reply #63 on: 24 May 2011, 19:38:34 »
Just a quick update for ships.
Code: [Select]
[URL=http://img204.imageshack.us/i/screen16h.jpg/][IMG]http://img204.imageshack.us/img204/4808/screen16h.th.jpg[/img][/URL]The sailboat is from OGA and the other two are from Mr War's modified Tech faction.  Things will be rescaled soon, and more ships are coming.

Idle: Done
Walking: Next
Casting: In Line
Dying: In Line
Attacking: ?

Also, I modified the rig some.
:thumbup:
« Last Edit: 26 September 2016, 15:14:56 by filux »

Omega

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Re: Project Red: official announcement
« Reply #64 on: 24 May 2011, 22:00:21 »
Those look fantastic!

more ships are coming.
More? How many is there? Is that just one faction or multiple? Do you have plans to make something different or more unique than a ship for some factions (such as a sea serpent for magic, as discussed in the past)?
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John.d.h

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Re: Project Red: official announcement
« Reply #65 on: 24 May 2011, 22:28:38 »
More? How many is there? Is that just one faction or multiple? Do you have plans to make something different or more unique than a ship for some factions (such as a sea serpent for magic, as discussed in the past)?
That's just Tech right there.  I also plan to give them a transport ship and Mr. War's submarine.  I think Magic may be able to make due without any water units, since they'll have teleporting units and dragons.  The Dwarves are getting an amphibious transport unit (mostly done) and a few ships, as well as naval mines if I find a good way of making them work.

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Re: Project Red: official announcement
« Reply #66 on: 25 May 2011, 04:47:28 »
Status Update:
Idle and Walking done.
This walking animation is definitely one of my best. :D I think walking is actually harder to animate than running. :P
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Re: Project Red: official announcement
« Reply #67 on: 25 May 2011, 09:12:15 »
While I'm currently calling this the Turtle due to its hard shell and amphibious nature, I'm open to suggestions for naming it.  It's the Dwarven solution for moving troops across water, and has shielded windows in the sides so Cannoneers can fire out.


The texture is a placeholder, obviously.

In case you're wondering where I got a reference for those paddle-spokes:
(click to show/hide)

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Re: Project Red: official announcement
« Reply #68 on: 26 May 2011, 05:36:45 »
Nice, though I suggest making the outer edge of the wheel higher polygon so it doesn't look so ugly.

Edit: I only have Death left to do for the Renewer. Want an attack animation or not? If so, what kind? Melee, Magic Melee, or Magic Ranged.
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John.d.h

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Re: Project Red: official announcement
« Reply #69 on: 26 May 2011, 05:52:34 »
If I give him an attack (which I probably will), it would be magical and ranged.  He's definitely not a melee fighter by any stretch.  Chances are that the cast animation will work fine as an attack as well, so I won't hold it against you if you skip it.

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Re: Project Red: official announcement
« Reply #70 on: 26 May 2011, 18:18:55 »
Status Update:

Idle: Done
Walking: Done
Casting: Done
Attack: Done
Death: Up Next
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wyvern

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Re: Project Red: official announcement
« Reply #71 on: 26 May 2011, 19:45:11 »
shooting out with powder guns could be hard in water, but at any rate, how bout calling it an alligator, or LVT

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Re: Project Red: official announcement
« Reply #72 on: 26 May 2011, 19:54:56 »
Amphibious Armored Vehicle---------AAV
Amphibious Transport Vehicle--------ATV
Amphibious War Rover--------------AWR

My three cents.
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Re: Project Red: official announcement
« Reply #73 on: 26 May 2011, 20:25:59 »
I'm done! The Renewer is fully animated.

http://dl.dropbox.com/u/5207065/Glest%20Files/Mods/PR/renewer.blend

All I ask for is credit. Feel free to change/use my animations however you like, dude! :P
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John.d.h

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Re: Project Red: official announcement
« Reply #74 on: 27 May 2011, 02:37:56 »
Good work.  Pushed to git. :thumbup: