Author Topic: How much is difficult to make a mod from 0?  (Read 1729 times)

Pizza90

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How much is difficult to make a mod from 0?
« on: 9 June 2011, 00:01:09 »
Hi guys, after playing megaglest for a while i'd like to make my mod. My problem is that i dont know how to modelling! After few days of trying with blender 2.5 i think i understood how does it works well maybe not all the basics but something. I searched guides for making models on glest and now i have some questions, i hope someone expert will answer.

1) How much would take (in weeks or months) to make a mod? (i could spend maybe 1 or 2 hours per day) Think that i start from zero.
2) I found a good guide on glestguide.co.cc is it still good?
3) If in a model i use a public domain texture but with some others thing created by me, how does it work? Is all the texture in public domain even if it has my things?
4) Does the exporter for blender 2.4 work on 2.5? I searched on the forum but seems that the one for 2.5 is not ready yet right?
5) I can't find the folder where to put the exporter in windows xp (and what about ubuntu?)
6) Is it required to code to make a mod?

Sorry for the long list but im a newbie :)

ps: i put my questions here and not in "mods" because i thought it was more about the tools, if i was wrong please move where you think it's better and sorry.
« Last Edit: 9 June 2011, 00:04:00 by Pizza90 »
I translated Megaglest in italian and i keep the translation updated.

-Archmage-

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Re: How much is difficult to make a mod from 0?
« Reply #1 on: 9 June 2011, 01:12:00 »
1: Totally depends on goals, skills, etc. What are you thinking of doing?
2: That's by Omega. I never found his tutorials particularly helpful(I got stuck a lot :P [no offense Omega]). I think you're better off training under an artist.
3: If it's public domain I think you're free to do whatever you want with it. (But I'm not sure, wait for one of the license nerds...)
4: Nope. I have a copy of Blender 2.46 that's been spread about the forum in the past, it's got the exporter and importer installed and working flawlessly. I could upload that if you want.
5: In your main Blender directory do you have a "scripts" or ".blender" folder? If "scripts" simply put the exporter in there. If ".blender", open it and you should see a scripts folder, put the exporter in there.
6: No, but you can if you want to.

Hope this helps. :)
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Omega

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Re: How much is difficult to make a mod from 0?
« Reply #2 on: 9 June 2011, 01:12:39 »
1) How much would take (in weeks or months) to make a mod? (i could spend maybe 1 or 2 hours per day) Think that i start from zero.
Depends on how big the mod is, how drastic you want the novelty of it to be, and the quality. Generally, better quality mods (that is, less bugs, good looking textures, well made models and animations, etc, etc) the longer it will take. It is very versatile depending on your abilities, so if you already know modeling, it will naturally go faster. For a complete "newb", expect a month or two, depending on how fast you learn and the time you invest. Overly, though, it may start slow, but it will get faster as you get better, so don't give up!

2) I found a good guide on glestguide.co.cc is it still good?
I admit, having wrote it many years ago, it is a bit lower quality than one I have planned for the wiki (and actually took half the images for so far, but don't have time to finish with Final exams looming). However, modeling for Glest itself has not changed in the past five years at all, so yes, it is still a good guide, and pretty much the only one available that was made specifically for Glest. You may also wish to take a look at "Blender Noob to Pro" (a wikibook) which will do well in explaining Blender entirely (from the basics to the professional stuff).

3) If in a model i use a public domain texture but with some others thing created by me, how does it work? Is all the texture in public domain even if it has my things?
You should include a text file with your mod named "Authors" or something like that (even a read me will do) that mentions which files are what license. Generally, you'd mention the licenses of all models made by others (and credit them, optionally placing an email or website that others could use to contact them, if they wish), then state the rest of the models (and textures, etc) are made by you (and state their license, CC-BY-SA is recommended). Note that you don't actually have to credit Public Domain files, though you optionally can list that they are public domain.

4) Does the exporter for blender 2.4 work on 2.5? I searched on the forum but seems that the one for 2.5 is not ready yet right?
No, it doesn't, because the jump from blender 2.4x to 2.5x is basically as though it were "Blender 3", since all the GUI and core stuff was changed, rendering the export script unusable. I would recommend you use just 2.4x, but if you want to use 2.5x for now, you can PROBABLY export the file and open it in Blender 2.4x, though I wouldn't recommend it, as I cannot guarantee that it will be 100% compatible. There is an export script in development for 2.5x, but it currently does not support animations, which does not help much, since most units will have to be animated.

5) I can't find the folder where to put the exporter in windows xp (and what about ubuntu?)
That depends on which of the three options you chose when you installed Blender (if not sure, it was probably the default, which is to use Appdata). If it's in the appdata, it should be:
Code: [Select]
C:\Documents and Settings\YOUR NAME\Application Data\Blender Foundation\Blender\.blender\scripts
Or you can choose to use the program's install directory (my personal preference):
Code: [Select]
C:\Program Files\Blender Foundation\Blender\.blender\scripts              (32 bit)
C:\Program Files (x86)\Blender Foundation\Blender\.blender\scripts        (64 bit)

This is chosen upon installation, so if you want to change it, reinstall Blender.

6) Is it required to code to make a mod?
No c++ knowledge is necessary. You will have to use XML (eXtensible Markup Language) to define all your units stats, skills, etc, which is explained on the Glest Guide, though.

ps: i put my questions here and not in "mods" because i thought it was more about the tools, if i was wrong please move where you think it's better and sorry.
Sounds right to me.

Also, NINJA'D! (But I haz longer answers)



EDIT: And post-archmage's post...

2: That's by Omega. I never found his tutorials particularly helpful(I got stuck a lot :P [no offense Omega]). I think you're better off training under an artist.
Yeah, the tutorial wasn't the best, especially looking back at it now, though, many people also said the opposite, saying it helped them learn. The modelling and animation tutorials are the weakest, while the texturing and exporting tools were the strongest. I had a new version planned before I decided to phase out the Glest guide, but haven't had time to make the new articles (100% from scratch!) for the wiki, but I'll get there soon, after finals, I promise!

4: Nope. I have a copy of Blender 2.46 that's been spread about the forum in the past, it's got the exporter and importer installed and working flawlessly. I could upload that if you want.
Except that 2.46 is sooo old. 2.49 is the most recent in the 2.4x series. Granted, there's not many changes that would help Glest modeling, but the bug fixes are always a given.
« Last Edit: 9 June 2011, 01:18:45 by Omega »
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Pizza90

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Re: How much is difficult to make a mod from 0?
« Reply #3 on: 9 June 2011, 01:55:48 »
Thanks for the answers! You answered to my question in a very complete way :). Honestly i was thinking to make a mod about Mongols (people from Mongolia that live in tents), but my questions wanted to explain me if it was a possible thing to do or just a dream. The mod would be not very hard i think, even if some units would not be simple for me at the least (units on horse and things like that).

About blender i have to say that i tried time ago the 2.4 and it had a very ugly interface at the least for me wasn't simple to get how to start with that, while the last stable 2.5 has a very nice interface and looks more simple (to me). So i think that if i will make the mod i will use the 2.5. About the  exporter well i can wait until someone finishes the one for the 2.5 i dont have problems for that, I still have to see if im good enough to make it!

About the license thing i meant: i take a tent made by omega and change some things or add something, then do i have to release it under the same license of omega right? So it's not possible to mix two things with different licenses right? Thanks again for your answers :)
I translated Megaglest in italian and i keep the translation updated.

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Re: How much is difficult to make a mod from 0?
« Reply #4 on: 9 June 2011, 01:58:30 »
A Mongolian mod would be awesome!
About the license thing i meant: i take a tent made by omega and change some things or add something, then do i have to release it under the same license of omega right? So it's not possible to mix two things with different licenses right?
That simply just depends on what license that model or content has. If it's under License Type-SA, then yes. Basically though, I'm pretty sure all models are share alike, so yes.

Omega

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Re: How much is difficult to make a mod from 0?
« Reply #5 on: 9 June 2011, 22:48:18 »
About the license thing i meant: i take a tent made by omega and change some things or add something, then do i have to release it under the same license of omega right? So it's not possible to mix two things with different licenses right? Thanks again for your answers :)
All Military files made by me are under CC-BY-SA. This means you can remix it and redistribute it as long as you credit me and it remains under the same license. So even if you've changed it a bit, it would have to remain under CC-BY-SA, which is the best choice of a license for a Glest mod anyway. You would not be able to give multiple licenses to that one file because it has to be redistributed under the same or a similar license (which is what is meant by SA, Share-alike). This is what the authors text file will be for, so you can have the rest of the mod under a different license than other's models you may use, while also crediting them.
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