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:
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):
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
[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.