Author Topic: Glest: New Dawn  (Read 4082 times)

Einherjar11

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Glest: New Dawn
« on: 21 February 2012, 11:10:19 »
Credit to ElimiNator, Mr.War for their knight and crossbowman. It's very very fantastic!
Background Story:
The raging crusade between technology and magic has erupted. Led by the army of knights who believe in god and science, The Tech able to captured most of the region in the kingdom. The Magic led by an archmagicians started a counter attack, with an army consist of mythical creatures they start to raid Tech's territory. Will this war of sorrow end? Will peace will return? The choice is yours!
Unit:
Tech - Time passed lad. Bring out crossbowmen!
Add
1.Knight - Clad in steel armor, The knight fight valiantly determined to restore the land. With their halberd of cause!
2.Swordman* - A new generation of guards and swordsmen. Like they predecessor they're armed with sword and shield.
3.Crossbowman - Time past, Warriors armed with bow and arrows are outdated so they invented a new weapon, Crossbow.
4.Spearman - Marching in a organized formation they use their spear to kill those pesky deamons!
Magic - will get nerf, Yep I said they'll become more easy to beat. But not that easy! They isn't much to change here, Mostly is the status of the Units.
If you have a model of musketeer please tell me!
* This is not the same swordman you know he use guard's model.

« Last Edit: 20 April 2012, 18:30:06 by Einherjar11 »

Mr War

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Re: Making a mod!
« Reply #1 on: 21 February 2012, 12:04:13 »
Good luck

Ps. How cone they believe in both god and science? (hides)

Einherjar11

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Re: Making a mod!
« Reply #2 on: 21 February 2012, 12:22:34 »
I'm have a problem. :(
Error loading Faction Types: techs/magitech
Error loading units: techs/magitech/factions/tech
Error loading unitType:
techs/magitech/factions/tech/units/technician/technician.xml
Unit not found: swordman

Mr War

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Re: Making a mod!
« Reply #3 on: 21 February 2012, 12:35:53 »
So you deleted swordsman but you still have it referenced in other unit xmls.

Einherjar11

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Re: Making a mod!
« Reply #4 on: 21 February 2012, 12:38:41 »
Okay thank you but why technician have a reference with swordman?

Coldfusionstorm

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Re: Making a mod!
« Reply #5 on: 21 February 2012, 12:43:08 »
He have a ability that can heal other units, this ability is refering to the the swordman(because you can define wich units are able to be healed).
« Last Edit: 16 April 2012, 17:04:15 by Coldfusionstorm »
WiP Game developer.
I do danish translations.
"i break stuff"

Einherjar11

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Re: Making a mod!
« Reply #6 on: 21 February 2012, 13:08:36 »
Already finishing all of issue that have swordman include! But this is only a first step for my mod.

Einherjar11

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Re: Making a mod!
« Reply #7 on: 21 February 2012, 13:47:33 »
Good luck

Ps. How cone they believe in both god and science? (hides)
Like the Illuminati I guess.

Omega

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Re: Making a mod!
« Reply #8 on: 21 February 2012, 19:09:33 »
This should be useful:
https://docs.megaglest.org/XMLs
« Last Edit: 18 June 2016, 19:39:12 by filux »
Edit the MegaGlest wiki: http://docs.megaglest.org/

My personal projects: http://github.com/KatrinaHoffert

Einherjar11

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Re: Making a mod!
« Reply #9 on: 22 February 2012, 15:46:21 »
Thank you, Though I'm little bit understanding it but I'll try to figure it out.

Psychedelic_hands

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Re: Making a mod!
« Reply #10 on: 25 February 2012, 10:12:59 »
Goodluck man! I seriously wish you all the best, especially if you have any interest at all in learning how to model and animate. I urge you to never give up, learning new things is always daunting.  :)

And don't be afraid to ask for help!

njam2

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Re: Making a mod!
« Reply #11 on: 8 April 2012, 09:28:32 »
hey man!
it was tough for me at first, but i took it one step at a time by my self and figured it out.
Lucky for you, we at this forum are here to help in any way we can. (:
To boldly go

Einherjar11

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Re: Making a mod!
« Reply #12 on: 16 April 2012, 15:53:30 »
I would like to know which program is easy for a beginner like me to make an animation for troops?

MightyMic

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Re: Making a mod!
« Reply #13 on: 16 April 2012, 19:26:49 »
Blender is pretty much what everyone uses... (I think Ishmaru use 3ds max) but this is a pretty complex program and difficult to grasp at first. Before really getting into Blender I would recommend the "Getting Started tutorial" at Blender Tutorials and if you want to animate scroll down to the animation section. The "Rigging Mechanical Pistons" really helped me out when I was first starting animation... although I do consider myself a noob still :P

njam2

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Re: Making a mod!
« Reply #14 on: 16 April 2012, 21:58:12 »
yeah Blender is the program for you  :D
To boldly go

Omega

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Re: Making a mod!
« Reply #15 on: 17 April 2012, 04:43:51 »
I would personally recommend Blender 3D: Noob to Pro for any type of Blender learning, animation and otherwise.
Edit the MegaGlest wiki: http://docs.megaglest.org/

My personal projects: http://github.com/KatrinaHoffert

Einherjar11

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Re: Making a mod!
« Reply #16 on: 18 April 2012, 07:41:39 »
Got a problem with unit's texturepack.   :(

Mr War

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Re: Making a mod!
« Reply #17 on: 18 April 2012, 08:07:41 »
The texture (skin) is usually tga file (could also be png). It needs to be saved in the same folder as the model.

Einherjar11

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Re: Making a mod!
« Reply #18 on: 18 April 2012, 09:49:07 »
The texture (skin) is usually tga file (could also be png). It needs to be saved in the same folder as the model.
I did it but still not working what shall I do Mr.War?

Mr War

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Re: Making a mod!
« Reply #19 on: 18 April 2012, 10:26:31 »
If you've changed the tga and/or resaved it, make sure you didn't enable compression. Also this may sound dumb, but check you have the right texture ;-)

Omega

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Re: Making a mod!
« Reply #20 on: 18 April 2012, 23:23:01 »
You need to be more descriptive as to what the issue is. Are you getting a white model when exported? If so, make sure the texture is linked as per here. If you're refering to inability to view the texture on the model while in Blender, also see here.

And a few simple basics: If you saved the file as any other type, ensure that you resaved it as TGA (though I'd personally recommend you use PNG instead; be sure to turn off RLE compression if using TGA), not just tried to rename the file with a different extension. If the G3D viewer throws any kind of error, post it. If you've renamed the file ever, be sure to relink it in Blender (as per the links above). If the file is in a format besides TGA or PNG, convert it, Glest and its forks don't support, for example, PSD (Photoshop) or XCF (the GIMP) won't work. Yes, BMP and JPG are supported, but there's no particular reason to use either, as BMP is just TGA without an alpha channel and JPG has lossely compression.

None of those work? Either be more descriptive or post your model (and texture) here. Upload them in an archive to a file host such as Mediafire and post the link.
« Last Edit: 18 June 2016, 13:56:48 by filux »
Edit the MegaGlest wiki: http://docs.megaglest.org/

My personal projects: http://github.com/KatrinaHoffert

Einherjar11

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Re: Making a mod!
« Reply #21 on: 20 April 2012, 16:47:07 »
You need to be more descriptive as to what the issue is. Are you getting a white model when exported? If so, make sure the texture is linked as per here. If you're refering to inability to view the texture on the model while in Blender, also see here.

And a few simple basics: If you saved the file as any other type, ensure that you resaved it as TGA (though I'd personally recommend you use PNG instead; be sure to turn off RLE compression if using TGA), not just tried to rename the file with a different extension. If the G3D viewer throws any kind of error, post it. If you've renamed the file ever, be sure to relink it in Blender (as per the links above). If the file is in a format besides TGA or PNG, convert it, Glest and its forks don't support, for example, PSD (Photoshop) or XCF (the GIMP) won't work. Yes, BMP and JPG are supported, but there's no particular reason to use either, as BMP is just TGA without an alpha channel and JPG has lossely compression.

None of those work? Either be more descriptive or post your model (and texture) here. Upload them in an archive to a file host such as Mediafire and post the link.
Thank you!
« Last Edit: 18 June 2016, 13:46:19 by filux »

Einherjar11

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Re: Glest: New Dawn
« Reply #22 on: 23 April 2012, 02:06:30 »
The crossbowmen become grey no matter I try all of the advice. perhaps the Tech have to turn back to they good ol' bow and arrows(to knee)

Omega

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Re: Glest: New Dawn
« Reply #23 on: 23 April 2012, 02:17:42 »
The crossbowmen become grey no matter I try all of the advice. perhaps the Tech have to turn back to they good ol' bow and arrows(to knee)
Upload the model and texture and we'll take a look (archive them in a format such as 7z or zip and upload to a site such as MediaFire).
Edit the MegaGlest wiki: http://docs.megaglest.org/

My personal projects: http://github.com/KatrinaHoffert