Author Topic: Resources and Magic  (Read 3921 times)

MoLAoS

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Resources and Magic
« on: 16 April 2012, 19:37:27 »
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« Last Edit: 22 June 2012, 04:11:37 by MoLAoS »

wciow

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Re: Resources and Magic
« Reply #1 on: 16 April 2012, 21:22:29 »
Regarding resources there is no specific way to do WC3 style mines but I'm pretty sure a combination of spells, effects and clever modeling could produce something similar. As for showing the number of workers this won't be possible without code modifications.

AFIAK there is no cap on the amount of resources you can have but a really big number will probably crash the game :/

As for a spellbook type menu it may be possible to create a widget to do this but you will need to look into how the widget system works since no-one except Silnarm really understands it!

The Lua is actually quite powerful and it wouldn't be too hard if you needed to add a specialized function. The only thing really missing is the new neutral factions that have been added to MG recently.
Check out my new Goblin faction - https://forum.megaglest.org/index.php?topic=9658.0

wciow

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Re: Resources and Magic
« Reply #2 on: 16 April 2012, 21:55:43 »
Its fine to use any Magitech stuff in a Glest project (or any project) as long as you give credit.

You will still have to re-rig and animate the models as the importer doesn't support animations.

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

Omega

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Re: Resources and Magic
« Reply #3 on: 17 April 2012, 04:47:33 »
How to give credit? Just put a text file that says modified from such and such by so and so?
Include a text file (generally named "Authors" or similar) with your mod crediting all creators, generally including the type of license with it.

The building itself is invisible.
Most likely your model is in quads, not triangles. In edit mode, select everything (a) and press ctrl + T to convert all faces to triangles. If that doesn't work, upload the model so we can take a closer look.
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Omega

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Re: Resources and Magic
« Reply #4 on: 17 April 2012, 21:55:11 »
So it did change something when I did the triangle thing, but I was under the impression that the export script did that automatically?

In any case it didn't fix the problem. According to google, there is something wrong with blender textures and texture problems can make stuff invisible. In the 3d viewer also the texture does not appear, although it does on blender.
Upload the model please, so we can take a look. Concerning textures, at any rate, you have to link the textures as described here, although failing to do that should result in a white model, rather than invisible.
« Last Edit: 18 June 2016, 18:14:00 by filux »
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MightyMic

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Re: Resources and Magic
« Reply #5 on: 18 April 2012, 18:05:26 »
I never was able to get tga's to work in MegaGlest, it always gives me an error... so I use png. You could switch file format and see that solves your problem

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Re: Resources and Magic
« Reply #6 on: 18 April 2012, 19:18:30 »
If you use Gimp (free, and recommended), use Save-as instead of Save. Then, because you are saving as TGA, it'll give you the option to use RLE Compression. Un-check that option:


Note: if you use 'Save', it will automatically apply RLE compression - maybe you can configure this default but lazy way is to just use Save-as.

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Re: Resources and Magic
« Reply #7 on: 18 April 2012, 19:34:50 »
I never was able to get tga's to work in MegaGlest, it always gives me an error... so I use png. You could switch file format and see that solves your problem

Thanks for pointing this out, MigthyMic. Can you point me to the bug you reported on this. You did report it, right?
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MightyMic

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Re: Resources and Magic
« Reply #8 on: 18 April 2012, 20:47:55 »
I never reported it... but I just did here

titi

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Re: Resources and Magic
« Reply #9 on: 18 April 2012, 21:38:30 »
Look at this too:
https://docs.megaglest.org/Texture_material

I hope it helps! For me this wiki entry does not make much sense, because i still use the old Blender which has a completly different GUI.
« Last Edit: 18 June 2016, 17:21:36 by filux »
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Omega

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Re: Resources and Magic
« Reply #10 on: 18 April 2012, 23:03:00 »
Look at this too:
https://docs.megaglest.org/Texture_material

I hope it helps! For me this wiki entry does not make much sense, because i still use the old Blender which has a completly different GUI.
Which really means you should upgrade. The new version seems alien at first (actually, it's not new any more. You're like a dozen versions behind), but once you get used to it, it's an improvement, and it's only the fact that you don't know where to find several GUI options that would be hindering you (hint: Press space and search for the name of the function).

On a different topic, I'm curious, how hard would it be to modify Glest to support RLE compression?
« Last Edit: 18 June 2016, 16:42:53 by filux »
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Omega

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Re: Resources and Magic
« Reply #11 on: 19 April 2012, 00:52:10 »
on a less imagey topic, is it possible to use buildings and scripting or some part of xml to have a building generate resources over time?
Only in a scenario, using Lua code. Using a timer, you'd have to check for the number of a unit existing, then give that player a number of resources. However, the scenario-only restriction is a bit much to be practical for use.
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Ishmaru

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Re: Resources and Magic
« Reply #12 on: 19 April 2012, 01:44:57 »
There will be multiplayer scenarios in next Megaglest release (already in svn), so you could keep your mod multiplayer if you want, without editing any c++.
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Omega

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Re: Resources and Magic
« Reply #13 on: 20 April 2012, 06:29:50 »
If you're willing to create a new command for "autogeneration of resources", that would be the most versatile way to go, and would allow future mods to utilize the feature too.
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Mr War

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Re: Resources and Magic
« Reply #14 on: 20 April 2012, 12:52:08 »
Glest and megaglest do too if I understand you correctly.

Re the modelS not showing, just guessing it may be the scale?

Omega

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Re: Resources and Magic
« Reply #15 on: 20 April 2012, 14:26:00 »
I believe the wiki claims GAE has resource production by buildings. Which if true will be quite helpful.
You're probably thinking of the generate command, which produces resources directly, instead of requiring you to produce a unit which gives or takes away the resources. However, it lacks an automated or AI friendly method.
« Last Edit: 18 June 2016, 13:37:08 by filux »
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