Author Topic: ORCS for MG [UPDATED!]  (Read 12480 times)

weedkiller

  • Draco Rider
  • *****
  • Posts: 277
    • View Profile
ORCS for MG [UPDATED!]
« on: 27 May 2010, 16:47:57 »
2cond Beta: http://www.mediafire.com/?y43wltock4z1q9k

Hi guys,
plz leave comments about balance, units and stuff..

still left to do is:
- sounds
- music
- building creation/destruction modells

and here some pics:
« Last Edit: 22 July 2011, 07:04:30 by weedkiller »

wyvern

  • Guest
Re: ORCS for MG
« Reply #1 on: 27 May 2010, 16:49:23 »
nice ;D :thumbup: :thumbup:

John.d.h

  • Moderator
  • Airship
  • ********
  • Posts: 3,757
  • I have to go now. My planet needs me.
    • View Profile
Re: ORCS for MG
« Reply #2 on: 27 May 2010, 19:37:31 »
Nice building, but the log wall looks a little... flat?

Fluffy203

  • Guest
Re: ORCS for MG
« Reply #3 on: 27 May 2010, 21:11:36 »
Props on the building , that looks awesome , well glest awesome lol , but yea the logs look fly cause its a flat surface he has them on , it isn't actual modeled logs, which is fine , it looks great the way it is , don't change it , in this game the detail gets blurry in game anyway , good job :thumbup:

weedkiller

  • Draco Rider
  • *****
  • Posts: 277
    • View Profile
Re: ORCS for MG
« Reply #4 on: 28 May 2010, 10:16:30 »


hi; the hint with the wall is good, will see ingame if its necesarry

emscape

  • Guest
Re: ORCS for MG
« Reply #5 on: 28 May 2010, 10:18:51 »
I think its nice:D

wyvern

  • Guest
Re: ORCS for MG
« Reply #6 on: 28 May 2010, 13:48:14 »
This is great I can't wait to see this done.

-Archmage-

  • Moderator
  • Dragon
  • ********
  • Posts: 5,887
  • Make it so.
    • View Profile
    • My Website
Re: ORCS for MG
« Reply #7 on: 28 May 2010, 16:20:11 »
Nice tree, but I think it could use a little more foliage. :)
Egypt Remastered!

Proof: Owner of glest@mail.com

Gabbe

  • Guest
Re: ORCS for MG
« Reply #8 on: 28 May 2010, 16:22:33 »
weedkiller, you are a master of this! i haven`t seen such good models even in original glest..

wyvern

  • Guest
Re: ORCS for MG
« Reply #9 on: 28 May 2010, 16:23:43 »
agreed :) :thumbup: :thumbup:

Omega

  • MegaGlest Team
  • Dragon
  • ********
  • Posts: 6,167
  • Professional bug writer
    • View Profile
    • Personal site
Re: ORCS for MG
« Reply #10 on: 28 May 2010, 16:35:17 »
VERY nice weedkiller, though I do think it needs a few more leafs for realisticness.
Edit the MegaGlest wiki: http://docs.megaglest.org/

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

Fluffy203

  • Guest
Re: ORCS for MG
« Reply #11 on: 28 May 2010, 22:56:00 »
quite good  :thumbup:

weedkiller

  • Draco Rider
  • *****
  • Posts: 277
    • View Profile
Re: ORCS for MG
« Reply #12 on: 29 May 2010, 20:45:14 »

some workover, the shaman tent

Fluffy203

  • Guest
Re: ORCS for MG
« Reply #13 on: 29 May 2010, 21:03:38 »
very nice good work , i would suggest symbols on the tent  :thumbup:

Gabbe

  • Guest
Re: ORCS for MG
« Reply #14 on: 29 May 2010, 21:21:32 »
Is weed in command of this project? he/she/it appear to be doing all the work, and at a rate and quality i have nevr seen..

Fluffy203

  • Guest
Re: ORCS for MG
« Reply #15 on: 29 May 2010, 21:23:19 »
In command , i guess so lol i have done little to no work on this faction for a while now and it looks good

-Archmage-

  • Moderator
  • Dragon
  • ********
  • Posts: 5,887
  • Make it so.
    • View Profile
    • My Website
Re: ORCS for MG
« Reply #16 on: 29 May 2010, 21:39:22 »
Great models, Weedkiller! I love the improvements! :thumbup: :thumbup: :thumbup:
Egypt Remastered!

Proof: Owner of glest@mail.com

John.d.h

  • Moderator
  • Airship
  • ********
  • Posts: 3,757
  • I have to go now. My planet needs me.
    • View Profile
Re: ORCS for MG
« Reply #17 on: 3 June 2010, 00:53:02 »

Click.


I was trying to make a monster of some sort for my own mod, but it started looking a bit like an orc, so I figured I'd go ahead and finish it up that way.  Think y'all (whoever is in charge here) could use this?  It's obviously not done yet, but I can finish it up if you want it.

weedkiller

  • Draco Rider
  • *****
  • Posts: 277
    • View Profile
Re: ORCS for MG
« Reply #18 on: 3 June 2010, 05:52:37 »
nice work ;) i think this can be used for the axeman. problem is i have no concept for him atm;
 i think you should make the beard bigger and perhaps the nose and chin.
clothes must be thought up, the idea of this orcs was some naturetribe look.
ah and, fluffy invented the mod, i just made some models because noone else did.

titi

  • MegaGlest Team
  • Airship
  • ********
  • Posts: 4,239
    • View Profile
    • http://www.titusgames.de
Re: ORCS for MG
« Reply #19 on: 3 June 2010, 10:04:13 »
nice buildings weedkiller!
Try Megaglest! Improved Engine / New factions / New tilesets / New maps / New scenarios

Fluffy203

  • Guest
Re: ORCS for MG
« Reply #20 on: 3 June 2010, 20:44:46 »
Well thanks for the credit weed , but your doing good work. Why is he shiny what material are you using? and needs a different texture more fur clothing/greenskin/ with a shield btw thats my concept.

Gabbe

  • Guest
Re: ORCS for MG
« Reply #21 on: 3 June 2010, 20:47:54 »
yes d.h i wonder why it is shiny too, cause with textures that only happens in glsl mode thats why i was wondering...btw can i still contrubute models to this mod? even though weed is ready to make it alone...

John.d.h

  • Moderator
  • Airship
  • ********
  • Posts: 3,757
  • I have to go now. My planet needs me.
    • View Profile
Re: ORCS for MG
« Reply #22 on: 3 June 2010, 23:18:55 »
nice work ;) i think this can be used for the axeman. problem is i have no concept for him atm;
 i think you should make the beard bigger and perhaps the nose and chin.
clothes must be thought up, the idea of this orcs was some naturetribe look.
ah and, fluffy invented the mod, i just made some models because noone else did.
Yeah... I really think we're kinda going off half-cocked, without a concrete concept of what an Orc should be and how he/she should look.

Why is he shiny what material are you using?
Just the image texture.  Blender renders things as kinda glossy by default.
Quote
and needs a different texture more fur clothing/greenskin/
Well obviously it's not done. The texture is just the flats so far. :P
Quote
I with a shield btw thats my concept.
Ehh... if you say so.

yes d.h i wonder why it is shiny too, cause with textures that only happens in glsl mode thats why i was wondering...
I know you've got a hard-on for GLSL and all, but I already told you in another thread that I don't know what it is and don't really care to look it up because it has no bearing whatsoever on Glest, so I am not using it unless that's what Blender does by default.  Try this: Open up Blender and hit F12.  You've just rendered exactly the same way I do.

Gabbe

  • Guest
Re: ORCS for MG
« Reply #23 on: 4 June 2010, 09:15:28 »
Quote
You've just rendered exactly the same way I do.
no it didn`t, mine got auto smoothed...

BTW, i think the model needs greenier skin, atleast darker..

weedkiller

  • Draco Rider
  • *****
  • Posts: 277
    • View Profile
Re: ORCS for MG
« Reply #24 on: 5 July 2010, 21:04:26 »
Hi, just some concept; i'm find it very difficult to think up unique units.. if you have a good thought, just post plz 8)

Tamer is supposed to be a strong groupleder who "summons" other units. the look should be natur-tribe like..