I'm not going to go in depth for
making models. In fact, I am going to assume that you know how to make models,
and can export to g3d. If you don't know how, please see my Glest Guide in
General Discussion. Preferably you use blender, since it is the most powerful,
and once you learn to get used to it's interface, you'll love it!
I'm
just going to tell you how to make some types of models. For tilesets, we don't
make models the same way as normal. We depend a lot on the textures. A tree is
made with flat faces, and the texture turns those faces into leaves and
branches.


The
picture on the right is the wireframe of the tree on the left. Trees are very
complexe models, and will take some practice to learn. You don't need as many
planes (the 2D rectangles) but the more you have, the more branches and leaves,
and the more natural it looks. You might have to use some existing texture
though, because it's nearly impossible to make a good leaf/branch texture
yourself. If you want, try browsing the internet, but be wary of copyrights and
TOS's.
By this method, the entire tree MUST be single sided. Note that
all tileset models should be single sided, since team colour is non-existant in
tilesets. Many models will be like this, including flowers, bushes, etc; So
remember this strategy. Another thing to be wary of is the fact that tileset
objects should be 1x1 squares. Notice how the player can walk on the edges of
the big rocks? This is because the rocks are too big. Try not to make mistakes
like this, or the character may look funny walking through everything.
In
the XML, there is a walkable option, which lets you decide wether or not the
object is walkable (meaning you can walk over it) To ensure maps function
correctly, try to have it so that if an object is walkable in the forest
tileset, make it walkable in your tileset too. Keep all the models and tgas
together, preferably in a folder titled 'models'.
Now lets move on to sound.