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.