SirLoin wrote:
Impossible. You can't do it. It's a feat beyond your capabilities. Give up.
Who? Me, or JanDeis?
JanDeis wrote:
I don't have any programs that can mess with, import, export, or anythings else with .X files. I also don'r know anything about C++, open GL, or Lua.
How easy is it work with any of those three?
AFAIK Blender can export models into .X files (it's one of those python export plugins). Lua documentation can be found on it's official site -
http://www.lua.org/. And you don' have to know a thing about C++, or OpenGL. It's being used only for the engine core, not for the rest of the game.
Lua is quite minimalistic, but very powerful and flexible. Like other scripting languages it has garbace collection and automated memory management, dynamic types and so on.
You can go with Blender if you wish, but it won't be any easier. Terra doesn't have nearly as much documentation as Blender, nor has that much features (yet), but you can relay you wishes/question directly to it's creator (me

). Besides there are certain things Blender doesn't do for you (and which Terra or I will

), like networking or AI and you'd have to make those from scratch, which might a problem for some people without deeper knowledge. And if something is hard to make it just work, it's even harder to make it work properly (no exploits, no cheating in multiplayer etc.)
Mad78 wrote:
If you need a hand just say so.
Ok, I will

I just have to finish this scene graph first...
Edit:
SirLoin wrote:
I don't know exactly how to work it but this road starts with a speed bump so I know it's hardest at first. Other than that I don't know how to start from the beggining with a project. I wish there were better turorials and clear software that could explain this process. Strangely enough I havn't been able to find too many sites that give a simple and complete guide to using C++ programing and what you need to run a full application properly. If the members of the project wants more people to get involved this should be made more available, unless it isn't at all.
There might not be many tutorials on this, but there are lots of books covering this topic and this is also the stuff they teach at university

However I can tell you that projects stars with lot of thinking (this phase is called analysis). You take a paper and a pencil and write down all the things you want the program to do. Then you try organize things a bit and think about possible pitfalls and implementations. In the end you might even find out that you've wasted several notepads and pencils
And this is also what I'd like you to do. Leave the engine specific questions for later and instead focus on the actual game itself. Not just settings and factions, but on all the mechanics (resource management for example, even differences between multiplayer and singleplayer), then on the GUI, units and so on. Once you really know what (and have a rough idea how), then you can start thinking about implementation. You might consult Terra's design document for inspiration
