View Full Version : Ork Battlefortress Wip
them apples
20th Jun 05, 9:04 PM
heres my ork battlefortress wip,if theres anything i should change/add please tell me your thoughts.
only the treads are textured so far,and im also planning on having some grotz firing machine gunz on the top,but i dont know how to import them from the game into 3ds max.
I also dont know how to bring this ingame :meh:
Im good at modelling characters,so could make my own grotz,
but I dont have relics blueprints so they wouldnt look exactly the same as to grotz currently in DoW.
http://img110.echo.cx/my.php?image=battlewagon2dt.jpg
thudmeizer
20th Jun 05, 9:20 PM
Should do the trick quite nicely: http://www.imageshack.us/
Ork BattleFortress! Ewwww.. Have you also considered also doing a Battlewagon and Gargant?
them apples
20th Jun 05, 9:36 PM
http://www.warhammer40k.ru/shop/catalog/images/bfort1.jpg
i was modelling it after this,but a low poly version for the game,i didnt have any blueprints for this so i had to guess at the scaling and mesurements
TheLoneKnight
20th Jun 05, 9:37 PM
..I fucking love you.
/me hugs Them Apples
Palii
20th Jun 05, 9:47 PM
At last someone is contributing to the greenskins!
The waaagh banner has a grot on top, download it from here:
http://gvendolin.tar.hu/waaagh_banner.3ds
- You're model is very good!
- I would even start an ork mod myself, but I'm busy with squats.
- But I can help you get your model in the game, catch me on msn: nagyonbolha@hotmail.com or send a PM.
Doesn't the Battlefortress have 5+5 weapon mounts?
I checked the Imperial Armour 2 codex...
Battlewagon:
- 1 big mount (Lobba, Kannon, Zappa) or (twin big shootas, twin-rokkit launchas)
- 2 med mounts (twin big shootas, twin-rokkit launchas)
- 5 big shoota mounts used by crew
Then the Battlefortress has two extra big mounts.
The 3 main turrets on your model seem to be kannons. I'd recommend adding at least two extra mounts(med) on the top.
It would also be possible to make certain weapon mounts manually upgradable.
Again, Very good work!!!
them apples
20th Jun 05, 9:52 PM
yea i have a twin big shoots modelled and textured already,my model has a ork kannon,and two zzzap guns,ill add 3 big shoots on the top for now and once thats done ill see whats next,summer holidays just begun so i have lots of time. :smash:
the grot file doesnt seem to work,im using max 7 btw if thats any help
thudmeizer
20th Jun 05, 10:30 PM
This thing is a Ork Titan like a BattleWagon no? A Fortress is about the size of a Squiggoth whereas a Battlewagon has lots of width to it so it might not work in DoW (due to tight corridors). However, all Titans are doeable - its just up to player to ackowledge the map their playing on to see if its viable to play em.
And yep.. would love to see more Ork stuff.. I can't only imagine the hilarious grot animations you could use on the BattleFortress! hehe.. let alone a Battlewagon!!!
mel_danes
20th Jun 05, 10:38 PM
Looking good, great addition to the Orks, look out now you blue armored thugs!
You could save some precious polys in the tracks. The current units use a looped set of single plane images. Works pretty good.
them apples
20th Jun 05, 10:44 PM
I was thinking about the tracks,but this thing will be pretty huge..so tracks that thin might look kind of strange
MrChaos
21st Jun 05, 4:19 AM
Just monster truck wheels will do.
ptm56
21st Jun 05, 5:01 AM
I've thought a lot of times about makin a feral orks and speed freaks mod. Unfortunately I don't have too much time right now for this things, but I'm happy somebody else is interested in moding the greenskins :D
Good job them apples
Finaldeath
21st Jun 05, 5:56 AM
Good looking! just what I need for my IG vs Ork SP campaign! Some ork units to destroy the silly humans!
Capt.Katana
21st Jun 05, 6:07 AM
You are doing a outstanding job,them apples....keep up the good work.. this a good thing for Orks.And something better for me to Blow up ...muahahaha.
Now if we can get ptm56 to find time to make the speed freaks mod w/ bikes.Orkdom would be a happy place again.
Maestrorobertus
21st Jun 05, 6:20 AM
nice... finally the Orc have something to stand against tanks...!
Just a view things:
- there are only 4 hardpoints for weapons available in game, more a possible by changing the table definition but they are not upgradeable and I couldn't bring them to work right.
- All weapons most face to the front. It's not possible to have weapons that are never facing to the front (turning behaivior).
But, maybe if palii helps...
Palii
21st Jun 05, 7:24 AM
Them Apples:
What is the problem with the grot? It's from the extracted model pack...it must work. Didn't you import?
Maestrorobertus
- Weapons never facing front?
- Did yo try angle_left 270 and angle_right -90 for example? (this could make a weapon facing backwards 180 degrees)
- Since 1.3 there are 11 hardpoints
....And after the expansion it will be possible to make loaded squads use onboard weapons (like chimera)
Maestrorobertus
21st Jun 05, 8:06 AM
Palii
- Did yo try angle_left 270 and angle_right -90 for example? (this could make a weapon facing backwards 180 degrees)
I tried, but with 1.2 and it didn't worked... The weapon was jumping after 180° and was acting real wild.
- Since 1.3 there are 11 hardpoints
Nice, hope they work...
them apples
21st Jun 05, 12:17 PM
do you want the weapons facing forward?
@ palli the 3ds file says improper file format and invalid file
Palii
21st Jun 05, 12:49 PM
Maestrorobertus:
So those vaules cannot be negative....:(
them apples:
I love incompatibility. Here is the grot by himself, re-exported:
http://terebess.hu/bolha/grot.3ds
http://terebess.hu/bolha/grot.max
them apples
21st Jun 05, 1:08 PM
thanks! that one works....would you happen to have the texture map to? or even a rigged model of the grot? :yippee:
Maestrorobertus
21st Jun 05, 1:19 PM
the map can be extrated from the game... wtp tool or so... if you want i can look for it tomorrow...
Palii
21st Jun 05, 4:15 PM
- Extract the shared textures sga archive with the extractor tool
- Get the RSH extractor, find waaagh banner texture, use the prog
- You may (or not) need a dds plugin for photoshop (download from nvidia)
- The model still retains the UV map
I didn't rig the grot, and there is no way to extract such data from the game. But I rigged the ork boy, that I gladly contribute to the WAAAAAAAGH.
them apples
21st Jun 05, 6:54 PM
http://img284.echo.cx/my.php?image=grotwithgun2ci.jpg
http://img284.echo.cx/my.php?image=gortswithgunzrender1ef.jpg
grotz with gunz..i might put them on the top of the bw
Exsus
21st Jun 05, 7:15 PM
Nice working. Consider puting around you image links. that will save time fom having to click on them.
thudmeizer
21st Jun 05, 7:30 PM
Fabulous! Adding all these little animated grots around the BattleFortress will add tremendous colour and flair! Any plans for more than just the one type of Grot + some hilarious idle animations? :D
them apples
21st Jun 05, 7:38 PM
im making a shot gun model to,but its not done yet,also i have to finnish unwrapping the battle wagon :rofl: http://www.electricocean.com/gtpics/003/Gretchin_Citadel.jpg
As soon as I get a scanner ill make an ork slaver that will wip the grots as an idle animation
Uriel Zarium
21st Jun 05, 8:25 PM
Those models look exceptional, Apples. Very good work. You even managed to get a Filefront News Comment focused solely on your stuff. o_o
thudmeizer
21st Jun 05, 8:39 PM
Shear Brilliance! These are the types of little extras the Orks need! Seems they are one of the faction neglected and needing some attention. Exceptional work!!
Maestrorobertus
22nd Jun 05, 3:15 AM
you could even make some grots that simple fire small pistole, throw darts etc... without counting the effect... just because it looks cool as animation.
And you could add some random parts to your battlewagon, so each looks different...
If you need help with rigging just ask...
epic40k
22nd Jun 05, 8:18 AM
Class, If Winterdyne makes big maps for the warhound titan mod then the battle fortress will have room to move.
Mit Gas
22nd Jun 05, 8:25 AM
it was about time someone shows some love for da boyz. :)
I can only say one thing, the best GW game ever was Gorkamorka.
Lefty
22nd Jun 05, 9:07 AM
what is Gorkamorka?!?!?
Demonhorde
22nd Jun 05, 9:35 AM
gork and mork is the gods of the ork race... so i bet its slang for that.
Mandoo
22nd Jun 05, 9:53 AM
Never played gorkamorka but if memory serves it was an ork racing game using wagons, traks and bikes, i could be wrong and getting it confussed with another early mad max style GW game (cant remember what that was called)
Might make a cool mod in its self though, vehicles only race demolition derby kinda thing.......
compiler
22nd Jun 05, 10:11 AM
"another early mad max style GW game (cant remember what that was called)"
Dark Future ?
Lefty
22nd Jun 05, 10:21 AM
thnx for explaining what it was.
mel_danes
22nd Jun 05, 1:57 PM
Gorkamorka was a game about collecting scrap from a crashed Space Hulk. You and your gang of boy'z, grots, digga's, or muties gathered scrap to barter in Mektown, the largest section of the downed hulk. The meks are trying to repair it and get it back into space. The gretchin revolted, led by the Red Gobbo and are now free. Digga's are subterranian humans who idealize the orks and try to imitate them, muties are surface humans mutated by generations of harsh solar activity and living in toxic zones.
It was cool.
deathbunny
22nd Jun 05, 2:39 PM
gorkamorka was another GW attempt to squeeze moneys out of people's eyeballs while simultaneously promoting a new mini line (at the time new orks and plastic vehicle kits) and sort-of serving an older fanbase with an orphaned game (necromunda players--which was a gang-based smaller-scale combat game, which is sort of what gorkamorka was).
The genius of gorkamorka was that it could potentially cost as much to play with a smaller standard army as a typical warhammer 40k army--since your whole 'gang' was based on vehicles, which are more expensive anyway. While a dedicated ork player might have 4-6 vehicles in an army, he could have the same number in a gorkamorka gang.
It was genius.
I think it was canceled because 40k players were getting a deal on vehicles by buying the gorkamorka boxed set--so the total amount of moneys being sucked out rectally was less than it could be.
offended_angel
23rd Jun 05, 1:40 PM
this may seem werid but what moddeling proram do you use im looking for one but cant find one and need to make a mesh... Any help!
them apples
23rd Jun 05, 3:28 PM
Im using 3ds max 7
you can try the demo for 30 days at www.discreet.com
it might take you a while to get the hang of it though.
them apples
26th Jun 05, 7:36 PM
http://img115.echo.cx/my.php?image=battlewagonwipfronttexture2kx.jpg
just a small update,any gray/blueish area are considered not done or wip.
im a little out of practice on the textures because ive been trying out particle effects for the last 3 months w/e :bow:
if my textures suck please tell me.
CrossOrion
26th Jun 05, 7:40 PM
Looking Great!
80~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Oh please please please please please...
thudmeizer
26th Jun 05, 7:52 PM
Oh man.. You could be becoming the next Ork man! Orks need more engines o death! Hope you have time down the road for other Ork vehicles as this one is turning out sweeet!!
them apples
26th Jun 05, 7:54 PM
yea i promised someone a rocket grot i think :)
dr2sheds
26th Jun 05, 9:15 PM
Those Goff check patterns look killer! Keep up the great work mate.
regards,
sheds
scorpia
27th Jun 05, 7:58 AM
will this replace the squigoth
be avalible as well as a squgoth
be one or the other (is this posible)?
Mirage Knight
27th Jun 05, 8:27 AM
That's an amazing model there, mate!
Is there any chance of n0z3kll3r and I being able to use this orky badass in our Rebirth Mod when you're done? You will of course get full credit for it :)
It does not have to replace a Squiggoth. It doesn't even have to be a unique unit.
It could be made to require 2 relics if it's felt to be overpowering.
I wants one.
Maestrorobertus
27th Jun 05, 10:34 AM
or could be part of an own mod...
Hraefn
27th Jun 05, 10:46 AM
I don't like the Orks, but that Battle Fortress looks really wicked.
With the right textures, it can become better than the ones made by Relic.
CrossOrion
27th Jun 05, 10:49 AM
Relic made a battlefortress?
On another note, would it be possible for it to become some sort of mobile HQ? add abit of code to it that allows it to produce units and throw out a mobile control Area? Perhaps there could be a mobile base mod :P
compiler
27th Jun 05, 11:01 AM
That's something many modders have tried to achieve, and none succeeded yet.
Maestrorobertus
27th Jun 05, 1:09 PM
indeed, you can do a structure or you can do unit.... but both don't work... somehow hardcoded i think.
Hraefn
27th Jun 05, 1:11 PM
Sorry, you are right, I was a bit vague.
I meant general Orks.
them apples
27th Jun 05, 1:59 PM
Id like to make my own mod once this is done acctually,I'll make a recruitment post when I do.
btw this battlefortress will not replace the squiggoth,and it is not going to be better than one ether...it will excel a taking massive amouts of punishment from small arms..and be able to dish out lots of firepower.
like this:if this makes sense,since im not a coder)
health:8450/8450 vehicle_heavy_armor and should be able to transport 4 squads
zzzzapp gunz will be slightly(only by a bit) weaker than squiggoth one,the battle cannon will be much more powerful than the current tank one,the machine gunz will be the same as a squiggoths mg's
there should be an option that you can use for the steam roller that works like a squiggoths trample but causes more damage but does not throw its victims and maybe less moral damage.
in cc a squig could take out a battlefortress quite easily.
Nevin
27th Jun 05, 4:56 PM
How are you gunna scale it? Just around the same size as a squig?
them apples
27th Jun 05, 5:26 PM
roughly the same size..yea
this should be sort of like the bane blade I guess but its weapons arent as powerful or as accurate..battlefortress might have better armor than one though,since they said the baneblade will have lighter armor.
I so wants one...
How long do you estimate it'll take you, great Mek sir?
them apples
27th Jun 05, 7:29 PM
ill be done texturing/animating maybe in 2 weeks..somebody who volunteered will have to bring it ingame though becau :jig: se I dont know how to.
If you need someone to write the Attribs for it and the previous volunteer leaves, I'll be glad to grot for you.
ill be done texturing/animating maybe in 2 weeks..somebody who volunteered will have to bring it ingame though becau se I dont know how to.
You need to know what animations to create if anyone is even going to consider hooking it up in the OE. Take a look at the predator example, that should get you started. The trickiest part are the treads. Note that any animated textures need to be on their own texture page.
Klaudikus anxiously awaits his fortress... :viking:
them apples
28th Jun 05, 3:41 PM
I was going to make some grot animations,and maybe a grot drinking some type of beer etc.
mel_danes
29th Jun 05, 6:06 AM
I think the texture is very good. The Ork Warboss is pleased. Remember red ones go faster. The grot animations sound great, you could have them randomly fall off and die or jump back on. Maybe have them "gopher hole" out of it at random places.
Maestrorobertus
29th Jun 05, 6:15 AM
if you do the animation for idle action. Separate the idle motion of each person, each turret, and the hull into single randome groups and layer them together later on..giving you much better control. You also can weight random motion, to make them apear more or less often.
Also a random look would be cool! Some ellements, look of cannon etc...
them apples
1st Jul 05, 11:26 PM
http://img124.imageshack.us/my.php?image=battlefortressside4re.jpg
http://img33.imageshack.us/my.php?image=battlefortressside9fy.jpg
a small update,most of the brown stuffs done accept for a bit on the turrets maybe,any grey parts arent done yet.
once again,if theres anything you think I should add/change
please give your 2 cents...erm,3 cents :heyhey:
MrChaos
2nd Jul 05, 12:26 AM
Hmm... things to add, some pointy spikes/spears and flame graffiti. Different colours for the armour, some red platings.
But these are just minor things, in all the Battlefortress looks really good.:evilnod: STOMP STOMP STOMP
Finaldeath
2nd Jul 05, 6:52 AM
Very cool stuff :)
I've got a ton of would be cool stuff for the campaign I'm doing, like half-made gargants and Stompa's, and Ork Tanks. This is just so neat :D
Make sure it has some team colour red, 'cause da red unz goz fasterz!
newghost
2nd Jul 05, 7:34 AM
maybe add spikes to the treads or the roller maybe?
Mirage Knight
2nd Jul 05, 8:14 PM
It could use more spikey bits on the roller itself and maybe spikes or blades coming out of the side of the support bracket for the roller itself. Other than that, it's shaping up very nicely! :D
them apples
8th Jul 05, 8:13 AM
got some more done
by now you should know whats done and what isnt :heyhey:
the grots arent in place yet.
http://img124.imageshack.us/my.php?image=battlewagon4vv.jpg
Maestrorobertus
8th Jul 05, 8:18 AM
very fine.... love it...if you need a skinned and rigged grot.. i got one!
thudmeizer
8th Jul 05, 8:38 AM
OH SHUT UP, yer joking right? (regarding submitted screenshot)
THAT LOOKS AMAZING! I mean, when its done its soo Ork-like in terms of massiveness and pain-giving its worth having as a desktop pic!
I can't imagine how many little grots will be manning guns and all those fun little idle animations. hehehe
CrossOrion
8th Jul 05, 8:41 AM
Your going to make Eldar Fireprisms go WTFSHOOTITSHOOTITSHOOTIT with that thing. :D Very well done, I cannot wait to see it among orks.
thudmeizer
8th Jul 05, 8:50 AM
Apart from a Squiggoth, I'd probably go have all my Eldar units go hide under a tree once I saw that thing lumbering down the road at me. >Egads!!!< Its like a Bloody Meat-Mashing Factory 'o' Death!!!
MrChaos
8th Jul 05, 8:51 AM
Boyz, get's ready fer stompin' there is da big Battlefortress with lotz of gunz! Oi! Where are da Gretchin, puny little greenies!
Da boss really like'z it!
Maestrorobertus
8th Jul 05, 9:00 AM
I really should start rethinking the shadowswords idea... wasn't there are a scoprion eldar tanks somewhere?... oh and not to forget the warhound.
thudmeizer
8th Jul 05, 9:36 AM
I do have a pic of all the Titan units that could be done for DoW. Its all in one gallery picture. All the major Ork titans (including the Battlefortress and Wagon >yum!< ) are covered in this pic.
Edit: http://img285.echo.cx/img285/8548/warhammer40ktitans9sp.th.jpg (http://img285.echo.cx/my.php?image=warhammer40ktitans9sp.jpg)
them apples
8th Jul 05, 9:57 AM
yea,once im done this im not sure what ill do...I really wouldnt want all the races to have a titan because then the orks wouldnt be unique anymore :Pimp:
so im leaning more towards...dont know yet,need some ideas :smash:
im hoping some type of infantry.
btw thudmiezer,I live in the same city as you :howdy:
thudmeizer
8th Jul 05, 10:04 AM
Shut the hell up?
YOU MEAN SOMEONE HERE actually lives near me rather than a gabillion-and-fifty kms?
Cool.. So the guy designing the Ork battlefortress is perhaps down the road from the DoW AI guy? Try this: go to your local GSW store and tell em what yer doing -> INSTANT CELEBRITY. All of a sudden guys start coming to you asking about your project. Its.. weird.. (in a good way). Have a GSW just a 15min walk from me (just south of Canada's Wonderland up in Vaughan) and they are always intriqued about what goes on in the Dawn of War franchise.
Jinxter78
8th Jul 05, 10:31 AM
I´m sure the orks could use a battlewagon and a Bonebreaka too
:bow2:
thudmeizer
8th Jul 05, 11:00 AM
Or at least the community can.. its not that if the mod exists but sometimes, at least for titans, its if the models, rigged, textured, and animated are in existence for future use. Of course, the work would have to be credited appropriately but its about "forward-thinking" the work for future mod inclusion.
Finaldeath
8th Jul 05, 11:20 AM
I've always wanted an ork Wierdboy, the pychics and that :)
If you had them modeled up with effects, it'd look cool. Make sure thier death event is thier head exploding though (well, that happens a lot for Ork's).
Just my thoughts on what Ork units are missing :)
Oh, and the battlefortress looks very very very good.
Jinxter78
8th Jul 05, 1:11 PM
ahh, that was what they were called, Wierdboys!
Ok, mr them apples, one Weirdboy please! :bandit:
them apples
8th Jul 05, 1:30 PM
ill see what i can do about the wierdboy..sounds cool enough
have to get my scanner first though :3d:
Maestrorobertus
8th Jul 05, 1:49 PM
yes they got caried in a tank with hight tower, because if you get to mad or is spell is out of control he can explode...therefor the tower protects the orcs in the tank.
Finaldeath
8th Jul 05, 2:12 PM
I don't think the wierdboy tower is totally nessissary :) but the unit itself would be cool.
They wouldn't be allowed to join units (apart from Mad boyz though of course :) ).
Brainboyz might have been the other related thing to Wierdboyz. I'll copy out the old (previous edition) Ork codex backgrounf fluff on them if you want (or just scan it in would be easier).
compiler
8th Jul 05, 2:46 PM
Since we are in the wishing well department, I think the Orks really miss a Shock Attack Gun !
Great work on the Battle Fortress so far. The Baneblade will have a competition.
thudmeizer
8th Jul 05, 3:00 PM
Wouldn't the BaneBlade totally own the Battlefortress since it totally out-ranges it especially with its massive main cannon? Battlefortress' advantage is more close-mid range against multiple squads and vehicles. Baneblade can sit, relax, let its cannon-crew go medieval while the rest of drivers sit and have cappacinos. :D However, get the Battlefortress in range then it could get raunchy. 8-)
them apples
8th Jul 05, 3:11 PM
true,long range a baneblade will own,however having a battle fortress will be very useful in massive ork assaults..you could fill it up with a swarm of orks..and charge it into enemy lines scattering all the plasma equipped marines,and while there recovering(getting up on there feet)you unload all your orks and theyl be in cc before the marines even got a chance to fire.not to mention the ork battle cannon scattering them furthermore once they get up.
also im hoping to make the battle cannon on the fortress acctually anti everything,not just anti-infantry.
Lord-Solar
8th Jul 05, 11:44 PM
Having some new space amrine units woud be nice. Maybe some Deathwatch marines or new terminator :)
compiler
9th Jul 05, 3:09 AM
Err... yes, but I think this thread is more about Orks.
If you use Compiler's version 1.2 Vindicator cannon (with his approval), you'll have a pretty good Battlefortress main cannon. That thing was the shiznit.
Finaldeath
9th Jul 05, 5:30 AM
Err... yes, but I think this thread is more about Orks.
Here here! And there are countless (at least half a dozen +) mods for space marines, while poor chaos, eldar and orks get next to nothing :)
MrChaos
9th Jul 05, 6:50 AM
So, it's time for them boyz to start choppin!
Da boyz are in da house!
them apples
9th Jul 05, 8:09 AM
^agree,its time for da boyz to spill blood and stomp all them warpspiders into squished bugs..spiders
thinking of making some skarboyz to..thats another option,they can be like the tier 1 heavy infantry.
Demonhorde
9th Jul 05, 9:47 AM
Do you got any texturers or animators working with you yet?
them apples
9th Jul 05, 12:10 PM
no ,im a one man team,but this isnt a mod,its just a vehicle that I wanted to use for the game.
im thinking of making a mod though..maybe on pre-heresy marines,bad moon ork scenario with new stuff..etc
no promises yet though,maybe after winter assault.
newghost
9th Jul 05, 8:38 PM
well maybe you could just release the ork battlefort as a mod
ShinGouki
9th Jul 05, 11:18 PM
Them_apples if you want someone to code you a few units for the orks. It doesn't take me very long. I don't mind helping out from time to time when I'm not to busy with the Harlequins mod.
I need to code some freebooters and a shokk attack gun for a campaign I'm doing anyway so don't suppose you have any interest in getting some Orky pirates in game too :)
TheLoneKnight
9th Jul 05, 11:27 PM
..and on the eighth day, God said "Let there be the biggest, baddest, stompiest trukk known to mankind," and the Battlefortress was born.
And it was good.
zIBiT
10th Jul 05, 12:56 AM
WHEN?!!! :omg: :slow: :bow: :wowsers: :banana:
Me ork like it...me wanna it...
CrossOrion
10th Jul 05, 5:20 AM
I need a size comparison...fluffwise, how big is to this compared to say, a land raider?
them apples
10th Jul 05, 5:29 AM
although people keep calling it a titan,it never was really a titan.
the battlefotress is roughly the size of a squiggoth,perhaps a tad taller.
them apples
10th Jul 05, 6:54 AM
[img=http://img220.imageshack.us/img220/7576/battlefortressneardone16ab.th.jpg] (http://img220.imageshack.us/my.php?image=battlefortressneardone16ab.jpg)
[img=http://img220.imageshack.us/img220/9039/battlefortressneardone24kd.th.jpg] (http://img220.imageshack.us/my.php?image=battlefortressneardone24kd.jpg)
[img=http://img220.imageshack.us/img220/584/battlefortressneardone33qa.th.jpg] (http://img220.imageshack.us/my.php?image=battlefortressneardone33qa.jpg)
[img=http://img220.imageshack.us/img220/1769/battlefortressneardone40ap.th.jpg] (http://img220.imageshack.us/my.php?image=battlefortressneardone40ap.jpg)
[img=http://img220.imageshack.us/img220/9995/battlefortressneardone55de.th.jpg] (http://img220.imageshack.us/my.php?image=battlefortressneardone55de.jpg)
just needs animating now,and maybe a few more grots :nod:
DarkJedi
10th Jul 05, 7:05 AM
Fuck me thats good
MrChaos
10th Jul 05, 7:31 AM
Dear God! Maestrorobertus must see this!
thudmeizer
10th Jul 05, 8:11 AM
Holy Mother of this Earth! OUTSTANDING ! ! ! ! Love the last shot showing all that room available for some disgruntled Grot attackers! :D Hot damn lov'n that texture work !! !
compiler
10th Jul 05, 8:27 AM
Excellent ! This calls for a grt mob and its Runtherdz.
I love the rusty effect and the color palette. And also the planks/metal contrast.
Theonly thing I'd see worth improving is the distorsion on checker patterns. I know this may come from unwrapping, so you'd not be inclined to redo it all.
Anyway, it's not that big an issue.
Please keep on the excellent work.
Finaldeath
10th Jul 05, 8:36 AM
Ohh, dear me thats good. Could you give us a rundown of its weapons and stuff? I'm interested in that mainly to see where it'd be appropriate in the campaign (against orks) I'm doing. :)
them apples
10th Jul 05, 8:52 AM
3 grots firing twin bigshootas(over-under version)1 grot firing some sort of mega rokkits,2 zzzapp gunz,and one ork Kannon(its more powerful than the tank version)
its health is 7000/7000 with vehicle_heavy_high armor,and if its possible a steam roller option that works like a (much slower)squiggoths charge but doesnt throw its victims nearly as much and causes more damage.
it can carry 4 squads.
about the kannon,it will be anti everything,not just an infantry cannon.
costs about 890 requisition and 1275 power. I dont think this is over powering it because currently orks have nothing that can counter tanks effectively except tankbustas....and their infantry infantry vs tanks=no chance..unless you got tons of them,and to get tons of them you will be wasting your pop cap on anti tank infantry that can be slaughtered by anti infantry.
Hands_of_Fate
10th Jul 05, 9:15 AM
Holy..! Now that's pretty amazing. Excellent work man. I'm almost sorry I'm going away for a time when you guys will be playing with new toys.
thudmeizer
10th Jul 05, 9:49 AM
Yeaa the Battlefortress should cost more than a Squiggoth and perhaps be a little more powerful BUT be slower/less agile then a Squiggoth. Whole thing about RTSes: NEVER EVER MAKE ANY UNITS OBSELETE! Try to give all units for a civ/faction a use.
Squiggoth is big, turns slow, moves slow, hard to maneuver, but has massive firepower, lots of HPs, has RAMPAGE ability, and is a mid-sized transport.
Battlefortress is big, maybe turns slower, slower than Squiggoth, harder to maneuver, has more firepower (more hardpoints), maybe a little more HPs, no special abilities, a larger transport.
Balancing is fun. Every unit needs an appreciable "use-value". That what makes RTSes fun low tiered units retain their use even to mid-end game.
VariableEagle
10th Jul 05, 9:54 AM
Amazing work. That's all I can say.
Too bad that you have to work with limited hardpoints before Winter Assault comes out, otherwise you could cram those windows with Grots blasting away blissfully with their pistols. What I do suggest instead though, are animations of Grots blasting away blissfuly with their pistols, since it's not like they'd be hitting anything anyway.
Immortus
10th Jul 05, 10:38 AM
^ *laughs* Sounds good ;)
And that ...thing looks über :worship:
Finaldeath
10th Jul 05, 11:24 AM
Thanks for the basic rundown of stats. Looks like a perfect vehical, as Titans (the game, as noted in my signature, is Final Liberation - based on Epic 40000) are not really for Dawn of War (dispite what people say, they really are too big :) ).
This is a great comprimise, and the Orks lost a lot of thier fun without Orky vehicals - only the Trak really encompassed the orkyness of thier vehicals.
Neat, looks good for an AI player. :)
hangar-8
10th Jul 05, 12:12 PM
Astounding! Personally I think this should be an add on like the Rhinoz, lord knows the orks need something to help 'em (I know a few ork players who will be waiting eagerly to have a go with this brute).
How do you plan on teamcolouring it?
them apples
10th Jul 05, 12:21 PM
who ever coding this for me will have to teamcolor it because I dont know how to.
also there should be enough hardpoints since 1.3 came out.or at least someone told me that.
compiler
10th Jul 05, 12:27 PM
If you need help coding it, I can do it.
Just PM me.
CrossOrion
10th Jul 05, 1:03 PM
I wonder how it'll look with a few banners sticking out of it...
Uriel Zarium
10th Jul 05, 1:27 PM
Will it be possible to have this model, its animations, and a couple .luas for its entity and squad blueprints released in a zip to add onto mods once completed?
That thing is beautiful... o_o
them apples
10th Jul 05, 1:37 PM
If you want to use it in your mod then pm me and if it catches my interest I then might consider.
ok couple questions before I start animating:
do the grots have to be a separate file with there own animations?
does everything have to be attached...
so,as said..can I just rig my grots in the same scene as the battlefortress and make up some cool animations,and then just send it to one the coders and then its ingame in a matter of time...
Maestrorobertus
10th Jul 05, 2:19 PM
you just need to have everything in the ref file.
The animation can be in seperated files and you can layer animation together...
hangar-8
10th Jul 05, 2:56 PM
I could teamcolour it up if you'd like me to have a go?
them apples
10th Jul 05, 3:50 PM
i'm going to send someone the 3ds.(exported as whm..or whatever its called) file with everything animated,and just hope they can get it ingame.
CrossOrion
10th Jul 05, 8:06 PM
What's your next project ^^? :D I'm sure the community would love to see more of your work after this.
Lord-Solar
10th Jul 05, 8:50 PM
How about an orks warboss that does not have mega armour. Then he fits right in with the nobz and is faster so he is not slowing them down. A chance to show off some of your awsome abilities on a GOOD character. ;)
Or
Ork Evy Boyz with there looted armour plating that would make it sweet. :)
Warmaster Death
10th Jul 05, 9:04 PM
meaga armoured nobz are comin out with winter assaulkt, so yeah, a non-mega armoured warboss, AND a mega armoured warboss, both with respective Nob bodygaurds WOOT!
MrChaos
10th Jul 05, 11:32 PM
What about a Gargant.
CyberSargent
11th Jul 05, 12:03 AM
those are basically orkey titans
them apples
11th Jul 05, 6:09 AM
I promised clr from the necron team a grot bomb.
thats not very hard to make.
IceCream
11th Jul 05, 7:39 AM
apples FUCKIN AWESOME MOD,Can't wait to play it and start rolling over orks.Been staring at the beginning not thinking you will have it done so soon.With the stats I think it shouldent be 7000 more like 5000 Like a Land Raider Basicly.In TT it's armour is like Predator value almost.Plus if you make it 5000 or little bit less then we have like 4 on the field and start kicking ass.It's just my suggestion.
them apples
11th Jul 05, 8:34 AM
its armor is the same on the tt,but it has more wounds
IceCream
11th Jul 05, 9:03 AM
oh it does didnt know that I was just glancing through the ork codex,just looked at it's armour piercing value.
mlai
11th Jul 05, 11:40 AM
Will you be including the luas in the mod, so ppl can mod things if they want?
Personally I'd also like them to be non-unique vehicles that take *a lot* of support cap and have hit pts in range of LR (but more since it doesn't have Machine Spirit), since the unique vehicle role is already taken by the Squiggy.
them apples
11th Jul 05, 11:43 AM
first im trying to get this ingame..for some reason I doubt itl work -_-
just a feeling..
Lone Canadian
11th Jul 05, 11:58 AM
:buddies:
Mirage Knight
11th Jul 05, 12:00 PM
You're doing a Grot bomb?? I've got to see that!
newghost
11th Jul 05, 2:42 PM
mlai, please dont ask that openly, ask him over a PM for a copy of the source files.
whats a grot bomb? a suicide grot?
thudmeizer
11th Jul 05, 2:53 PM
http://img298.imageshack.us/img298/4001/grotbomblauncher3fk.th.jpg (http://img298.imageshack.us/my.php?image=grotbomblauncher3fk.jpg)
Mobile Launcher + Flying Bomb
http://img298.imageshack.us/img298/89/grotbombvehicle1yy.th.jpg (http://img298.imageshack.us/my.php?image=grotbombvehicle1yy.jpg)
Stationary Launcher + Flying Bomb
http://img298.imageshack.us/img298/4324/grotbomb9xb.jpg (http://www.imageshack.us)
Flying Bomb
I think we all agree - the Mobile variant + deployable bomb is wayy cool and the way to go. I can't imagine the explosive force/area impact that thing would have if it hit its target?!?!
I imagine this hilarious suicidal Grot in the bomb's cockpit doing some funny things especially during flying and before hitting its target. eheheheh
Maestrorobertus
11th Jul 05, 3:10 PM
the mobile version would be fun... it has no weapon only a special abbility and take ages to reloaded...but because the flyer gets less good on long range, you need to move him close to the front... Well at least it's impact should be very deadly, but not big. That would make it a unit to kill commanders and heros. But, well a full swarm of that bombs could be a nice picture as well...
thudmeizer
11th Jul 05, 4:36 PM
For Balance sake.. Ork Mobile Launcher + Flying Bomb should:
1) Perhaps be limited to only one and..
Have a long reload time, be semi-inaccurate when fired (hehe.. whats Ork isn't?), have massive range (same range as a Whirlwind using attack-ground), leave one hellva explosion/crater at the target site, cannot be shot down, launcher can be destroyed but results in a modest detonation, launcher moves as fast as whirlwind or slower.
2) No limit to the # you can create but..
Have a shorter reload, semi-inaccurate as always, massive range as above, half the damage as above, CAN be shot down, destroying launcher + bomb yields minor explosion, launcher moves even slower.
MrChaos
11th Jul 05, 4:53 PM
A giant rokkit launcher, that wuld be fun.
hangar-8
11th Jul 05, 5:51 PM
Possibly it would be easier to use (mod) as the SM version? Build the launcher (orbital relay equiv, just for the grotbomb tho) and have it as a hero ability to call in a strike (similar to the FC OB)? Big Mek could call it in.. he's all mechanically minded ;)
Just an idea, I hope it isn't taken the wrong way as them apples has done an incredible job already with the Battlefortress.
thudmeizer
11th Jul 05, 6:08 PM
Actually, it would be quite innovative to DoW if the mobile launcher could be built, controllable as any vehicle, but then you click a SPECIAL ABILITY button (maybe called "Launch Guided Bomb") then the flying bomb seperates from the launcher and both launcher and bomb are fully controllable still. Then launcher can move away and then user would have full control over the piloted bomb. That would be something different in terms of gameplay micro'ing for DoW. Whats great about the tactic is depending where you launched the bomb, it would have a certain distance it could travel so it would go up then come down and you'd have to hit something before it hit ground. Perhaps also give it a slow turning rate and large splash damage when it hits the ground or target causing some indirect damage.
them apples
11th Jul 05, 6:11 PM
sounds good,make it do damage like orbital bomb but in a shorter period of time.
newghost
11th Jul 05, 9:02 PM
if possible, it would rule if you could track it with the camera.
imagine, having the camera behind the grot while he flys into a company of SMs.
Maestrorobertus
12th Jul 05, 1:33 AM
I don't think that this is possible. First of all, you would need to lock the camera to an object. Then you need to have control over the fuel, so the grot hits the ground after a little time. And you would need to do the real impossible: divide an object into to parts! Ok you can do a projectile object, but controle it? No way... Only relic can change that code.
5tide
12th Jul 05, 9:33 AM
Would turret defenses deal with a kamo-grotty-bomb ? or would it be like the orbital strike? And would the rocket be 1 on population? love the idea though lol and the pilots would be laboto-big-bang-steerers !! :)
mlai
15th Jul 05, 10:41 AM
Are we there yet? ;_;
them apples
15th Jul 05, 10:52 AM
getting there,compiler is still working on it.
compiler
15th Jul 05, 10:58 AM
Lol !
For the moment, the model shows in game.
But it needs all the animations done, then integration and lua coding.
Approximately, this mod is 10% complete.
hollowe_01
15th Jul 05, 10:59 AM
what would happen to the mobile launcher once the grot-bomb is launched and detonated.. would it be possible to build another bomb for the launcher, or would the launcher come with shootrz, as a secondary-purpose platform (i.e. after the bomb is deployed, it isnt totaly worthless and taking up precious slot resources ect.). if the bomb is NOT rebuildable on the mobile platform, then i think the stationary platform is more practicle.. as it would be able to decay and would not take up precious slots. still cool, but not AS cool as a mobile platform.
if the bomb is rebuildable, does it dock with the mek-garage, or do grots swarm it to build another grot-bomb.. ?
just a few questions.. but i think this is an uber-awesome idea..
compiler
15th Jul 05, 11:28 AM
There's a specific thread for the Grot Bomb here :
http://forums.relicnews.com/showthread.php?t=67872
The present thread is for the Battlefortress only (or we will completely lose our minds)
(yeah, like it wasn't already done...)
hangar-8
22nd Jul 05, 2:55 AM
Do we have any progress reports? I don't play Orks but I have a few friends that do and I know they were more than a little interested by the project :D
compiler
22nd Jul 05, 3:29 AM
For the moment, them_apples is working on some export problems.
hangar-8
22nd Jul 05, 4:24 AM
Appreciate the update, many thanks.
rbsoc2
13th Sep 05, 4:11 PM
Just haven't heard anything in a while, is this still in the works? Just wondering, it's very cool and wanted to get my hands on it.
them apples
13th Sep 05, 4:40 PM
yes it is,school started and work is slow..thx for your input tho :)
rbsoc2
13th Sep 05, 7:09 PM
Understand, thanks for the update, and lol finishing it up
RedSarge
13th Sep 05, 9:52 PM
This is the first time I have seen this thread.... all I can say it WOW, awesome work and great idea!
When I read Battlefortress I thought Giblet Grinder :banana:
sorry there seems to be no area to attach a picture. :(
kindred ravens
14th Sep 05, 4:24 AM
hey them apples i had a thought, if the sms did orbital strike on the battle fortess while ur grotts were exsposed they would die wouldn't they but to make it look like they were avoiding the blast u could use what mel danes said on thread 5 i think
"The grot animations sound great, you could have them randomly fall off and die or jump back on." "Maybe have them "gopher hole" out of it at random places."
the gopher hole thing would be like the spacemarine hatches u see on the rhinoz and landraiders and considering that the battle fortress is made out of scrap it would be perfectly suitable to have those spacemarine hatches near the guns for ur grotts
that way it would look more authentic, rather than having invincible grotts on the top
compiler
14th Sep 05, 9:19 AM
Have you got an idea of the amount of work implied by what you propose ?
Finaldeath
14th Sep 05, 10:04 AM
compiler is right, that in itself is rather impossible anyway, but even if seperate destroyable hardpoints were available, it'd be nigh on impossible work to code them all...
...for a single ability?
Anyway, I am glad to know this is still progressing - it will be a focal point of any Ork army in the maps I'm doing, and be a killer :)
If you need AE help or whatever, I'd love to test it, and am learning how to Attribute Edit bit by bit too, if there is no one currently doing it.
kindred ravens
14th Sep 05, 11:50 AM
u misunderstand i propose an animation to make it look like he is clibing into the battle fortress to avoid dying for example:- he is ontop of the battle fortress the weapon is fired he jumps into the battle fortress to protect himself from harm
i think this is the way to go considering how quickly grotts die when they are on their own.
NOT having separate guns die.
Finaldeath
14th Sep 05, 12:03 PM
Isn't that basically the same thing?
It is impossible for units to "react" to abilities - nevermind it being slightly pointless for a single ability, what about chaos abilities? Eldar spells? Libarian powers? :)
That is probably just the same difficulty, sorry ravens, I doubt anyone can do that for any unit.
VariableEagle
14th Sep 05, 2:46 PM
There is an "under fire" animation for most units in the game.
Finaldeath
14th Sep 05, 3:03 PM
There is an "under fire" animation for most units in the game.
This isn't a "under the effect of an orbital bombardment/spell/killer shot" though, sadly, just getting shot right? :(
VariableEagle
14th Sep 05, 4:12 PM
As far as I know, you're right. But it's better than having no option whatsoever. It can be something as simple as a grot ducking down.
Finaldeath
14th Sep 05, 4:26 PM
Oh, yeah, that'd be kinda neat, but heh, you need to perhaps explain that that is by far the major limit, and explain it to the people who make random requests :) else they ask for the world, as you have seen ;)
orkyzrulzdagunz
14th Sep 05, 9:51 PM
umm im neww to everything in these forums but is the battlewagon actually able to get put into the game i meenit would be sweet. :flame: :)
ConanBuddah
14th Sep 05, 10:27 PM
Yes it can be, that is what this thread is about!
Look at the first couple of posts in this thread!
kindred ravens
15th Sep 05, 8:14 AM
the orbital strike thing was an example dude i was just mentioning a "under fire" animation soz for all the uneeded hasle
alejandrinus
2nd Oct 05, 10:36 AM
when this will be out?
kindred ravens
2nd Oct 05, 12:13 PM
o there u are alejandrinus i need to talk to you about ur "knights of the golden throne" wip models
(sorry for going of topic them apples)
Finaldeath
2nd Oct 05, 4:07 PM
Don't go off topic, use Private Messages instead please.
kindred ravens
27th Oct 05, 6:37 PM
when will i see the battle wagon ingame along side the grot bomb and perhaps as an addition to the steel legion mod?
them apples
27th Oct 05, 7:18 PM
if maestrorobertus wants it for his mod he can have it thats fine with me,I just want to see it ingame.
WOW the model is amazing. I would love to see that in game. Oh and I noticed you're on the birthday list Apples. Have a good one mate! :beer:
cagecrawler
25th Nov 05, 2:18 AM
The GrotFest mod team would like to use the Battlefortress as the uber-unit for their race. Would that be possible Them Apples?
scorpia
25th Nov 05, 5:50 AM
is this ever going to be releaseed
Obtuse
25th Nov 05, 12:24 PM
I don't know if anyone has pointed this out yet, no worries if they have, but could you steal the animations from the pile O' gunz of the grots dissapearing and appearing all over it and apply them to the battlewagon?
Chaos
5th Dec 05, 10:05 PM
is this ever going to be releaseed
Im wondering the same thing hey Them apples anymore progress been done on the model?
this is an cool model, hope everything works out like it is supposed to do.
cagecrawler
6th Dec 05, 2:11 AM
The GrotFest mod will be using the Battlefortress as its uber-unit, as soon as we finish the animations. Should be amazing!
Fivixx
6th Dec 05, 3:51 AM
WOW!! Thanks to grotfest mod and them apples!!
Mirage Knight
12th Dec 05, 7:09 AM
I'm really anxious to get this into Rebirth:Codex Edition :D
Any new screenshots and info?
Zany Reaper
7th Apr 06, 2:33 PM
I know this' probably a bad idea to ressurect this topic, but I'm available to texture this model, assuming the UV map's legible.
I believe the model is completely and masterfully textured; you can see screenshots of it. What it needs atm are animations and FX. Then it'll be ready to roll.
The stalling of this unit hurts even more than EoE, because all this unit needs is a teensy bit more work (relatively speaking) from someone who knows what to do, and it'll be the most kickass addition to the race most neglected by modders.
Zany Reaper
7th Apr 06, 2:40 PM
I'm up for any finishing touches with this model, as long as it doesn't involve 3ds max.
Finaldeath
7th Apr 06, 2:55 PM
I thought I said a while back this was being taken care of? I'll get onto who was doing it, but he had problems with the tracks and rollers not working when it was moving.
We'll see, don't rush these things, especailly when them_apples himself doesn't have the time or wanton to finish it himself.
Zany Reaper
7th Apr 06, 3:04 PM
Well FInal_death, & whoever else is interested - I would like to finish this model (without 3ds max) & get it ingame.
Is them_apples the creator? I wonder why this topic suddenly got halted, until I saw one of my forum members here that had alerted me of this topic, so I checked it out, & here I am!
skills
8th Apr 06, 4:28 AM
Well he did send it to me but then later he said he had given it to Kresrah i think? if not i've got a ingame Battlefortress which is half setup in the OE.
Zany the model is in .max format unfortunatly, the actually model is finished with a great texture except the lack of grots :(
I could continue trying to set it up in the OE but im not to good at doing the tracks, and the weapon tracking/firing setup
Finaldeath
8th Apr 06, 4:44 AM
Yes, Kresjah was given it and had trouble with the tracks. He said he'll leave it until he talked to people about the problem. I'll check with him if he comes online, but he may be currently busy.
compiler
8th Apr 06, 5:20 AM
Well, don't worry : someone is working on the BattleFortress for another mod, so it will definitely be in game.
skills
8th Apr 06, 5:31 AM
Well i though there hasn't been a picture update in this tread for a long while so this is how far i got before i stopped, i had it lua coded (not balanced) idle, movement and die setup in the OE also the actual model needed to be scaled up so here it is lol:
http://img90.imageshack.us/img90/9973/relic000146ch.th.jpg (http://img90.imageshack.us/my.php?image=relic000146ch.jpg)
Finaldeath
8th Apr 06, 6:23 AM
Well, don't worry : someone is working on the BattleFortress for another mod, so it will definitely be in game.
Whos that then? I'm going to be using this for a campaign unit, so would prefer not to have to wait for a mod to release it, since I planned to get it out of the door as a single unit. I hope thats the intention compiler ;)
skills
8th Apr 06, 6:32 AM
Maybe kresjah or them_apples could give it to Santos or someone who knows how to get tracks etc working in the OE
compiler
8th Apr 06, 7:04 AM
@FinalDeath : I don't know exactly what is the plan of the mod team regarding this model.
I don't think it will be released before some time, though, aznd I am sure it won't ve released as a stand alone model before the full mod is out.
kindred ravens
8th Apr 06, 8:13 AM
@skills i somehow imagined it would be bigger in scale. it was a little dissapointing to see that it wasn't squiggoth or baneblade sized
Finaldeath
8th Apr 06, 8:13 AM
I'll press on Kresjah then, I'm afraid you havn't mentioned the mod using it, so I can't call them up on it personally. Self-use of this model is rediculous considering them_apples was going to release it as a standalone model :( Ahh well.
them apples
8th Apr 06, 8:24 AM
wow,I didint know people even cared about this thing anymore.
These days i'm so busy(school and job) I can't even put 3% of my time in modding :(
Zany Reaper
8th Apr 06, 8:53 AM
Hey! For the tracks, why don't you lot just make an animated texture for them? That's what Mudflap did for our bikes!
Or are you talking about things like the tracks flying off in death & turning into debris or mud monsters etc?
The battle fortress should also be bigger than that. We should find someone who can make a building specially for it too, or just bump-up the size of the mek shop...
Finaldeath
8th Apr 06, 9:16 AM
Zany Reaper, please, don't comment more on this - unless you get the source and work on it yourself, then you can do what you like - the battle fortress is the perfect size too, it is mainly a trukk with a lot more armor and some gunz, but you could alter it with a few text lines if you get the finished model from somewhere...
To be honest, the entire model needs some grots on it and functional rokkits on top, these are a bit more important then "building an entirely new building to produce one unit for some reason".
Mirage Knight
8th Apr 06, 9:18 AM
I'd be inclined to bump up the size of the Mek Shop or make an addon for it.
FinalDeath: Didn't Relic do that for the Mars Pattern Command? Btw, what exactly is the status on the BF - aside from the need for grot gunners and the tracks?
Finaldeath
8th Apr 06, 9:25 AM
Kresjah, according to him and what I got from him, was it was basically working (he was sorting the weapons) but the tracks and roller were not moving. Of course, there are no grots on it, so the rokkits on top and any additional weapons are not wokring, only the 3 turrets.
And sure, you could do a "Mars Pattern Command" but there is basically no point, it doesn't fit within the ork mentaility (if it was a Stompa I'd care to agree a new structure - this, however, is probably less powerful then the squiggoth).
But if you have enough time to do that, there are a few Ork units that I need doing for a campaign, as enemies (so no need to balance or fully test for skirmish), such as Wierdboyz and perhaps even a Stompa, haha.
guitarhead1000
8th Apr 06, 9:52 AM
There is a major flaw in what your saying finaldeath no offense intended but the ork battlefortress is huge. the shootas on the top of the battlefortress are shown here http://www.forgeworld.co.uk/battlefortress.htm as being used by orks hense the battlefortress has to be huge to fit the sheer weight in weapons and ork gunners.
skills
8th Apr 06, 11:11 AM
Yer i said it wasnt scaled yet :) and the model does use animated tracks it just i dont know how to set them up also in my one the roller moves
CrossOrion
8th Apr 06, 11:16 AM
I thought the Battlefortress was suppose to match size for size against the baneblade? :P
guitarhead1000
8th Apr 06, 11:17 AM
Yes i understand that but then y grot gunners when the thing is huge and is probably not that much smaller than a baneblade in game or maybe even bigger?
Tiresias
8th Apr 06, 11:18 AM
Because orks don't hide in a big tank and fire from a distance. That's a grotz job
guitarhead1000
8th Apr 06, 11:20 AM
Oh yeah that helps then explain the squigoths gunners there orks on forgeworld. Anyways back on topic it looks great just disagree with grot gunners on the shootas on top.
Finaldeath
8th Apr 06, 11:30 AM
all super units and all vehicles are scaled down so they actually fit on a map. The battlefortress is big enough for its size, plenty big enough, any bigger and it'll have trouble naviagating bases, terrain, and armies. :)
Zany Reaper
8th Apr 06, 11:35 AM
Well, the scaling should really be done once this model's made public...
As of such, to get the deathroller to move, it's just a simple rotational animation around the centre, right?
So, bigga Mekshop it iz, so where do I get the model for dis pile of Gubbinz battlefortress?
skills
8th Apr 06, 11:52 AM
The deathroller does move on my model just not the tracks
Zany Reaper
8th Apr 06, 1:05 PM
But why do you need the tracks on your model to move if you can just have an animated texture? What exactly do you need to do?
Getting the tracks to move on that model will probably be almost impossible, unless you're prepared to delete the original ones & make a series of chain links that move & bend like real tracks?
skills
8th Apr 06, 1:12 PM
The animations are animated tracks but the animated tracks dont just move on thier own they need to be setup in the OE which i cant do
Zany Reaper
8th Apr 06, 2:07 PM
Ooohhhh! That's what you meant. Mudflap can help you on that one, but not me.
cagecrawler
8th Apr 06, 2:40 PM
To let you all know, it is the GrotFest mod that is planning to use the battlefortress as its uber-unit. We have the model but not the staff to work on it, so if/when it is completed, we would be most grateful if somebody could pass it on to allow us to incorporate it into the mod.
Zany Reaper
8th Apr 06, 3:41 PM
I have the rules for it. it has something like 3 heavy weapons, & can be upgraded.
Does this one have any upgrades to it in DOW?
Zany Reaper
10th Apr 06, 9:25 AM
Done, I edited it.
Now, what's the status report? I still wish to use this file Them_apples. I have a deal to offer...
So how do I get this into my game?
dreddnott
10th Apr 06, 3:14 PM
Easy, FIG. Finish the animations.
And yes, them apples, EVERYBODY is still interested in this thing.
Finaldeath
10th Apr 06, 3:16 PM
/me bangs Zany Reaper and FIG's heads together
Zany: If you really want a go at the source, try PMing them_apples directly for permission!
FIG: Do the same! The model AFAIK is max source only, and mainly unanimated.
Zany Reaper
10th Apr 06, 3:43 PM
Looks like we have a long wait ahead of us then, since I'm getting no replies to the PM I sent T_Apples 2 days ago. If only one of us had 3DS Max so tthat the animations could be finished...
I can't animate and don't know how to? I just want to be a concept/character artist........if I new this would be animated and it would also be bigger........as big as the Squiggoth. Any good, free tutorials on animation for 3-D Studio Max 8 online?
Finaldeath
11th Apr 06, 5:21 AM
Any good, free tutorials on animation for 3-D Studio Max 8 online?
There are quite a few good ones included with the actual program. Else, use a search engine to find some others if you are that bothered...
skills
11th Apr 06, 5:30 AM
Final the model's animations are finished except for the zapp gun firing that doesnt move all it needs is for it to be setup in the OE and two zzap gun firing animations and tracking animations. The only thing that is majorly missing is the grots...
thudmeizer
11th Apr 06, 8:14 AM
Grots would hide in the small turrets (they don't expose themselves)and on the top of the BattleFortress regular Orks (with helmets) would reside manning guns. That is more the accurate approach.
Zany Reaper
11th Apr 06, 8:15 AM
Isn't there're a way of copying the Zzap gun's animation from the Squiggoth to the Battle Fortress?
Also, the grots can be grabbed from ingame, can't they. Since Skills has 3DS max, he can use Santos' tools to rig the gretchin models from DOW into the Battle Fortress.
I thought though that the Battle Fortress was an Ork thing. So why are gretchin commanding it instead of Orks?
thudmeizer
11th Apr 06, 8:31 AM
Ork = Driver
Grots = Manned Internal Guns (their fragile after all and don't like exposure to battle)
Ork = Manned Outside exposed Guns
I believe thats the format.
Zany Reaper
11th Apr 06, 8:44 AM
That probably explains the apparent lack of Gretchin in the FW pictures.
Say Skills, if you pull this off, do you think that you could also animate & export some of My Ork things (that also involve grotz) to DOW too?
mlai
11th Apr 06, 11:02 AM
1. Due to size scaling, it's more believable in DOW to have grotz on top manning the gunz rather than grot-sized orkz on top manning the gunz. Would'ya believe, it looks better too.
2. It's also faster for someone to rip Waagh banner grotz onto the Battlefortress than to make up entirely new ork animations... so we can have our big bad BF... fasta!
All in all, having grotz is the better option.
thudmeizer
11th Apr 06, 11:05 AM
http://www.forgeworld.co.uk/Orks/bfort.jpg
Enough Said..
dreddnott
11th Apr 06, 1:41 PM
Interesting - the apparent scale of Boyz to Fort implies a size quite a bit larger than the Dawn of War Squiggoth.
Zany Reaper
11th Apr 06, 1:48 PM
What if the Ork ones were rigged from the vehicle animations? If that's possible? Would it work?
hey, what about maestrorobertus' Gunwagon Orks?
If only I had 3ds max, then I could help out in this large situation.
Thud, I already know about that Forgeworld model. In fact, that's the reason I know having grot gunners is better for DOW than having ork gunners. Dreddnott had put it succinctly and perfectly - if you want ork gunners and still have the BF look good, it's gonna have to be bigger than a Squiggoth.
If you have tiny ork gunners on top of a scaled BF, and park a Trakk next to it, the BF will look absolutely stupid.
Baneboss
11th Apr 06, 3:48 PM
Actually Squiggoths vary in sizes from very small to big orkosaurus. Its shown by Epic armageddon models best. I cant see anything wrong then with vehicles bigger than orky dog.
So make it bigger. Scale the sucker to proper size and make it the largest vehicle in the game.
davisbe
11th Apr 06, 8:18 PM
Might as well just make it a building then, unless you are only going to play maps with no terrain or scenery. I mean pathfinding alone would be a mess, but then get into the lag... no, a slightly scaled-down version would be better, IMO.
Zany Reaper
12th Apr 06, 5:00 AM
I personally prefer having the Orks slightly smaller than the wartrak ones, so that'd mean having the BF scaled up.
How're the animations going Skills. I have a copy of gmax so if you want I could help (no max files though, 3ds please).
thudmeizer
12th Apr 06, 6:00 AM
Its a massive vehicle as it is so it has to the the width of the BaneBlade + the length of the Squiggoth. Done! No way around that as it would look funny. Its after all a Titan Vehicle for the Orks! Still.. Perch maybe 2-3 Orks ontop and then have some turrets with little Grots inside or just enclose the turrets totally. I don't see why you have to compromise using Grots ontop. The model can fit in-game using the existing ubers as a guide.
Zany Reaper
12th Apr 06, 6:36 AM
Exactly! Thudmeizer says it so, & I believe it should be scaled to his specs, even if it does look a bit stupid!
The Falcon grav tank & many other vehicles are out of scale anyways, so they look kinda stupid too! Even the wartrack's out of scale! Just compare the pilot ork with a slugga boy!
compiler
12th Apr 06, 10:35 AM
Just FYI, in DoW, vehicles are scaled 33% smaller than they should (at least Space Marines Vehicles are, based on the way the landspeeder's pilots are shrinked).
Baneboss
12th Apr 06, 10:40 AM
Yes and TT models are smaller than they should be by another 33%. I can remember old rhino. There was no way to fill it with 10 marines.
mlai
12th Apr 06, 11:27 AM
Most vehicles do not look incongruent because you do not see the pilot. Sure you know that a tank should be bigger, but as long as there's no obvious point of reference (visible pilot) to compare to the infantry around it, you can ignore it.
This is why LS and Vypers are incongruent. But they're passable because the pilots aren't entirely visible. Unless you look closely you can ignore them.
Orkz on top of the BF will be front-and-center on the model; no one will be able to ignore them. Also consider that they're 3 stories higher (closer to the camera) compared to the ground infantry. Now consider that they're grot-sized compared to the ground infantry.
It makes the entire vehicle look incongruent.
It's part of the reason why Compiler didn't put a marine on top of his Rhino, as I understand it.
thudmeizer
12th Apr 06, 11:52 AM
It's part of the reason why Compiler didn't put a marine on top of his Rhino, as I understand it.Problem is: vehicles are coming out with infantry manning guns ontop and they look fine. Passable, as you say so.... :D
skills
12th Apr 06, 12:16 PM
Lol zany is putting me up here ok if i have time in between doing the Shotgun scout and teleport homer ill finish off the animations then export it then send it to zany to setup in the OE if he gets permisiion from Them_Apples iv got his msn addi i can ask for you if you want
Zany Reaper
12th Apr 06, 12:18 PM
All the more reason to scale it bigger! Even slightly bigger than our friendly DOW gargantuan squiggoth.
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