View Full Version : [SM] Keeper of the Armory Mod 1.4
4th Feb 12, 3:58 PM
Here are some mods I've been working on for Space Marine. These mods will range from Space Marine armor replacement and redesign to new weapons releases and improvements. For Single Player only, Warhammer 40,000 Space Marine version 22.214.171.124 or higher, with or without any DLC. I will add items to the mod as they become available for download. Each mod will be compatible with each other unless specified in the Item Descriptions.
Note, this has nothing to do with the 'Keeper of the Armory' Achievement for Steam. I just thought the name was pretty catchy for this mod, so yeah.
- Master Attr_pc Archive 1.2 **REQUIRED**
- Power Fist 1.1
Blood Ravens Theme
- Flamer 1.1
- Ultramarines Gold Overdose Armor 1.0
- Blood Ravens Armor 1.0
- Sergeant Corvus Heavy Bolter 1.0
- Lightning Claw 1.0
Blood Ravens Theme
Space Marine Armory Inventory listings
- Master Attr_pc Archive 1.2 **REQUIRED**
- Power Fist 1.1, replaces Thunderhammer
- Flamer 1.1, replaces Meltagun
- Ultramarines Gold Overdose Armor 1.0
- Blood Ravens Armor 1.0
- Sergeant Corvus Heavy Bolter 1.0
- Lightning Claw 1.0, replaces Power Axe
- Master Attr_pc Archive 1.2
Required for the game to work properly with my mods. This master archive holds the attr_pc files for almost every Space Marine and Chaos Marine weapons and armors. Apparently, certain un-modded weapons weren't showing up at all ingame. This should fix that. Install before using any of my mods. If you already have my mods installed, just copy the files from the master archive into your preview folder WITHOUT replacing any of your existing files.
Update 1.1: Removed belt.attr_pc files from the archive, which were causing unwanted loincloths to show.
Update 1.2: Added attr_pc files for Imperial Guard over missing guard weapons.
For those who have the old version, no need to download the new update 1.1. Just go into the following directory in your own preview folder and remove these files:
- Power Fist 1.1
"My Power Fist shall rend their armor!"
This is a fully functioning Power Fist complete with working visual effects and execution animations. All animations are from the Chainsword animation package and all visual effects are from the Thunderhammer and Power Axe visual package, so expect a fast and heavy-handed combat style. Note, this will replace the Thunderhammer for the entire single player campaign. Model was created from scratch, but its design was based on the Dawn of War II's Power Fist.
Update 1.1: Replaced model with higher poly mesh.
- Flamer 1.1
"The purgation by flame has begun!"
This replaces the Meltagun with a powerful Flamer that can scorch just about anything. Useful for pushing back hordes of enemies and keeping even the mightiest opponents on their toes. There's a little glitch with the ammo replenish, where getting new ammo doesn't give enough to refill the flamer. Not sure how to fix this, so make sure you don't use up your fuel too fast. There's also a heat feature that's automatically cooled off when not shooting. Model made from ground up with bits and pieces of the Bolter attached.
Update 1.1: Fixed file directory for melta.attr_pc
- Ultramarines Gold Overdose 1.0
"Feel the might of the righteous!"
This is the complete package of my Ultramarines Gold Overdose armor mod. All three heroes will have the modded armors and weapons, including the golden bolter and chainsword for Titus. This doesn't include the Power Fist or the Flamer. Sidonus will now have a plasma gun and Leandros a scoped bolter (not the Stalker Bolter). Plus, both of them will now be able to do executions and stun attacks. There are two versions available: Original Size and Modified Size. The Original Size will provide the modded armor at the regular size, while the Modified Size will increase the size proportions of the modded armor to make it look more buff. I wanted to release each armor separately, but as it turns out, that would cause problems with files conflicting between my mods. If you already have the Titus Ultramarines Gold Overdose Armor mod from before, just replace all its files with this mod. This mod will not be compatible with my Blood Ravens Armor mod.
- Blood Ravens Armor 1.0
"None shall find us wanting!"
Presenting my Blood Ravens Armor mod for Titus and gang. This will provide your command squad with custom designed Blood Ravens armor, complete with unique headgear for each member of the squad. Sidonus and Leandros will be equipped with a plasma gun and scoped bolter respectively. Both will also be able to do executions and stun attacks during melee combat. This mod will not come with the golden bolter and chainsword however. The armors will come in Original Size and Modified Size, where the Original Size will keep armor proportions at the default size and the Modified Size will feature an increase in armor proportions to make the user look more bulky. Please note that Titus's armor design was taken from Dam13n's miniature designs (http://www.bolterandchainsword.com/index.php?showtopic=184864). This mod will not be compatible with my Ultramarines Gold Overdose Armor mod.
- Sergeant Corvus Heavy Bolter 1.0
"Feel the Emperor's wrath!"
This mini mod will replace Sergeant Corvus's regular Bolter with a Heavy Bolter. This should make the bridge fight a little more interesting. I gave Corvus a bad aim from long range, so he shouldn't be taking too many of the player's kills from far away. This does not improve Corvus's AI behavior or any of the other NPC's behavior in any way. Can be installed with or without any of my armor mods, but only after the armor mods are installed. Just replace the files when installing.
- Lightning Claw 1.0
"Death comes to the enemy!"
This mod will replace the Power Axe with the Lightning Claw. This weapon plays exactly like the Power Axe. The only exception is that the third and fourth ranged weapon slots will be disabled while the Lightning Claw is equipped, meaning only the boltpistol/plasma pistol and the bolter will be the only usable ranged weapons. All executions, other animations, and special effects should be working 100%. Model taken from my Power Fist mesh with new pieces added on, though the design came from the Lightning Claw from Dawn of War 2.
Install & Compatibility Issues
Copy the 'preview' folder to your Space Marine directory found in your Steam folder:
C:\Program Files (x86)\Steam\steamapps\common\warhammer 40,000 space marine
Go into Steam and select set launch options, then add in -usepreview. Or you can manually create a shortcut to spacemarine.exe then add in -usepreview to the shortcut properties.
Each item will have different installation directories and compatibility issues. Please read the readme.txt included in each file for further information.
All models are created and/or edited by cerberos008
Original game models created by Relic Entertainment
Titus's Blood Ravens Armor designed by Dam13n (http://www.bolterandchainsword.com/index.php?showtopic=184864)
I hardly ever check my mail, so permission for use of this mod will be granted automatically as long as credit is given for the original owners of the materials used. Please link back to this thread in your mod descriptions and also send me a little notice of your mod so that I know your mod exists, just don't expect a quick reply ;P.
5th Feb 12, 1:46 AM
wow as soon as i get home from my nans im definetly trying this out plus the flamer its about time those 2 made an appearence in this game well done my friend well done lookin forward to seeing more stuff ingame good luck ;)
5th Feb 12, 2:01 PM
Added Titus Ultramarines Gold Overdose Armor.
After I release the rest of the Ultramarines Gold Overdose armor sets, I might try to make a lightning claw next if I find the time. Now that I have a power fist, making the lightning claw shouldn't be too hard. Been trying to add the Capture the Flag Chapter Standard into SP, but turns out the files I need are located outside of the wargear directories, which makes it impossible to use. Bummer.
5th Feb 12, 7:24 PM
Holy Headrush, this is awesome! Ideally, next step is figuring out how to add in to MP so modded games can be played in Private matches...
6th Feb 12, 4:51 PM
Added Ultramarines Gold Overdose Armor Full Package.
I couldnt upload each armor set separately as I wanted. Too many problems with that plan. So heres the full pack, with golden weapons and all. The new file is smaller because I forgot to remove all the .psd files from the previous mods. :P
Thats not really something for me to figure out. Im not really good at messing with coding, heck, Im just an amateur modder. Besides, i think if modding was allowed in MP, then everyone would be giving themselves god-like weapons and armor and exploiting the achievements and whatnot, regardless of the amount of modding allowed.
7th Feb 12, 1:15 AM
ultrmarines overdose armor only gives titus it its the wrong file
would you mind reuploading it?
7th Feb 12, 5:42 PM
My bad. File management was never a strong point of mine.
Removed Titus Ultramarines Gold Overdose Armor from the list.
8th Feb 12, 10:11 PM
Updated the Power Fist with a higher poly model.
It seems the first Power Fist I uploaded was an older version.
9th Feb 12, 2:28 AM
Wow cerberos, I just had to pop in to say fatastic job on this mod and many thanks for sharing. I hope you may spoil us a bit more with some more SP stuff in the future.
9th Feb 12, 5:28 AM
Quick, question. Can these mods be combined to use them all in the campaign?
10th Feb 12, 12:18 AM
The current mods can be combined together because none of their files overlap each other. But any other armor mods for Titus and gang will not be compatible with the Ultramarines Gold Armor for obvious reasons. Any weapon mods that replaces the same weapons will not be compatible as well.
10th Feb 12, 10:41 AM
Added Blood Ravens Armor Full Package and Blood Ravens themed Power Fist.
This new armor mod will not be compatible with my existing Ultramarines Armor mod.
Update: Also added Sergeant Corvus Heavy Bolter.
10th Feb 12, 1:55 PM
My brother you honour us with you many gifts please keep it up this stuff is awesome :)
11th Feb 12, 2:24 AM
Added Master Attr_pc Archive
The master archive should fix the problem with certain weapons not showing up ingame. Didn't notice this until I got started modding other weapons from scratch. No one else seems to have picked up on this either. I'm guessing it's because most people already have the required attr_pc files in their preview folder.
11th Feb 12, 2:45 AM
I've noticed a couple minor cut-scene problems when using the Blood Ravens armor mod: (1) when Titus first meets up with Leandros and hands him his battered helmet, it's still an Ultramarines helm, not a Blood Ravens one; and (2) when Titus and Leandros meet Sidonus, initially when still in game mode Sidonus is seen to be firing actual plasma rounds from his plasma gun, with appropriate sound effect, but when in the cut-scene that follows his plasma gun is both seen and heard to be firing bolter rounds. I don't know if those can be fixed through this sort of modding, but thought I should point them out in case no one else had yet noticed. This is all the farther I've progressed while using this mod thus far, so there may be other similar discontinuities to come; I dropped everything to come get these mentioned before I forgot.
Also, an organizational request: could you name each mod's readme file uniquely to match the name of the zip file? I copy such readmes into the preview folder itself as a mental reminder of what mods I have installed, so currently I have to take a moment to rename each one of these before I can copy them.
11th Feb 12, 10:15 AM
Yes, I'm quite aware of that too. There's also a slight problem with Leandros's bolter not dropping the empty clip while reloading during that first cut scene. And also the problem with the jump packs still being colored in Ultramarines during the opening cinematic and when Titus removes his jump pack ingame. All this is because they're all props and not actual wargear. And it just so happens I can't find the files for those props for me to fix. I really have no clue where they could be because I've searched pretty much through every .oppc archive I could find. But no trace of them anywhere, unfortunately. So it's something I've had to overlook.
I don't really know how to edit special effects during cut scenes either. It seems like they're all placed into some cinematic package somewhere, but like the props, I have no idea where. So Sidonus's weapon is stuck as a bolter for that cut scene.
11th Feb 12, 2:04 PM
Actually a bigger concern for me now is the conflict that's occurred with an unlimited-ammo mod that causes unlimited ammo to disappear and reappear by some triggers I haven't figgered out yet. The mod is enabled through just one file (sm_abil_sprint.attr_pc), and there's no conflict over that file itself. I'm not a stranger to modding but have yet to actually try cracking open any Space Marine archive files, so I'm clueless at the moment how it's happening when it's not a simple file overwrite.
Thanks in any case for adding variety to this game system. I have a raging case of ADD (no "H") that defies medication, so I'm a slave to uniqueness. :|
11th Feb 12, 2:22 PM
I've got a request about the loadouts that sidonus and leandros carry can you like change them as u did in the armor package say like you give sidonus a melta gun or leandros a storm bolter and giving them heavy weapons like the heavy bolter or plasma cannon and such is it possible?
if not then oh well
12th Feb 12, 1:49 PM
Generally, the majority of my mods most likely will not be compatible with other mods. Some of the files that aren't include in my mods must stay unchanged in order for my mods to work. But that's the general case. If it's something that's really bothering you, I might try and see what I can do to fix it, but first I'd need to know which unlimited ammo mod you're referring to.
Sidonus and Leandros and any other space marine character will be able to use any ranged weapons, except for the heavy bolter and autocannon. Reason being both the heavy bolter and autocannon uses a different animation set that isn't compatible with the SP cinematics and cutscenes. Anyone carrying either of the two heavy weapons during cutscenes will freeze right after. I was only able to give the heavy bolter to Sergeant Corvus because he doesn't appear in any cutscenes and thus wouldn't run into any of those problems.
In any case, with a few modifications, any two handed ranged or one handed ranged weapon can be made to work for any space marine character. Though the one handed ranged weapons would look weird during cutscenes, cause all the cutscene animations were made for two handed only.
12th Feb 12, 2:51 PM
cheers for that well until steam gets its act together im not playin space marine for a while considering it was alredy disconneted then goes back on then 30 mins later disconeects again
wow valve really needs to get their act together >:(
12th Feb 12, 10:18 PM
I solved the problem by just removing these mods. With the presence of that "archive" in particular it was guaranteed to be an ongoing problem anyway. I've also begun first steps in modding BAF files myself. It's clear that the game's structure isn't flexible enough to just let multiple modders go to town without structure... I need to be able to modify or create myself to get what I want of the game. XML syntax is horrid and verbose, though; SNOBOL and RPG were more manageable.
13th Feb 12, 12:23 PM
Sorry people, looks like I've made a mistake in the master archive. Titus was getting two loincloths showing, so I've removed belt.attr_pc and belt_fe.attr_pc from the archive. I updated the links to the archive, but those who already have the old version won't need to download it. Just go into this directory in your own preview folder and remove these files:
Again, my apologies for this mishap.
14th Feb 12, 12:33 AM
The face piece on leandros in the blood ravens pack is epic! Almost makes me want to play SP again
14th Feb 12, 5:20 AM
Hi cerberos008 this is truly fantastic...many thanks...
I am not one to place requests at the expense of the nice stuff you have done already... but perhaps if you find yourself in the mood...would you consider doing a Black Templars package? The Black Templars skin that was part of the Elite Armour pack which is now DLC would be particular fitting. I was wondering though if the helm could be replaced with that of a Mark 7 or Mark 7 veterans helmet.
Many thanks and take care.
15th Feb 12, 7:37 PM
I'll consider it, Khyron. But no promises. Haven't been really into modding SM since the CK came out for Skyrim.
Anyway, I've been trying to get the Missile Launcher to work. The devs at Relic stopped production of it half way through its completion, most likely because they couldn't fit it into the SP campaign. They just left the files in the .oppc archives though, model and everything.
Everything about it seems to work fine. It even has a target tracking feature where you can guide the missile to wherever you're aimming. Though that isn't working so well, cause you automatically go into reload animation after you fire, which takes you out of aimming and you'll lose control of your missile. But that can be easily fixed with a few adjustments. Only other problem is the ammo loadout, which actually takes up the grenade slot instead of setting a new ammo slot among the range weapons. This isn't much of a problem until you throw a grenade, which just glitches up the missile launcher and permanently prevents it from firing. No idea how to fix that at the moment, so I might have to drop the missile launcher altogether.
16th Feb 12, 12:07 AM
The obvious question is: can another equipment slot be created for the ammo, or is that hard-wired? By extension the same question would apply to the weapon slots; can a new one be added? Is that information stored as data or as code?
16th Feb 12, 6:35 PM
No way to create new items for anything at the moment, so replacers are the only available option. No idea whether that kind of data is hardwired or located in some uneditable text file somewhere either, cause I can't find a tool that can edit either. I have a suspicion that such data might be stored in several .lua files under the util.oppc archive. But as I said, I don't have a tool that can open them properly. There's also that packages.xml.bin file under the data/config folder that early modders were using to insert modded content into the game. Though people have been editing that file only through notepad, which would only show you all the changeable file directories. Just merely scratching the surface of the coding within the packages.xml.bin file.
Regardless, the only approach I can think of to fix the ammo loadout for the missile launcher is to use ammo from a different weapon. Though I've had problems with that method before, where the weapon wouldn't even fire at all or wouldn't reload properly. In any case, I plan on replacing the plasma cannon with the launcher. The player only has one usable moment for the plasma cannon during the entire SP campaign anyway. I suppose the least I could do is just warn people not to use grenades during the dropship fight.
16th Feb 12, 7:38 PM
It will be intersting to see what you can manage with that. Regarding the dropship scene, I discovered that if you equip something like a beefed-up autocannon heading into it, you can actually skip picking up the plasma cannon and still kill the dropship. You can't manage it at any earlier point when dropships appear, though, because they are always configured to be invulnerable at those times. In just that one scene it's made vulnerable enough so you can destroy it, and it doesn't have to be the plasma cannon that does it. I only did it once, but I'm pretty sure I was sober and not hallucinating at the time....
18th Feb 12, 1:15 PM
I might have to drop the missile launcher after all. It's definitely not as "fun" as the plasma cannon. If I could make the missile explosions look more spectacular and bloody, then it'd probably be more worth the trouble. But all it is right now is just the same missile launcher you see on the servo-turrets. Well, now that I think about it, there might be some extra effects I could add in that might make it look better.
But one annoying bug that I can't seem to fix is the fact the Imperial Guard can't use the launcher at all. It may be minor, but when you see an Imperial Guard just standing there motionless with a launcher turret in his hands while he's getting the hell shot out of him by a bunch of ork shootas, it's just pretty irritating to watch. I've tried switching the weapon handling data, but that tends to conflict with the model references and other firing data. In order for the launcher to actually fire missiles forward, I had to keep the handling data with the launcher's own handling value. So I don't really see any way around it at the moment.
18th Feb 12, 3:08 PM
The plasma cannon is irritating in its own right: it's a ballistic shot but the targeting reticle doesn't compensate for that fact! The worst consequence of that is the blinding flash that occurs when you've tried to fire the damned thing from behind cover and instead of hitting the target it grazes the top of the cover instead! With all the other physics details they included in the game they couldn't include sighting for ballistics that compensates for the known trajectory? :wtf2:
I'm completely at a loss how to fix that. I doubt it can be fixed in a mere mod. Does the missile launcher suffer from the same problem?
20th Feb 12, 10:16 AM
For some reason my Imperial guard have no lasguns only Lt. Mira
21st Feb 12, 1:26 AM
Updated Master Attr_pc Archive.
Added in the Imperial Guard weapon files. The lasguns should be showing now. They must have disappeared when I put in the chaos renegade lasguns. Honestly, the game doesn't make modding any easier. Just copy the files from the 1.2 archive to your preview folder, but do not replace any of your old files.
22nd Feb 12, 10:50 PM
Added the Lightning Claw.
I've decided to drop the Missile Launcher. I couldn't find a fix for the launcher being unusable by the Imperial Guard. Nor could I get the launcher to be as fun as the Plasma Cannon, which I was planning on replacing. Well I was either going to replace the Plasma Cannon or the Autocannon. But either way, the launcher lacked the rush you get when using the Plasma Cannon or the Autocannon, mostly due to its slow reload rate. No amount of added explosions or special effects was going to fix that.
Don the Oiler
26th Feb 12, 7:27 AM
Oh damn you and your awesome mods! Now i have even more modding ideas i can't realize due to the engine limitations!
26th Feb 12, 7:13 PM
Well how about that. An underslung flamer. I suppose there's a few ways you can use to get it to work ingame. The obvious idea would be to use two ranged weapon slots with the same weapon model, but both slots will have different firing modes. You could even make the underslung flamer as a part of the kraken upgrade for the bolter. Though, there's some kinks that needs to be worked out with that idea, of course, but generally it could work.
Speaking of ideas, I'm currently trying to plan out a little mod that would change Titus into a full-fledged librarian, complete with psychic powers and all. Given what little knowledge I have of the canon stuff, I'll probably just draw my ideas of which psychic powers to use from the Dawn of War 2 librarian. Like the bolter would be replaced with the Smite ability, while one of the other ranged weapons could be replaced with a healing ability or that ground spike power (I forget the name). Turning on fury mode, aka Might of the Ancients, would cause a aoe blast around Titus. He'll also have a force sword instead of a chainsword and a force staff instead of a thunderhammer. Of course, all this is just planning in my mind, so nothing concrete yet.
Don the Oiler
1st Mar 12, 1:13 PM
That would be nice. Feel free to release other meshmods in the meantime, there's still so little of them hehe.
Unfortunately i can only use a friend's 3ds max version from time to time and i'm not really very experienced in its use, or UV mapping for that matter.
3rd Mar 12, 6:39 AM
just tried and I'm quite impressed by your work on the PF and LC ... :up:
although I noticed something odd about the PF -dunno if intentional or not- but with the PF you have to struggle against Nobs just like with the PA and the Chainsword... with the Hammer you didn't have to (I reconed it was an implimentation of "doubles strengh" from the table top)...
So intentional or not?
5th Mar 12, 12:51 AM
Well I've gotten started on putting the Librarian idea to work. I'm able to get a simple lightning effect to shoot out from the boltpistol. I removed the pistol afterwords, but then Titus is still holding his hand in a fist, so it's more like he's shooting lightning from his knuckles. Hilarious, but not very practical. I don't think I have any way around it though.
Well the easy part is the modelling since I'm use to doing that, the hard part is dealing with the other stuff. I spend most of my modding time searching through attr_pc files for coding I could use to stitch my mods together. Having to restart the game every time I make a little change to the coding is quite the chore as well cause there's hundreds of lines of coding to change.
Honestly, that never really crossed my mind when I made the Power Fist. So I suppose you can consider it as unintentional. I don't know much about the table top gaming, but I suppose if it were to be a proper thunderhammer replacer, it should have similar abilities if not the exact same. But I'd rather not mess with it anymore if it's already working fine now. I tend to screw things up alot when I go back and change things.
Secondly, I don't think it's something I could easily change in the attr_pc anyway. The ability to auto-win the grappling seems to be hardcoded into the weapon style itself. Meaning I'll have to change the entire attr_pc to fit the thunderhammer profile if I'm to get that ability to work, which'll just mess up the Power Fist.
Don the Oiler
6th Mar 12, 1:00 PM
Yeah i know, tried messing with the attrib_pcs myself and found it much easier to just change the o3ds.
Do you have a tutorial or program for combining UVs/textures of different models into one like you did with yours? Or did you remap the UVs from scratch?
EDIT: I'm having a different problem now. Armour editing works more or less, but weapons still give me errors. I noticed that armour piece o3ds import skins correctly, weapons seem to import only bones and meshes, without being assigned to one another.
EDIT2: I think i've narrowed down the problem a little. Skinning isn't the issue with static items, but if i import and export the bolter o3d, it comes out as a garbled mess that doesn't load ingame. And i didn't even change *anything*, i just im- and exported the o3d to dcm. How did you edit your bolter?
11th Mar 12, 12:41 PM
I ran into that little problem myself when I tried exporting o3d to dcm. Instead of importing the o3d, I just imported the dcm and edited the model with that. The model from the dcm will be all over the place in 3ds max, but it'll load properly from the o3d. Just make sure the object naming and number of objects match the original object names and object count, else the o3d won't be able to load the dcm model correctly. Also some of the objects will be hidden ingame until the kraken upgrade is obtained ingame, like the ammo drum, so make sure your new meshes are named to the proper bolter objects if you want to replace the object entirely or attached to it if you just want to add an extra piece.
Importing o3d into 3ds max only comes in handy when you need to see how your model will appear ingame, or when you're editing armor pieces that have skinning data involved. Otherwise, just importing the dcm will do.
Well, everything I know of 3ds max has pretty much been self-taught through alot of experimenting. Here's what I know for the UV mapping part. I just used the Unwrap UVW modifier in 3ds max for each mesh to get the mapping right. Any changes to the resolution or item placement of the old textures will require an update to the UV mapping. Not to mention any new meshes made will need to have their UV map flattened properly.
There should be an option that lets you flatten your mapping when you're using Unwrap UVW. Just assign the Unwrap UVW modifier to your mesh, then press the 'Edit...' button. A new window will pop up showing you the unedited UV mapping of your mesh. Use the face selection to select every piece of the mapping, then use one of the mapping options found under the Mapping menu at the top to make a general flattening of your UV map. You can experiment with each option and their settings to see which one will give you the best flattening. You will have to make your own adjustments to the mapping after the flattening in order to get everything in perfect place.
Generally when making new models, it's best to get the UV mapping done first before you start making your texture. Cause once you have your mapping, you can take a screenshot of the mapping, then draw in the textures after using the screenshot as your base. That way you won't have to constantly go back and forth editing the UV mapping and texture to get everything to fit together. That's pretty much all I know of editing the UV mapping at this point. There may be a better way of doing it, but I wouldn't know since I'm not really a professional at this.
Don the Oiler
11th Mar 12, 1:12 PM
Thanks. UV mapping works fine, i thought i'd have to map everything anew but it seems max memorises the old UVs when merging two meshes, just a little pushing around required. It was mainly for adding a skull to my Deathwatch shoulderpad.
Do you know of a max resolution for textures in Space Marine? DIFs don't seem to care, but NRM and SPC only worked when i sized them down.
11th Mar 12, 10:07 PM
Not sure if there's a max resolution, but as long as the proportions of every texture file is same as the dif, then the textures should show up properly regardless of the resolution. I've had nrm textures that were bigger in resolution than the dif and it still worked. Generally, cutting the size of the spc and lp textures in half is just to save file space, since you usually don't see the fine details of those textures ingame. On the other hand, it's best to get the dif and nrm texture sizes as big as possible because the finer details are defined in both these textures.
Edit: I've got a question about the Librarian psychic hoods that I can't seem to figure out. Is it stuck to the chestpiece like it is in the first DoW or can it move with the head like it does in DoW2? I've seen many pictures on google that points to the it being stuck to the chestpiece, but then there are a few that seems more like helmets. Frankly, I think I'd prefer the look of the DoW2 one better, but I'd want to get some other people's opinion as well.
Don the Oiler
13th Mar 12, 9:14 AM
It used to be a static piece as far as i know, with cables running to the helmet (or the head), but some newer models seem to imply there are "articulated" versions as well. I'd probably go for the DOW2 approach too, should give less clipping errors.
BTW do you know a model in the game that uses reflection AND Glow? That would make a good BMAT to use for mods.
13th Mar 12, 9:06 PM
The older depictions of the Psychic hood show it as a part of the torso armor, rising from behind the helmet/head and coming over it like a cowl or hoodie, just not as encompassing.
The cables then ran to the back of the Libby's helmet or head.
Second edition codex image (http://1.bp.blogspot.com/-MWb9oFikU94/TqzWR9fOcPI/AAAAAAAAAhw/iZEvFz28GuE/s1600/Space+Marine+Librarian+GW+artwork.jpg)
Current Era Terminator Libby (http://web.me.com/darkeyestudios/Jay/Terminator_Librarian_files/TerminatorLibrarian02.jpg)
And then we have this guy...Looks old school but yet more like an articulated helmet.
Current Era Power armor Libby (http://www.games-workshop.com/MEDIA_CustomProductCatalog/m1240900_99060101339_SMLibrarianstaffandbookmain_873x627.jpg)
I like the older look better, my years in the hobby give me bias. It's your work Cerb make it how you like it.
14th Mar 12, 11:46 PM
Well, as Don said, the articulated helmet should have less clipping. The cables from the old hood design would clip alot with the entire head area, especially when Titus has his head turned all the way to the side. It doesn't look like the librarians with the old hood design were meant to turn their heads much if not at all.
Anyway, I've hit a little snag with this librarian project of mine. Most of the special effects I was planning on using for the psychic powers are not as suitable for the job as I had hoped. The only effect I can get working properly is the doombolt lightning that's used by the tainted psykers, which is a red/purple lightning effect. The other effects have been glitching up or have been repeating itself non-stop even after I've stopped firing. There's not that many effects from the master_fx list left for me to use. If I can't get these effects to work, then I might have to scrap this project, or at least scrap the psychic powers part. In any case, this is going to take me alot longer to get released than I had anticipated.
None of the original bmat files had both shaders included in their lists at the same time. So I put together my own bmat file that has both shaders and placed them with every helmet model I've released so far. If you need the bmat file with reflection and glow, look for it in my helmet models. Keep in mind that my bmat file will give import errors when trying to get it into 3ds max, at least it does for me. Just use another bmat file while editing in 3ds max, then switch back when putting it ingame.
18th Mar 12, 12:03 PM
These are some really great mods man, Im amazed! I have allready tried most of them and they work great, its impressive that you have managed to get working moddels from Dawn of war II and put them into Space Marine. When I saw that you had made a flamer I started to think that this was probabaly too good to be true. But it was real and the flamer worked and it looked good to!
Tho, as you have mentioned you only get 5 "rounds" of promethium per ammo crate you pick up, wich is a ridiculus amount for a weapon that carries a total of 1200 ammo. However, I think I have a solution to this!
When reading throught Majic's attribut guide, there is a short part about ammo crates. There he tells you how you can change the amount of ammo the crates give you for each weapon. I looked into this myself and it worked! The attr_pc file you need to edit is locade under "packages\ebps" and is called "ammo.attr_pc". Convert and open this file, then look up "replenish_wargear_ammunition". These determens how much ammo the crates will give to each of your weapons. Look up the meltagun and change the amount of ammo replenished from 5 to whatever number seems fit to you (personally i choosed 400). And allso if I remember correctly, there where actually two "replenish_wargear_ammunition" files for the meltagun both where the number was set to 5. I didnt really bother to try to figure out the difference between the them so I just changed the 5 to 400 on both of them and it worked fine. Convert the file back and place it under "ebps\props".
This should fix the problem and let you get a decent amount of ammo from the crates. Hope It helped! :D And may the Emperors light guide you, as you continue to make more awsome mods!
Oh, and by the way, as I said, I think its really cool that you got models from Dawn of War II into space Marine, and I wonder... is there any chance that you could do this with character heads? Beacuse I would sell you my soul if you allowed me to play as Gabriel Angelos! Of course, myself I dont have any experience with this level of modding, so I dont really have any idea if this would be a realistic project or not, but I dont necessarly need anything extremly awsome, If you just managed to make his head a static "helmet" replacement that cant move its face, mouth, eyes, it would still be more than enough to have me run all around the house and scream in exitement.
This is however, just a humble request and I am not disappointed if you dont do this, however I would be REALLY happy if you do :)
Don the Oiler
20th Mar 12, 8:51 AM
Cerberos created all his models from scratch i think. Getting Angelos' or Vanilla Ice's head into Space Marine actually wouldn't be all that difficult, but they wouldn't move their lips. Best bet would be to retexture Titus' face and put a different hairmesh on top.
25th Mar 12, 4:48 AM
(Sry for the late reply)
Well, that might also be a good idea, tho, the main problem with that would probably be that Gabriel has this charactaristic piece of gear or permanent augment his over left ear and back of his head, wich Titus dont have. But of course, seeing that cerberos's Blood Ravens mod contains a modified head for Titus that actually has some very similar pieces of gear around the head, I guess, If he would consider doing this for me and any other Angelos fans out there, he could maybe cut away parts of his own modifications leaving only the piece that comes over his left ear and the one on the back of his skull and toghether with a new face and hair for Titus, it should hopefully turn out pretty simular to what Gabriel looks like.
Or, even better, maybe one could cut away only the augmented parts of gabes real head and put them on Titus's head instead of cerberos's own bits? Just tryin to brainstorm a little. I guess there would still be some minor diffrences, for example, Titus has a somewhat broader and fuller face, Gabriel has a bit taller and slimmer face with a higher forehead, more squarelined and outstanding jawbones and cheekbones and last a somewhat flatter nose. Im not sure how noticable that would be once youve slapped Gabes skinn, hair and gear onto it tho.Or maybe, it would best to just snatch Gabes real head and live with his pralyzed face. Im not too sure. Alternativly, maybe one could switch the model of Titus's face for Sidonus's, I think his face is somewhat closer in shape to that of Gabriels. Tho, I guess its best if someone who knows more about this kind of modding decides wich method would be the most realistic one to pull off.
But, as I said, I dont think I could do any of this myself, lacking the proper programs and experience, but also, once again Im not demand anything from anyone, I just personally think it would be really cool to play as Gabriel, since he in my opinion is one of the most bad@ss characters In Warhammer 40 000, and I would be really thankfull if anyone allowed me to do so. :)
16th May 12, 2:36 AM
these are really nice. the Ultramarine mod has been alot of fun.
also noticed that it seems to slow down the combat to make it feel a little more lore like? sorta like it, makes you feel more powerful. still getting used to it though lol
but really nice. well done =)
16th May 12, 2:40 AM
Amazing work dude, great to see people modding SM.
The flamer in particular is awesome!
2nd Jul 12, 4:31 AM
Bet there's no way to get this working in MP?
How would it even be balanced?
2nd Jul 12, 7:51 AM
Oh. For a private affair, Gorb. Most definitely not public, nab!
20th Sep 12, 12:30 AM
Hey, awesome mods. Is there a way to get the Power Fist and Lightning Claws to allow you use of your other 2 weapons?
8th Oct 12, 9:13 AM
4th Feb 13, 10:08 AM
Cerberos, is there any way I can use your Blood Ravens armour pack, but change the Legs and the backpack to the Relic armour one, and re-colour the black parts to gold by editing code, or would I need to edit textures and models for that ? ( I can only do the former)
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