View Full Version : [WA & DC] Deathworld Veterans Mod [WIP] Looking for Interested Animator to help!
24th Apr 06, 12:29 PM
WEBSITE: Deathworld Veterans Home Page (http://c4tachan.googlepages.com/)
I am back! and with plenty to show off. Enjoy!
Current Mod team:
Catachan: Lead modder; coder(minor); modeller; texturer
Mankyle: Lead Coder, I and the team owe him much! LOL
PASANIUS: Former/Part-time Concept Artist
Crimson_Bronxs: Animator (Uhm whatever happened to him?)
If you want to join, then email me at: firstname.lastname@example.org
I love the smell of Napalm in the morning! ! !
Alright folks, I guess I can do a bit of shameless Advertising eh?
Any one seriously interested in assisting with this mod in any way shape or form, please feel free to offer up your help.
Currently I have found that the actual text of the .LUA files makes more sense to me than the AE does. . . how odd, lol!
If anyone is interested in Concept work, Modeling, Coding, or especially Texturing, please feel free to speak up. I am still indecisive as to whether I will accept help, but hey, why shouldn't I let others join in the fun, eh?
1-If you are interested in asissting with this Mod, Then please contact me at my standard Email address: C4tachan@gmail.com
2-I have recieved multiple requests for Catachan Rough Riders, riding "Cold-Ones." As I never did fall much in love with the idea of Rough Riders, (especially since I never included any in my own army, and they did not fit well with my style of play) I have no intentions at this time of including them at this time. If any one would care to create a model, and do the .LUA coding for them, I will seriously consider adding them to the tech-tree. However, I still have a large amount of Concept work, as well as modeling and other various things that need doing, to get done. In short, If you feel that the "Cold-ones" are nesicary, then pitch in and help out. 'Cause from what I have seen of the Jungle fighter style of play, they just don't fit well enough to justify the extra work they would require of me.
I am an avidly random person so I have decided that I was unhappy with the Imperial Guard (I am a deathworld veteran on the tabletop, so I prefer the way the Catachans look over the Cadians).
I have started progress on a modification for the IG that would completely redo the models, modify many of their attributes, and would lastly attempt to make sure that they are balanced in the same style as the Codex (sadly though it is more likely that I will use the doctrines style of adjusting their stats since that method would allow for ease of deciding the changes needed).
As I progress on this mod, I will be sure to update this thread. Untill then, however, I will leave you with this list of what I hope to include.
-Redone unit Models that reflect the Catachan Miniatures
-Redone Building models that reflect the Deathworlds
-The Creation of an entirely infiltrator army, the idea being that the maps are jungle terrain, and thereby implicating the junglefighters doctrines
-Adjusted stats to reflect the hardy but less common nature of a Deathworld Veteran
-Possibly even more than this
The first iteration of this mod will likely be only the adjusted Attributes, and not models.
Any and all Feed back is appreciated greatly!!!
UPDATE! ! !
Techtree is finished! Check it out in the Thumbnail below, and tell me what you think! ! !
UPDATE! ! ! Part 2!!!
Sentinel Images, Now the work on the texture slaving begins for these bad boys. . .
24th Apr 06, 12:57 PM
hmmm, sounds like its worth turing into a seperate race, if you can get it done
24th Apr 06, 5:20 PM
I agree, though I have some other ideas, but those might be best implemented in an entirely new game. seeing as those ideas are incredibly extensive and drawn out. . . lol!
27th Apr 06, 2:00 PM
All right, so I guess that it is Probably good to update this to prove that I am still working on it.
-Proper Techtree is underway, will post image upon completion
-Attribute editing is underway,
-First infantry squad type is setup, Deathworld Veterans Squad
-Having trouble with the way I am supposed to get things in to the game, trying to . fix that right now,
-Planning to introduce the units and technologies as a direct mod of the IG first, then I will be Increasing to be a separate race.
-Getting frustrated with the way in which the files are set up for modding, I still don't quite get the way all of the files in this system interact. . .
-Planning for methods of acheiving the Catachan style of play, without making the race too imbalanced,
-Trying to decide whether or not I feel capable of completing the MOD on my own, or whether I should recruit help, (the problem here is that if I get help, then I will become useless to my own MOD, and i do not want that)
Alright, so There are further updates underway, and until then, well, I would deffinitly appreciate any advice, as well as any comments.
27th Apr 06, 9:45 PM
the problem here is that if I get help, then I will become useless to my own MOD Why would you say that? You only need what you need. Check the stickies & DoW WIKI, post issues that you can't resolve with those resources, and you may be surprised at the responses. As far as being useless, no one is going to do a hostile takeover :p but if you run into problems with coding, textures, models, etc., then that's why this is such a great community. Since you're obviously already hip-deep in the AE (I remember them days!), you are at least doing your part. Do what you can to let us see your techtree & unit stats, and you might garner more interest yet.
Don't forget that the Sentinel has a Heavy Flamer model & FX, and only needs coding. Catachan pattern, anyone? :thumb:
Also, as much as DW troops seem to love their flamers :rolleyes: you could check with Riker2800 from the DoWXP mod, he did a fabulous job with flamer models and FX for Guardsmen and Kasrkins.
Feel free to PM me with coding problems.
29th Apr 06, 5:17 PM
I am proud to anounce the completion of the Deathworld Veterans Techtree, I will post a link below, as well as a thumbnail in the first post.
Still to come:
Mod release with a simple conversion of IG Attributes to what I want in the Catachans,
Beta release with as much as possible completed and included,
Final release with ofcourse everything in the best possible condition and flawless working abilities
29th Apr 06, 5:35 PM
looking good, hope you add animated camoflage and all over jackets (ones with hoods and Green and brown camo) for the snipers.
29th Apr 06, 5:45 PM
it would not do the Catachans justice to deny them their correct snipers.
I am planning on it, of course lol!
Some other Plans:
~No specific builder unit: this reflects the idea that they are out in the combat zone, cut off from reinforcements, and essentially entirely selfsufficent.
~Population would be handled by allowing each barracks to spawn only one Deathworld Veterans Platoon
~Enforce a limit on the available number of each type of Barracks. . .
~More as I think of them. . .
29th Apr 06, 8:03 PM
so waht builds then?
30th Apr 06, 4:27 AM
every model would be able to build if all units are self sufficiant, they would build small tents and things.
this is from forgeworld http://www.forgeworld.co.uk/terrain.htm
30th Apr 06, 8:28 AM
Nice job raven, you are correct.
yes all of the infantry would be capable of building the buildings.
Ideally I will be modifying the way their mines work to encorage their use over the use of turrets,
I am also planning to make the heavy weapons squads available to them, possibly at the expense of their turrets. . .
All in all it should turn out pretty good. . . If I can manage to do it. . . lol!
30th Apr 06, 9:36 AM
Any chance of retexturing models atall for the release?
30th Apr 06, 11:45 AM
To encourage the use of mines over turrets: Don't include turrets! Simple as.
30th Apr 06, 2:06 PM
@Typhoon: Looking at the base models, there aren't any I found that could have been used. Remember that the texture wraps around the existing structure, so any detail would be stretched as well. I'm sure as modellers finish up other projects they will be corralled and aimed this way by Mr Thudmeizer.
30th Apr 06, 4:32 PM
The techtree is still vague. Here are a few ideas, take what you like ;)
Ork Hunters: Not specifically against orks, they would just be a special breed of veterans with ork weapons. Shootas, sluggas, choppas. Maybe command squad style, so that the player can mix squad members with a shoota or slugga+choppa.
Sentinel: Little extra good news. The Sentinel made by Relic doesn't perform close combat, but its source contains two melee damage anims! (damage_left, damage_right) The anims are great and will ease your work a little bit more.
Catachan Rough Riders: Cold-Ones or else.
Energy Generators: I don't think Catachan should use regular plasma generators. Certainly not. They don't need an elaborate power grid while they do war. Few ideas: Moisture Condenser, Biomass Silo, Biomass Recycler, Mobile Generator! (moving, tank-like, check forgeworld)
Mines: Why mines? Why not traps?
Sentry Turrets: What about really weak, hellgun (mini-)sentry-turrets.
Flakvest: As in your techtree. Health research 1. Before this research they would be half-naked.
Camo Skin: Health research 2. Their skin will be covered with camouflage paint.
Chameleoline: Perhaps this could unlock deep-striking for certain squads, they simply appear at the target location.
Tripwire: Upgrades buildings with tripwire traps. Technically it would be a ranged weapon with a very long reload time (estimate 40 secs), very short range, triggers an explosion on nearby enemies. Helps against melee attackers.
Good luck with the mod! :up:
I was thinking about a Catachan mod... I'm a decent LUA coder if you need some help.
1st May 06, 5:15 AM
a moisture condenser and biomass silo would be perfect for the death world veterans, and i agree that traps are more suited to them than mines are.
very good ideas palli.
look in the rule book for more inspiration fo the traps. (and sniper coolness!)
1st May 06, 5:44 AM
For all who have interest or wonder what the catachans where, here is a link to the codex (free, legal download): http://us.games-workshop.com/games/40k/catachans/gaming/codex/armylist.htm
1st May 06, 9:32 AM
I can see that you are atleast familliar with the Catachan Codex, notably your mention of the "Cold ones" is what tipped me off.
I guess that I should come clean about what each of the items on the tech tree is supposed to do, so here is a good round up of 'em.
-Mobile Comand Structure: increases the morale of the entire unit
-Guerilla Warfare Preparations: Enables the building infiltration and allows the squads fire while infiltrated.
-Deathworld Lasguns: standard accuracy upgrade
-Deathworld "Flakvests:" actually a bit of sarcasm on my part, the idea being that they would arrive on the world in well maintained uniforms, and would discard their flakvests once the commisars were either dead, or used to the way a deathworld regiment works. Would lose armor rating when in the open, but their armor bonus when infiltrated would be substantial.
-Veteran Comander: standard Comander upgrade.
-High Comands mistakes: (High Comand's Follies) Gives acess to
the Lascannon upgrade for their Sentinals, the idea being that they "accidentally" received an Armageddeon pattern Sentinal.
-"Oop's, sorry Sir!": Named after the special rule for Catachan Commisars that makes it a risk to feild one on the Table Top, would actually allow the deathworld Army access to commisars, but these commisars would be weak and unable to join a unit.
-Sniper Support Structure: Allows access to the all important Deathworld Veteran Snipers, the ultimate Assasins
-Catachan Steel: upgrades the Catachan units in melee combat
-Jungle Acclimatization: Increases the line of sight of a stationary unit to 150%
-Looted Devils Weapons: Catachan Devils are their primary elites, with this upgrade they no longer carry lasguns because they have taken the bolters, Shuriken Catapults, and rail riffles from their fallen foes.
-Accepted Commisars: Puts Commisars where they are in strength in other armies(and above really), as well as increasing their cost, and decreasing the numbers allowed. The idea being that this commisar has EARNED the respect of the unit.
-Deathworld Toxins: A sniper special rule, increases the damage done by the snipers to all types of infantry and comanders.
-"Da Cutta"-Devils Claw: Upgrades all of the seargents and comanders to having a Devil's Claw Close Combat weapon. Devil's claws are mentioned on page 17 of the Catachan Codex, along with the Catachan Fang (the initial Close combat weapon), and the Night Reaper (the purpose of the first upgrade). This research is called "Da Cutta" because I like the name, as it is what the Orks have universally dubbed the Catachan's "Devil's Claw."
-Their Mines I intend to make more powerfull than other races, essentially making them like turrets, in that they don't hurt them selves. But also with a slow reload.
-I would also like for the mines to have almost zero build time, since they really are traps after all!
-As for the Generators: I just had not been hit with a good name yet. . .
-Note that Cameoline is not needed by nor is it often used by, Deathworld Veterans armies, so the inclusion of that does not feel quite right sorry. . .
-For the Ork fighters: I had thought about including some sort of "Xenos Fighters" research but decided that that just might be too irrelevant to the army
-You and others as well noticed that I don't have any method of deep striking or any sort of similar sort of abbility. This is because your opponent will be finding himself fighting against a litteral ghost, your men can fire, and STILL be invisible. Adding a Deep strike to the mix would definitely make the army completely imbalanced.
-As for the Cold-ones: I will have to think about it, since my catachans do not use any fast attack other than my Sentinal Squad. . .
"As swift as a Lash Mamba, as sharp as a Spineleaf, as Stubborn as a wild Grox."~Col. Pannent in praise of the Catachan Warrior
(Catachan Codex, p. 17)
1st May 06, 11:58 AM
'your men can fire, and STILL be invisible. Adding a Deep strike to the mix would definitely make the army completely imbalanced'
Wouldn't this already be imbalanced? How do you propose to balance this? There has to be drawbacks to this rule, and quite severe ones at that, seeing as that is such a powerful upgrade.
1st May 06, 12:31 PM
Oh, right! I forgot to go over the restrictions on the Deathworld Veterans! I should do that, so that people don't freak out about how imbalanced they are! LOL!
-Sqaud Cap will be lowered (likely at around 10-15).
-Squads will arrive missing only a Sergent, at nine soldiers.
-Squads will NOT be reinforcable.
-By researching the upgrade that gives the infiltrators ability to all of your men, you will be DECREASING all of your unit's health, (Since they are forgoing armour's protection for the mobility needed to use Guerilla tactics, note however, that they will have a permanently active Cover modifier when they are infiltrated).
-Entering into Melee Combat will cancel the Infiltrators modifier.
-Any squad with a "Detector" unit (to borrow a good term from Starcraft) will spot any Deathworld Veterans Squads who enter the "Detector's" line of sight, while the detector is not in motion.
-All units will likely be the most expensive in the game, costs will only increase further after the Guerilla Tactics addon is researched.
-The list continues, but I shall not (at least for the moment).
Cable: You say that you are okay with the LUA format coding? Hmm, if you are truly interested in a Catachan Mod, then I might have a job (or more) for yas!
1st May 06, 7:27 PM
Hey do you know wat would be really cool?
if you could field Catachan riding Cold ones, you could give em fusers or sme nasty weapons and since they are tick skinned they would be interesting to use.
anyhow if just a suggestion for a fun model.
3rd May 06, 5:50 PM
Currently I am in the process of preparing some renders of the Catachan Patern Sentinels that I have finished modeling. I am still trying to work out how the whole method of texturing works, but I will still post some pics of the modified, and untextured models soon.
Alright, so, here is the first image of a model: One Catachan Pattern Sentinel:
More work is well under way! ! !
3rd May 06, 7:32 PM
Looks good, but instead of having a roof, why not do the leaves and branches like on the model?
3rd May 06, 7:47 PM
mostly because I want to have this stuff capable of running on nearly any computer.
It grinds my nerves that games do not work on just about every set of hardware available.
I am not a Rich son of a b**ch, and I do not have access to the best hardware, so even though I am capable of modeling a 4000,000,000,000 poly model, I would rather have a model that ran smoothly on my laptop, and looked nice, first.
It should not be too hard to give the "Roof" the appearance of being made from leaves with a texture anyway.
Pretty Models, Little Lag, Smooth Gameplay. That is all what I am working for.
The biggest advantage is this: My mod should not slowdown any one's computer if it can play Dawn of War with the low-res model settings with out lag.
More models will be finished soon! ! !
Also, for any one who still has any doubts about whether I know anything about the Catachan Regiments of the Imperial Guard or not, Here is an image of one of the sentinels of my Sentinel Squadron. :Pike: :worm:
3rd May 06, 8:50 PM
hmm if you ever do the cold ones, wat models would you use? would you use the classic or new cold one?
Now I am not sayin that I will makeem but that I may make the cold one.;)
By the way the no reinforce thingy sounds really really bad to me, wy not simply make the reinforce thingy slower? just my 2 cents.
3rd May 06, 11:59 PM
GREAT a sentinel with a CC ability, you are going to have to put it under infintry if you want it to go into CC.
4th May 06, 7:22 AM
Pitallia: Dude, if I did do the Catachan Rough riders, cold-ones, they would probably be in the style of the models, since that is what I feel the game should relate to.
Kindred ravens: I am not so sure that I understand, do you like the idea of a CC sentinel or not?
Aren't the Dreadnoughts under Vehicles? Or am I just crazy?
On a different note, and update wise:
I am working on a new animation for the sentinels as they charge into combat with a Vehicle. Basically it is a sort of leap that would carry them onto their victim, and send it sliding before the actual CC began.
For the general Idea, think like the way Paleontologists think that Velociraptor would have used its large claw. . .
4th May 06, 8:02 AM
ah, i see your point.
vehicles can do CC.
4th May 06, 9:22 AM
My suggestion would be that traps would be very devasting for vehicels and hard to detect. If most squads would be able to set up those traps it would slow down the enemys vehicels (they'd need infantry to clear the area first). On the other hand Catachan troops normaly lack anti-vehicel-weapons so this weakness could somehow balance the traps
4th May 06, 10:24 AM
I was talking about the design of the beast, obviously I wouldnt make one carrying a medieval armour would I?
BY the way the sentinels have a metal roof covered by leaves, so I think that Catachan's model its perfect as it is, the rest its skinning.
4th May 06, 11:26 AM
Hmm, yes, skinning, uh, well you see, I may be well versed in creating stuff, even if it is from scratch, but for some odd reason, I seem to have a major difficulty when it comes to the actuall process of skins for my models.
I don't know why some one can't just write a modeling program that lets me litterally just paint a texture on. In fact, I despise skinning because of the unintuitiveness of every darn program's method of making the models' textures! ARGH! ! !
4th May 06, 7:59 PM
wy you dont recruit a skinner? by the way your forums are on the elysian ones?
4th May 06, 9:21 PM
Not reinforcable? Then how do we replenish casualties? Maybe make only reinforceable after 10 minutes of the casualty?(Symbolizing 10 weeks have gone by) Or maybe reinforcing only after taking 90% casualties? Not that I'm complaining, but this would be very unique gameplay experience.
Cable: You say that you are okay with the LUA format coding? Hmm, if you are truly interested in a Catachan Mod, then I might have a job (or more) for yas!
What needs doing? There's not much I can't do with LUA coding.
5th May 06, 9:33 AM
Cable: Really? alright then, maybe I am not as far as I should be, but, I successfully managed to get the Mod-project to appear in the Attributes Editor, sadly, I have not progressed very far along the lines of understanding what the hell I am looking at in there. Strangely, the actual coding of the .LUA's reads alot clearer for me, as they get alot of the stuff I wish the AE had into a more understandable package, they are far more intuitive.
Go ahead and email me, at C4tachan@gmail.com dude, and I can send you a more complete list of what needs doing as far as .LUA's
Stuffs: One question that I must ask however is this: Is there any modifications that can be made to the .LUA's to reduce the amount of Bloating in the game files? The idea here being that I have always hated that games are not designed to run on hardware that is even a few years old. And yes, I do know why this is, and that makes it even less appealing to me. Ideally I would be able to get the Catachan mod to the level of running on something as old as say a Pentium 1, or 2 processor, without lag, as well as with a video card of about the same quality. . .
I am aware for all of the Skeptics, that it would be hard to do this, but I think that it can be done, so I will be giving it a shot.
Of course, I do realize that I could never do the above with the same caliber of graphics that Relic has included in the game already, however, I would like to be able to set it up so that the resolution settings could go as far back as possibly Sprites. . .
I can imagine that doing that would enable a far more advanced AI, as well as less lag. . .
5th May 06, 11:54 AM
Sent you an email Catachan.
6th May 06, 11:24 AM
So, a small amount of concept desicions are getting under way, though I am having a bit of a time with forming models that are viable. . .
Google's Sketchup program is nice for Texturing, and even though I wont be able to use what I make in there in my mod, I will be able to create some nice demonstration models to use as a basis for advancing the mod. . .
More updates coming soon!!!
Cable, I got your e-mail.
10th May 06, 4:07 PM
So I must appologise for the Double Post, but it is important that I get this Question answered. . .
As impossible as I am sure that it is to manage to do, I have screwed up the coding somewhere. And because of this error, I am unable to get the game to recognize the existence of my mod. . .
I am pretty stumped, since I think that it is at a viable testing stage to see if any of my unit scripts work, the thing is: I can't even run the Mod! ! !
This is begining to upset me a tad. :boohoo:
On a different note, the planning for the unit meshes is going on schedule.
Progress on this mod may slow down temporarily as I have Exams approaching, as well as at least one paper due in the next week, so bear with me please, and everything should go fine!!!
LoL, those make me think of the (I think) Second Season of "BlackAdder!"
ROFL ! ! !
25th May 06, 8:59 PM
Alright, just to show that I Ain't dead quite yet, and now that I am off the first page, LOL, Here is a little teaser Image for you.
I am currently in the process of skinning it, as well as adding finishing touches to it: Enjoy, Catachan Infantry Barracks!
PS: I have more done, time limits me now, will post latter!
6th Jun 06, 10:30 AM
Okay, so this is a quadruple post, (heh, a "Posttacular" if you will) I know that, and I will have to beg everyone's forgiveness for this latter with some WIP pics. However, I am unable to post any right now as I am without internet on my laptop at USC. I won't have any internet for a total of six weeks so bear with me please. Due to this handicap, I will not be online to update you guys as often. I do have a website under way, however, I am new to the whole html codeing and as such I have not uploaded what I have so far yet. Once again, please bear with me for this time. I will have a few sporadic updates, possibly, and I may get that site online, but for the time being, I am suffering from a lack of resources. Thanks!
6th Jun 06, 10:43 AM
its ok, but i would prefered a more tent like thing, with guns resting on things.
6th Jun 06, 10:48 AM
Ah, but it is a tent, as I will attempting to show with the texture. It is just closed in on all sides. ;)
7th Jun 06, 3:29 PM
Sweets. Are youre you will be doing green lasgun effects for camouflage?
8th Jun 06, 6:21 AM
quite possibly I will. as for wheatther or not that will pan out in the end. I don't know.
I am tempted also to one up relic's awesome methods of have the units wiht a single *.whm, and use vis files to denote what each unit is. It might not work though so I shall have to see.
8th Jun 06, 9:04 AM
looking good hope it works out. better get done quickley before pali takes over cos he is the man when it comes to modding.
8th Jun 06, 10:16 AM
uhh, what? Why would Palii take over? I can understand that he is making possibly the coolest gaurd mod out to date, and those Elysians will be a tough nut to beat, but has he shown any interest in making a deathworld veterans mod? Hell, if any one wanted to make a DWV mod, I would gladly cooperate with them to try and make it all work out for the best. I LOVE Palii's models for his elysians, but I do not want to copy them. I would rather have my own models, hand made, or edited, for use in my mod.
just keep your eyes out, I may find that I can edit the textures of the Gaurdsmen ingame and use them. but only time will tell.
9th Jun 06, 1:43 AM
it was just meant to be a joke actually to say how good at modding pali is
9th Jun 06, 7:49 AM
Alright, I can dig that. I hope I did not sound like I got my hackles alraised up over that, because I did not mean too. LOL.
Any way, so I was screwing around with the standard Imperial Guard textures yesterday, and I managed to completely erase their flakvests. I was pleased, even though the real result was a unit of guard that were lacking their entire torso. I could see right through them! I was hoping that I would discoveer that their chest mesh was textured, but I did not. Oh well! ;)
On a different note, My standard goals for the attributes, (Infiltration, Ambush, and Longer sight radius) are pretty much complete. Soon I intend to complete the models, or at least get a good retexturing of the standard "Vanilla" IG and release a small beta mayhaps. But hey, untill then I will just leave you with tid bits of how things are going.
By the way, I FULLY expect any beta that I release to be horribly buggy! No kidding! I am just attempting to build more interest for the Mod! And I am not afraid to admit to it either. Hopefully I will also manage to get the Web Page up soon as well. Saddly, only time will tell.
14th Jun 06, 7:27 AM
anything to show us?
14th Jun 06, 8:00 AM
Well, the web page has been uploaded to:Deathworld Veterans (deathworldveterans.dowfiles.com) but as I uploaded it yesterday, I think that it will take till about this after noon to be fully online. . .
I don't have that many images yet, and I also only have that one Home Page completed so far.
Don't worry, I will update you guys as soon as it is online.
14th Jun 06, 9:08 AM
cant wait to see wot youve got, (at the moment the page is not uplaoded in your link), anyway being a ex catachan collector i hope this mod end up a decnt one.
14th Jun 06, 9:56 AM
It is deffinitely my intention for this mod to end up "A decent one!"
14th Jun 06, 10:01 AM
So catachan, will I be your concept artist?
14th Jun 06, 11:28 AM
Yes, yes you are.
14th Jun 06, 11:37 AM
hey catachan, this mod is sounding great, i would say looking but i havent seen mush yet...anyway i was wondering what you are going to include, apart from units, what are youre plans for buildings, and also we will be getting a few maps as well?
14th Jun 06, 12:02 PM
I said this earlier in the thread, but it can't hurt to repeat it:
standard generator/LP/Slag Depot
Heavy Weapons Supply
Various Heavy Weapons teams and platoons
14th Jun 06, 12:21 PM
so have you got any artwork for any of those units?
14th Jun 06, 12:28 PM
not really, the First 3 buildings are moddeled and need animating and Texturing, and the Sentinel model is almost complete.
That is all that I really have thus far.
14th Jun 06, 12:32 PM
here my last question, the space marine buildings are spick and span, the orks well there made out of old tv's so what about yours ae they a mix of organised high tech buildings or lo tech improvised.
15th Jun 06, 8:19 AM
sort of a mix man, like improvised High Tech that looks like it will last.
Also, someone who's PC is capable of handling the Effects Editor (FX Editor) and would be willing to work with the mod team would be appreciated. (My pc doesn't work with it)
Other positions available:
maybe some more coders would be appreciated as well.
15th Jun 06, 11:34 AM
how long is it before you expect this mod to be finished? it will take some time but i will be able to downlaod new software, and i will also be getting new equipment, so i will gladley help with this mod,( even though i haven't actually modded yet, i can still do some concept art and design work for you) anyway keep up the good work this mod is looking promising!
that only if you need it though, you may be a good drawer yourself.
15th Jun 06, 11:55 AM
I do not know when this mod will be even in the Beta stage. It is currently not even finished with the coding or the modeling, so I cannot say when it will be done. As for offering to help, it is my suggestion that if you want to help then would you mind emailing me something you have drawn, (preferably related to the Imperial Guard, or even better, the Catachan Jungle Fighters) though I cannot promise you a position as a concept artist as we already have one.
15th Jun 06, 12:13 PM
yer, thats fine i understand, however it may take some tims as i need to access a scanner or a camera...its probably best when i get a new pc ( 1 1/2 agonising months ) so then i can send you as many as you wont...
15th Jun 06, 12:18 PM
okay no worries mate.
On another note, I have posted a model request, I hope that it doesn't cause problems.
(Request is in the main forums, hopefully will be nullified soon.)
16th Jun 06, 8:16 AM
this is shaping up to be one of the better mods in progress, in my opinion anyway. btw are there anyplans for more vehicles? maybe a hover, if they could look after it that is...
It end up a bit apocalypse now though wouldn't( if youve seen that film)
anyway keep up the good work
16th Jun 06, 9:01 AM
Thank you for the statement of support. It is truly an honor that some one has said that. However, I intend to make this mod as true to the codex as possible, and as a result, I cannot say that I intend to include any vehicles besides the Sentinel Scout walker. On that note, I had thought of creating (on the table top mind you) a sort of Catachan Drone, that was designed for recon work, but as of yet, that has no affect on this mod.
Catachans rely on stealth above all else, and will never meet the enemy on even ground if they can avoid it.
16th Jun 06, 11:02 AM
well, you could make them so standard troops can infiltrate, like chaos
16th Jun 06, 11:06 AM
fair enough, the abilitie to sneak up and launch a tactical assault suits me fine, it will make the game far more interesting if these catachan are stealth equipped.
btw, what are your plans on the maps, how about a overgrown city, or maybe even swamps, which would really work to the catachans advantage.
16th Jun 06, 11:50 AM
] well i just emailed him a a 3d model of a venus man trap so he could use that in some maps or on a building
16th Jun 06, 11:52 AM
I wish that his grace the Emperor would let me say more at the moment, but I cannot yet reveal the deepest and darkest secrets of the mod. Oddthing, you shall be very pleased in the end, methinks.
And as for maps, well now, that is a secret. And secrets are no fun when you give them away!!!
17th Jun 06, 2:18 AM
good keeping the pubilc in the dark... secrets are good. and now for your torture session with the inquisition. have a good torture.
what program do you use to make the models? i use blender and i am wondering what other poeple use
17th Jun 06, 8:39 AM
so far, most of the models have been made in blender. I still have to export them, but I am most comfortable with the Blender system.
;) oh it was a good torture session.
19th Jun 06, 12:13 PM
A little update for you all, here is a WIP rendering of the base model for the Deathworld veterans models.
Enjoy, and I hope to have a better image up latter, maybe even with textures!!!!
19th Jun 06, 12:51 PM
not bad at all that, nice work, any chance i could beta test and give ideas as i did with palli?
19th Jun 06, 12:57 PM
Possibly, once I reach that stage. At the moment, I am still trying to get through the modeling and coding.
19th Jun 06, 1:14 PM
this is from forgeworld http://www.forgeworld.co.uk/terrain.htm
i said this on the first page, but since you were talking on the fluff forum catachan i thought you should see it again, you know being more enlightened about sandbags, and it being an official model.
19th Jun 06, 2:15 PM
Are you planning on randomizing the Catachan army of will they all look the same?
19th Jun 06, 3:06 PM
I Plan to fully randomize the Catachan Jungle Fighters, as well as I can assure you that their will be at least one suprise in store for all.
19th Jun 06, 3:27 PM
what about that command post idea? with the sandbags, is that forgeworld structure going to be used as one of your buildings?
19th Jun 06, 3:42 PM
I cannot say at this time. As I have yet to fully decide.
20th Jun 06, 4:48 AM
the Emperor gives his approval of the hq design from the imperial forgeworld
20th Jun 06, 7:08 AM
Yey the community likes it too, that's 1 nil to the yes side!
20th Jun 06, 8:22 AM
Alright, I will admit that I do like that model just as much as the next guy, however, If you notice, it is a little complicated to use as an actual building. Plus, I would have to add the details inside that would make it what it needs to be. For instance, it would need to get a radio bank so that it would look like a command center, as well as it would require the men inside to be there. These would all require idle animations, as well as spawning/research animations. Altogether, I can't imagine how many polys it would come out too. In the end, I also do not want to take the time to moddel it and animate it. If someone else wanted to make a model of it with all of the above animations, then I would reconsider the use of it in the mod. Until then, I don't think that I will include it.
Sorry Kindred_Ravens. ;)
Of course, the mod team still needs an FX jockey, and some extra coders to spread the work out off of me would be cool too.
20th Jun 06, 9:43 AM
i will try to model it if i have time. can't animate though making no promises
20th Jun 06, 11:36 AM
okay. go for it.
21st Jun 06, 10:52 AM
Alright kiddos, here is the deal: My computer is not capable of running the FX tool for many of the FX types. And it crashes continuously on any attempt to load the exported models into the Object Editor. This leaves me with very few options, a). to figure out what the hell is going on, or b). to get someone else onto the team who can work with these items.
Understand please that if you would like to join the team, no prior credentials are required (they do look good though) but with out them, I will probably expect more from you and in less time (that is just the way I opperate, I am an impatient fuck, sorry ;) ) so ask yourself if you really want to do this before you dedicate your time please, I do not appreciate any lack of dedication.
24th Jun 06, 1:07 PM
swearing eh? Well theres a great dude called guyver something who specialise in sound, he has a thread in the 'mods in progress', so maybe you could ask him, even though i dont think he is that likely to provide your army with all there sounds, but he has stated that it may be possible for him to provide modders with some samples, and btw apprently hes a sound designer...:deal:
27th Jun 06, 8:20 AM
I am making a last ditch attempt to use the 1.1 mod Tools for OE editing. I remember that a while back I found that I could use them to open the art samples they came with, so I am going to give it another shot with them to see if perhaps they will work.
Wish me luck.
30th Jun 06, 5:40 AM
Good luck, although maybe you could recruit someone who knows how to do it properly, rather than making a 'last ditch attempt'...
30th Jun 06, 10:46 AM
Is that an offer to work with some of the problematic stuff for us Raizan?
On a different note, I finally managed to discover which folder stuff needed to be in for this all to work. So I finally managed to export and open in the OE a first model! (I am so happy! And to think, I was on the verge of giving up on making a mod altogether! LOL)
I still believe that there are a few openings in the mod, so if by chance you are interested in doing any thing (Skining from a talented skiner would be awesome, as would some help in dividing the Modeling and Coding workloads. . . ;) ) just let us (or me) know by PM or email. Thanks!
Also, I don't know how much you all care about the size of the mod and the impact it has on gameplay on slower computers, but Trust me when I say that I Might have a method that not only trumps the difficulty with Poly limits, and blows the Texture limits out of the water where efficiency is concerned.
One question though, Does any one know if there is a limit to the sub materials you can give to a multimaterial in 3Ds Max? I am having a slight problem with that. . .
1st Jul 06, 11:14 AM
Well, i'd be happy to help but there is a big problem, i have absolutley no software what so offer, and because this pc isn't mine, i dont intend to downlaod any, but that will change once i get my own pc...:bored:
Anyway since i been thinking about what i could do (nothing much) i was wondering if a campaign is planned, maybe a bit of script work or proof reading might help you...:read:
1st Jul 06, 11:51 AM
As for submaterials, I haven't seen models with more than 3 submaterials.
Beware : nested wubmaterials don't work.
2nd Jul 06, 8:55 PM
Raizan, Actually, I have considered making a campaign, but the map editor doesn't work on my pc.
Thanks Compiler, that should help alot.
I am actually approaching the point where I will be able to release some images of the infantry in their spiffy Deathworld Uniforms. . . Don't blink you might miss it.
4th Jul 06, 3:11 AM
Shame about the editor, but anyway i am looking forward to these images.
5th Jul 06, 11:18 PM
you can nest my wubmaterials any day compiler.
6th Jul 06, 9:41 AM
Hey guys, guess what!
I have a present for you! I call it: "Catachan Pattern Sentinel" and it is complete with a chainsaw attached to the front! Hopes you likes this teaser image, because I assure you, there are more where that came from!
enjoy it whilst you can! since I might have to bring some more images in to the light in the near future!
6th Jul 06, 10:25 AM
'Bout time you gave us some more screenies! ;)
Lookin' very good, can't wait to see some DW troops!
The only thing (and I know it's WIP!) is the foilage needs to be modelled, not just textured. But again, I realize you are probably already well aware.
I'm just so excited! :jig:
6th Jul 06, 1:49 PM
The foilage on the roof cannot be moddeled! I it is moddeled the poly limit soars through the roof! Don't worry, it is opaque now, but before I finish it, you will be seeing the pilot through the roof.
As for troops. . . I guess you are right, I haven't given you any screenies of them to drool over, have I?
6th Jul 06, 2:27 PM
No you haven't, but the Sentinel makes up for it.
6th Jul 06, 4:26 PM
Well, if the foilage will knock the poly's up too high, and you're going to give the pilot an open-topped "cage", could I suggest just skipping the foilage?
It's your model, so you obviously have the final word, but that's just my :2cents:
As for troops. . . I guess you are right, I haven't given you any screenies of them to drool over, have I?
;) I'm not the only one that thinks that was a tease, am I? :D
7th Jul 06, 4:24 AM
why would you want to lose the foilage, it would be a insult to the catachans...anyway, that did look abit naff to start off with, but once catachan assured me the white screen would go, i began to like it, and now its looking good! :cool:
Anyway...anyway, how have those troops been going, anything to show us yet...?
(Small foilage doubts cast aside, this mod is looking sweet)
7th Jul 06, 6:52 AM
As for the Foilage: Alright, here is how this works, I will be applying an alpha Transparency layer to the foilage at some point in the near future. In Game, any where on a texture that has alpha transparency is rendered as completely transparent. So, with this addition, the sentinel's foilage should not appear as a solid white with green leaves. You should be able to see the pilot through the roof. So shortly, the white should be disapearing but the green will stay.
Just a little sentinel related teaser for you guys: I sure wish I knew how to do those "Vis_*" animations already (I am about to look them up ;) ) since I could have finished them last night. . .
As for the Troops: Heh, well, you ought to be seeing somthing of them soon, I do have a Ref file and a texture already done. . . (Hint: the pilot of the sentinel is actually a standard troop that I cut off at the waist. . . ;) )
7th Jul 06, 8:02 AM
At last we'll be able to see the tank-top wearing, machete wielding, jungle sneaking guardsmen we know and love! This time we might actually be able to see the random skin colors and clothes! Huzzah!
10th Jul 06, 9:22 AM
At last we'll be able to see the tank-top wearing, machete wielding, jungle sneaking guardsmen we know and love! Huzzah!
Okay! Here ya go! one render of a "tank-top wearing, machete weilding, guardsmen" that you asked for. . .
10th Jul 06, 10:18 AM
man that's funny, nice work.
10th Jul 06, 10:50 AM
Thank you, but seriously folks I do have a Guardsman up for display. . .
Here be da linky: YARRGH! Click on me, my pretties! (http://deathworldveterans.dowfiles.com/Veteran_Display.jpg)
;) I hope you had as much fun as I did with that last one. . . ;)
10th Jul 06, 3:38 PM
Not bad, obviously it's still WIP, but it's looking pretty sweet!
10th Jul 06, 6:55 PM
nice work, but i always thought Catachans are more buffed up and muscly then the usual IG
11th Jul 06, 1:05 AM
i agree with medes, but human necks aren't that shape check it out from the side view, he has a fold of flesh.
11th Jul 06, 5:34 AM
I noticed that, but It'll probably be fixed.
18th Jul 06, 7:42 PM
Yeah, It should probably be fixed so I will look into it. Actually I am amazed at how long I let this sit dormant, like for two whole weeks! Amazing! Well, not really, actually this sort of drift is normal for me as I do have a tendency to drift in my urge to do things.
+++ Begin Edit +++
I should probably say thank you to all of you guy for the support. I must say that I am truly honored that so many have stopped by to gander at what my modifications have created. I am truly honored.
+++ End Edit +++
Recently I have been reading Gav Thorpe's "Last Chancers" and I can say that I am enjoying the series very much. I have about 90 pages left in Anihilation Squad so I will probably finish in the next two hours, depending on what happens around my house.
I am having some problems with the OE for the moment, mostly related to my clumsiness with it. Particularly annoying is that I seem to have a constant problem with the items i add not mixing into the OE propperly. I am still looking into that.
Of course any one who is already familiar with the OE would be a welcome boon to the team, I have not heard from a few of them recently actually so seriously guys, this team could use some help.
Emperor Speed, ;)
19th Jul 06, 2:56 PM
You don't need to fix it.. skin the torso as a flak vest, the collar around the neck now has a purpose (and not as a skin doughnut around his throat).
The roof of the Sentinel, as you've already mentioned, can be done with alphas.. add another poly ribbon at an angle off the horizontal and you'll have the layered foliage you're looking for (will allow a couple of leaves to stick up above the rest)
21st Jul 06, 12:40 PM
I hate to do this to you guys but It looks like I am on the verge of snapping. I do not know why it refuses to work, but my moddels will not export to DOW or WA properly at all. Numerous Attempts at locating my error have failed me and I am all but on the verge of throwing the project out all together. So far I have managed to make models and animations for the standard Infantry unit and the Sentinel Scout Walker, however, upon importation to the Object Editor they both appear with out a texture and many of the standard animations that worked fine in 3DSMax are horribly bugged and result in a twisted Mass of a Mesh writhing on the ground. My coding has attempted to create "Filler" models, (which appears to be a common practice) however all attempts with that have failed miserably. Following this rant you will find a list of most of what still needs to be done with this mod. I have no Intentions of deserting the project (I intend to finish it even if it were to kill me ;) ) but I am worried that I will lose my head over what has been going wrong with my stuff. Thanks for Carring enough to read the Rant.
Deathworld Veterans Elite Units (Fondly named "Devils" on Catachan) need Proper Models
Devils need Animations
Devils need Textures
Buildings need Modeling
Buildings need Animations
Buildings need Texturing
Snipers need Modeling
Snipers need Animations
Snipers need Texturing
Rough Riders on Cold Ones need Models
Rough Riders on Cold Ones need Animations
Rough Riders on Cold Ones need Texturing
User Interface Data needs to be Setup
Graphical User Interface needs to be Created (AKA. the whole Buttons and Control panels need making)
Heavy Weapons Teams need modification to the Models so that they can fit in with the Deathworld Army
Heavy Weapons Teams need to have their Animations Checked to make sure that they work properly in game.
Heavy Weapons Teams need to have Textures finished for the parts that Relic Failed to Texture.
Building Code needs to be debugged to figure out why the Buildings are not recognized by the Game Engine or the Anihilation Win requirement, leading to instant loss due to having no buildings.
All unit models need to be put into the Game
People, I am only looking for some one who could help me with the Models' errors. If you can help your services to this Mod would be so unbelievably cool that you Cannot begin to comprehend how cool you would be unless you were to actually help.
24th Jul 06, 1:38 AM
yay! I have nearly finsihed some of the concept art the the orgryn buildings.!!!! woot!
24th Jul 06, 3:03 AM
I just discovered your thread and I want to congratulate you for this good idea. A mod about Jungle Fighters of the Imperial Guard at last!
But don't you think Dow really fits with it? Cause there aren't many forests in the game except map perimeter.
Can't wait to see your new models !!:bow2:
Do you make a mod accordind to the catachan codex or is ti just to add a new race to Dow?
Good luck for your project
24th Jul 06, 10:35 AM
PASANIUS: really? that is most excellent. I am excitedly awaiting your work.
Lork4: I can assure you that The Deathworld Veterans will be as close to Codex as I can manage. So hold Tight dude and check out the thread, you will find that it is most awesome. I actually have presented a few models in the thread, so check em out dude!
25th Aug 06, 9:53 AM
Alright, so it has been one month and one day since my last post. I feel that I should appologize atleast alittle for this dificulty. The fact of the matter is that my school started up almost two weeks ago and as a result I will be behind the school's firewall for a good bit of time. I also have my classes to deal with. I won't bore you with specifics but I will admit that I need to focus a good bit on calculus, Modern Physics (aka. non-Newtonian physics) and my other classes of varying extreme difficulties. Saddly I will be haveing to postpone much of my work on the mod. I am hell bent and determined to finish it, but for the moment my studies must take precedence over it, as the only way to get where I want to go in life is to get at least a partial ride to college so that I can study alot more physics and eventually get the coveted PhD.
Of course, as is usual with me, that is not the whole story. The fact is that I have managed to get my hands on a copy of "Homeworld" and I can assure you that that distraction has not helped to aid me in any way on the mod (Though it has proved to be everything I had heard about it, and It certainly is quite enjoyable! wow! what a great game! I would have to say that my only problem with it is that it forces you to accept a specific direction as being "Up.")
Once I have managed to throw off the awesomeness that is "Homeworld" (or atleast cut down my play time a little bit) I promise to try to work on the mod some more.
Have no fears just yet, just because you can't see the Catachans doesn't mean that they arent there. . . ;)
29th Aug 06, 1:51 PM
use a proxy site like www.proxypeak.com
oh and homeworld 2 rocks, its solid but it rocks
oh and catachan ill lend a bit of help but i have the same problems as you do
11th Sep 06, 10:49 AM
i dont mean to bump but is this mod dead? no posts for a month...
11th Sep 06, 11:59 AM
Oddthing, read post #118, your answers are all there. ;)
12th Sep 06, 4:58 AM
yes but that refered to a previous long wait. it has nothing to do with the latest one. still glad to see someone apart from me is taking an intrest in the well being of this mod
14th Sep 06, 6:51 AM
Well, I am taking an interest in the well being of the mod! ;)
On another note, I never intend to let this mod Die. It currently takes up like 75% of the space on my hard drive so yeah, uhm I ain't deleting it yet, and I sure as hell intend to finish it.
On an other note again, I promise that I will be around, so if you have any questions, just post them and let me know, I shall get back to you ASAP! lol!
14th Sep 06, 8:53 AM
AAAgggrh. A major hold up on getting you the concept art!!
Iv'e gotta somehow use my schools scanner with out them knowing!!! Damn you Miss Langely Damn you!!!!!!!!!:fright:
14th Sep 06, 8:22 PM
hey, it is okay, Take your time, I am of course in no position to be forcing people to rush.
Try one of your teachers though, if you have one that likes you alot, and has a Scanner, she may let you (or he if it is a he)
Break a Leg
20th Sep 06, 11:48 AM
good news!! i now have a 3-d design engine. this means that i can design the concepts art and produce some of them in 3-d if it helps. but one thing the 3-d ones i make cant be incorporated into the game! you will have to use them as sort of templates! you don't have to! but ah well! oh and one more thing! i am going to games day this sunday!!! games day in england that is! yeah
21st Sep 06, 12:26 PM
out of interest what textuing software do you use?
22nd Sep 06, 11:45 AM
Freaking Cool man! Rock on, I am jealous, I would love to join ya there! Saddly however, I have managed to catch a cough, and it is also slowing my work down some! Wow, the irony! The difficulties keep on mounting!
Infact, I have one more peice of bad news for the few people who are truly dieing to see this happen! I have managed to get a Girlfriend. Yep! No more lonely nights for me! And my obsessions now will be taxed even more! lol! Sorry dudes! I promise to finish this anyway, and you may see some of her work included in the mod in the end, especially since she is a freaking amazing artist, and I plan to try and teach her alittle about texturing.
As for the software I use, it is "The Gimp 2.0" a free opensource package you can find easily online.
Just Kidding about the lonely nights by the way ;)
22nd Sep 06, 3:00 PM
Well, major congrats on the g/f, kudos for defying the "gamer" stereotype! :giggler:
BTW, I don't know how in the freakin' hell I missed post #114, but I did.
Anyway, please let me know if you still need help with the GUI, as I am happily experimenting with shadow rendering in textures, thanks to the amazing tutorial by Palii + Compiler, MaestroRobertus, etc. in Advanced Modding.
I've done GUI before, check out Mike's Necron Mod (GUI by me! ;)), and keep in mind, I've learned since then, grasshopper... :evil:
[EDIT] BTW I have Photoshop, as opposed to GIMP, so if you want me to have a look @ your textures, I may spot some compatibilty errors (not the first time - there's a reason GIMP is free, and a reason it's called GIMP! :D:jk:)
25th Sep 06, 4:50 AM
thanks catachan. i am interested because i am thinking of helping u out a bit . oh and davisbe, i have photoshop but that can't apply textures to DXF files but thanks for the idea!
28th Sep 06, 11:20 AM
Thanks for the offers, the reality of it is that I really don't know what I want the GUI to look like so, if you happen to have some Ideas of your own, I would love to see them. The thing is that the best source of inspiration that I have so far has been the actual "Codex: Catachans" published by Games Workshop. I know that I need to make some models still, but I am sort of at a loss for how to make the Devils different from the standard Gaurdsmen. I am sorely tempted to make them use the same models and place a different texture on them. Because on the tabletop, there is no model of a "Catachan Devil" that is sold by Games Workshop. In order to create them, you must convert them from the origional catachan guardsmen models. The result is that the Devils look like they are supposed to look. Bad assed squads of normal humans that don't give a crud one way or the other about how they kill the enemy. They only kill the enemy and do it well. In my personal table top army, they are denoted by scars, extra weapons, and that they don't have an inch of their bodies unpainted. They are covered in camoflage paint where their clothes don't cover their bodies.
They also have stances that are appropriate for being Devils and not stadard guardsmen. LOL
On a different note, isn't it fun to try and force yourself to learn multiple 3D programs? I mean, who doesn't love to work with the differences between "Blender 3D, 3Ds MAX, and just about any other program there is?" Gosh, I don't know how to describe the love I have for 3Ds MAX and the whole trying to arrange the UV's the way I want them on the textures. I mean, I am sure that for some it is easy, but as for me, HA! I have decided to just keep exporting to Blender and do it in there. I am a bad person I guess. But I do like Blender so much more than the other programs I use.
Okay, so about that GUI, if you are really interested go ahead and let me see some ideas you might have had, I will admit that I have thought of some stuff as I was rambling on here, mainly that I like the idea of like a Rockcrete sort of thing that is set up to look old and over grown in places, perhaps even painted abit with some camo paint or with like a camo-netting draped over it behind the minimap. But please don't let me stiffle the creative juices, I really am interested to see what you might be able to come up with if you are interested, okay? Cool.
Still thinking about this stuff, but yeah, thinking about it only alittle, I won't let this die, but it may get sort of slow.
28th Sep 06, 12:49 PM
ok you are stuck for ideas for elites right?
well lets take a look at another full race mod, the steel legion.
the steel leigon's main elite is the storm trooper, built from the relay station if i'm not mistaken, they can infiltrated and deepstrike. visibly they have full figure armour and better quality lasguns right? So what you could do is make your elites more muscular and buffed up with ammo belts and tattoes. give them random eyepatches and camoflauged flak vests. like in the movies. from your quote at the beginning i can see you have seen apoclypse now, if you have seen predator that may help you as well.
28th Sep 06, 5:21 PM
Also, think of Vasquez & Drake from Aliens (the Smartgun operators). They had the appropriate pull-off-the-standar-issue-helmet-and-slap-on-the-red-bandana look. Vasquez (hispanic chica) even had the whole muscled-chick-in-a-tanktop motif. :D
Also, the smartguns are similar in appearance to heavy stubbers (IIRC), so there's another source of inspiration.
28th Sep 06, 5:35 PM
cool, thanks guys!
These Ideas will deffinitely help me! Thank you very much!
29th Sep 06, 11:50 AM
Oh, and lest I forget, it's never a bad idea to check out Commando (http://www.imdb.com/title/tt0088944/) or Predator (http://www.imdb.com/title/tt0093773/).
Aside from the fact that they are both Arnie movies, they really have that "jungle fighter" look to them...
...not to mention that "dirty, scruffy, bulging with muscles and ready to take The Man down" look. ;)
5th Oct 06, 10:51 AM
ahhh arnie movies and that big muscly and ready to take on absolutley anything in the jungle attitude, thats what u need catachan.
15th Oct 06, 9:26 PM
you know, alot of Catachan jungle fighters have alot of attires for their bodies and alot of head textures like the bananda and sunglasses though and even skin color as well, i was wondering if your going to add alot of randomized textures on the skins and the heads and even randomized the skin colors as well..
16th Oct 06, 4:32 AM
proberly a good idea. im wondering... have we heard from catachan for the lst month or so? no. hmm wonder what he is up to.
16th Oct 06, 8:29 PM
Well, I can easily answer both of those questions.
First about the random stuffs: I wish I could, I don't really know if I will be able to. . .
As for what I have been doing, well to say the least: I have been shitting myself over my grades and recovering from whooping cough. As well as beating Homeworld.
Actually I had opened the AE and worked some recently, but I did not get very far after awhile. . . so yeah. lol
then my battery died and I hate that it takes 10 minutes to load all of the files on my not exactly low end computer (really it is more "mid-range" for a Lap-Top)
So I have yet to do any second attempts at that since I hate it somuch. I will open it again soon though. I promise. . . ;)
19th Oct 06, 1:34 PM
Alright, SO much code, and so much time needed to type it. Any one interested in Helping out with this? I would not mind a little bit of help with the Coding aspects of this project. Also it would help me to be able to keep up better with my classwork. Just to explain abit about what I mean by coding, here is a list of each type of code work:
Attribute Editing-Using the Attribute Editor, I have a strong understanding of this, but it does take what seems to be an hour to load on my computer.
Object Editing-Uses the Object editor, I still have a minimal understanding of this program, An applicant for Object editing is very likely to be accepted.
Mapper-I don't know how important this will be for the mod, honestly I would want to see what you may be able to contribute to the mod before acceptance.
Positions for moddelers are not exactly available, Sorry, but I am more than capable of doing this, so, once I get over some of the bugs I have with my models' animations, everything will be good.
Thanks for reading this, I would appreciate any help.
20th Oct 06, 3:19 AM
i can help with the mapper, but im a bit of a noob where everything else is concerned
21st Oct 06, 7:31 AM
I can do attribute editing--with the AE, directly in .LUA or via RGDedit. I'm not hugely experienced, but i have a good understanding of how this type of coding works, and i'm willing to give you a hand here.
29th Oct 06, 2:24 PM
MM...jungle fighting.....I hope that one day I can do a full-out IG battle against Orks.
Catachans + Steel Legion + Regular Cadian + Elysians vs. Orks
29th Oct 06, 3:41 PM
Well, Perhaps you will be able to at some point in the future. ;)
I certainly hope that we will. This mod doesn't seem to have been as popular as like the Elysians and some of the other mods, but that doesn't bug me at all. Truth be told, I like obscurity at times.
At the moment, I am standing in what very well may be a dead end, but soon enough, I will be able to escape that. I have recieved an offer that I intend to take up for a race skeleton setup. Once that is done, I can tweak it untill it works right.
Thanks guys, I still am interested in perhaps a mapper willing to help make a Campaign come to life. I have actually been working on a story line, but I would like to be able to do this with cinematics if possible, though what may happen is that I work on prerendering some vids, such that I can do what I want to with a story line.
Keep it real yo,
30th Oct 06, 5:45 AM
i'll make a few jungle maps for you and send them to you, see what you think of them eh?
30th Oct 06, 12:30 PM
Catachan, I tried to PM you but you have the PM box full. I have to inform you that I almost finished the skeleton race for the catachans.
I'll send you this on wednesday.
31st Oct 06, 5:30 PM
I look forward to it, Thank you.
31st Oct 06, 7:05 PM
You like obscurity?
This mod is camouflaged like the Catachans! :)
I can't seem to access the website? Very elusive!
31st Oct 06, 9:22 PM
OOPS!!! Okay, I think I managed to fix that odd thing with the website not working. Try it now, or paste the following into your address bar:
4th Nov 06, 2:18 PM
I'm now coding for Catachan for the Death world veterans mod.
After making some experiments I'm now in position to advance that the catachan will use infiltration almost always.
The plan is to use the cover_stealth terrain type.
I have coded the race so all deth world veteran units become infiltrated as soon as they enter in cover stealth terrain.
Be careful when you enter the woods, you never know if you are going to come out!!!!
5th Nov 06, 6:27 AM
mankyle, u are becoming quite the IG coder. elysians and Catachan, what next Death korps? or are you already on that?
9th Nov 06, 1:18 PM
just a quick picture of my prototype jungle map catachan, hope u like it. it still needs a lot of work however...
EDIT; done a lot since i posted this going for ingame screeny now
EDIT no2: I couldn't access the map as the game told me it had become corrupt, :cry: when i got back on to desktop and got back into the map editor i found that every object i had put on the map had dissapeared, but i am redoing it bigger and better than ever before, :salute:
EDIT no3 cat; do you mind if i display a mod bar saying mapper on it?. if you like i will make one for you as well, but i didn't want to do so without your permission
15th Nov 06, 12:34 PM
sorry about the double post, but the last one was getting a bit crowded so;
theres no place like home, eh?
18th Nov 06, 5:21 AM
ok every one,
im not sure if this will work, but; 2 player jungle map (WA) (http://www.trollcrusher.co.uk/jungle%20A.sgb) put it in
c:/program files/THQ/dawn of war/WXP/data/scenarios/MP
if that directory does not exist, create it
19th Nov 06, 2:18 AM
very interesting, I must say. i also recieved an email from another mapper, that contained a map I can't but say I really liked. it was very interesting in the way it worked. Oddthing, if I might suggest something for your map, it would be to increase the size of the trees. A jungle world (and terestial Jungle for that Matter) has three layers to the environment. The most important one is of course the floor of the jungle, but the trees will still be incredibly tall. And anchient.
An a completely different note, I am sad to announce major hardware problems with my laptop. As you might guess everything is on my laptop. Luckily it is working at the moment and I will shortly be backing up some of my important things. I can honestly only pray that I don't lose the mod data that I curently have. Honestly that is not the most important thing on my HDD (rather my reasearch is far more important) but I figure that you guys probably want the mod more than my research. LOL
Hoping and praying that my computer doesn't keel over just yet.
19th Nov 06, 3:38 AM
can you post a link to the other map for me to look over? if you can't then just email it me.
19th Nov 06, 7:14 PM
I would have to get permission from the creator of the map. I will talk to him about it. It is certainly a promising campaign sort of map. I must say that it is quite fun.
Ah well, Working on a paper at the moment so have a good day guys!
20th Nov 06, 1:40 AM
cool. mine is a skirmish / multiplayer (yeah right) map. as for the taller trees, the jungle objects in the ME are limited, and it would be extremely time consuming to add new ones in. any ideas would be apreciated guys!
EDIT, i came up with a few of my own, taking into account what you said catachan, about layers, my previous map was not a jungle, merely a forest as it had only 2 layers, the short trees and the floor. my improved map has an extra layer on top, a canopy. i did this by combining 2 objects into a jungle tree, the updated map will be available soon, when i have tested it and ironed it out.
28th Nov 06, 11:20 AM
annnnnnnnnd; here it is; here (http://www.trollcrusher.co.uk/the%20jungles%20of%20signus%20IV.sgb)
good, thats working. This map has undergone extensive improvementbut still is not perfect, so feedback please! in the meantime though, have fun in these
28th Nov 06, 1:03 PM
If you guys want, i can help contribute to the mapping aspect. I'm already working on some stuff for the 'nid mod campaign, and as the themes that i have chosen are rich in mutated floura, i think such a lush jungle environment would compliment your mod work well. If you want, i can whip something up for you, and see what you think :)
29th Nov 06, 5:40 AM
sure we could work together if you like, have you checked my map out?
29th Nov 06, 6:31 AM
I did, i looked at it in the map editor. But, um... you gotta include more than just the map file in your download man :\ no minimap, color underlay, or mini image. Other than that its ok. I'm not really a big fan of sharp edges left on the heightmap, but thats just my taste. Its also not very 'lush' imo, as alot of the floor base is left semi barren. I think what catachan is after is a very detailed jungle floor, so just look up either how some pictures of southeast asian jungles look and start working from there.
Edit: Just looked at your Terrain properties. You have to reduce your skybox lol. Anything over the default level of 90'ish will start causing severe lag. The fog start distance should be pulled back to between 35-50 because it makes it extremely difficult to see your units in game otherwise. And while just cosmetic, and not totally needed, the fog color needs to match the color of the bottom edge on the skybox.
29th Nov 06, 9:50 AM
ok, feel free to make edits/ improvements, and send them to me on
oh and, barren? half the map was svannah and the other half jungle, with logging operations going on. some of those areas are barren. but i get the point. as for the fog, I put that up to make the jungle appear steamy.
i have added a jungle 'carpet' using the canopy model at ground level. i will put it up for download soon
26th Dec 06, 10:06 PM
So I guess it is only fair that I clue you guys in on what has been happening recently.
Firstly: Girlfriends are great; everybody should have two or three of them! ;) JK
Second: Much to my chagrin I Actually got Dark Crusade for Christmas, which of course means that my number of video games that I must beat has excelled through the roof. I am looking forward to the game however. This also means that I must end my Modding vacation and dive back into the fray ASAP. I really was begining to enjoy the rest, what with school and all of that having let up and what not.
So yeah, I should be back around alot more now, and I am excited to get back to work. Though I do wonder about the direction some things will go.
Rocking it hard!
27th Dec 06, 6:37 AM
Welcome back, Catachan!!!
I'm happy that you are still here
If you need something in the coding side of the mod, just PM me.
29th Dec 06, 5:37 PM
So, I have been doing some work on the buildings for DC, And I think that I have so far one that I am just elated with, one that I am happy with, and one that is pretty cool. It is still abit of a challenge to come up with some of the ideas for the buildings, but you know how it goes, lol.
Any way, just thought that those of you still following the progress of this mod might like to know how things are going.
1st Jan 07, 11:49 AM
i got dc for christmas as well, and i am awaiting the release of the modding tools for it. after that i should get new tree models to play with.
1st Jan 07, 4:30 PM
Have you noticed the thread stickied on top of this forum, where Buggo has kindly posted the modtools for DC ?
2nd Jan 07, 9:20 AM
i hadn't actually, because i use a link... now then lets have a look
5th Jan 07, 10:03 AM
So, eventually the OE work will get done, (Likely by myself) once I have the difficulties with the meshes I make turning into writhing blobs below the horizontal plane. I assume that is the result of a Skinning error, so I will have to look into that.
A texturer who could help out with getting the gritty gothic feel of Warhammer 40,000 would be worshiped, since that is in my oppinion the most vital part of a model. A good texture artist can make a flat pannel appear 3D! This visual magic of course allows for higher detail, and lower poly in the models, so they would be truly loved! LOL
I am currently thinking about how I want to do the models, I think right now, I am still planning to just edit Relic's models but I would love to be able to make my own.
for the moment, the Sentinel model is pretty much finished, I just need to fix the skinning (I assume), and I then might be able to get it in game. (I am still learning the OE, so I am thinking perhaps I will start with just a static mesh model for it).
The commander is hopefully going to be like nothing you have ever seen before in this game, and of course, the Flamethrowers, are not going to suck balls, like they currently do.
Continuing on the road of Modding,
5th Jan 07, 10:33 AM
on topic: sounds cool, i agree flamethrowers seriously need redoing.
slightly off topic: also there are plenty of new jungle models on the new ME which should help, however being able to save my progress would be much apreciated
on topic again: can we have a screeny of the sentinel? also the model for catachan sentinels has a chainsaw for cutting trees out the way, are you including this in your model?
5th Jan 07, 10:55 AM
Oddthing: In page 7 of this thread used to be a pic of Catachan's Catachan pattern sentinel.
And, BTW, I have finished more or less the beta coding. Theis beta is fully playable and I have added a lot of new features like:
Hunter killer missiles
Catachan flavoured researchs
Now mines "ARE" dangerous. :twisted:
Still some things to do. Also I'm doing some icons based on catachan minis and I'll have something more (a little surprise) for you, catachan, in a couple of days.
5th Jan 07, 10:58 AM
I like the sound of that. Alot, I like the sound of that alot, lol!
6th Jan 07, 9:23 AM
hey are the traps along the same lines as the claymore antipersonelle mine?
6th Jan 07, 10:28 AM
I know this's probably been asked a thousand times before, but what version of the game is the beta planned for? DXP2, WA, or regular DoW?
6th Jan 07, 12:02 PM
Well mines here are not exactly like the minefield from the other races.
They are going to be ability triggered objects. Think Tau commander snare trap.
Two different types:
Shredder mines: a big AoE and medium damage. Knockdown effect. Good against infantry. Only one explosion.
- Plasma Charge: Small AoE and big damage. Deadly against vehicles. Can put a dent into a light vehicle like a sentinel, land speeder or similar.
The builder squads (Special weapon squads) can use two different abilities to set these babies.
EDIT: Oops, It is going to be for DC.
8th Jan 07, 10:03 AM
no you misunderstood me, the claymore antipersonelle mine is a real mine which is detonated by a tripwire and would be perfect for using in the jungles. watch out for those VC now guys!
8th Jan 07, 11:25 AM
Well, actually Mankyle answered your question. The shredder mine is an anti-personelle mine from the Warhammer 40,000 universe. It is the equivalent of the modern Claymore. However, due to the way the game engine works, that is the anti-personelle mine.
Still thinking about this mod, of course, I would still love to find a talented Texturer, (so far, I haven't actually found one. . . at least, I don't think I have found one. . .)
8th Jan 07, 12:48 PM
Some little news
I have finished icons for all main units plus some other things (Some researchs and abilities).
I will try to post them soon
I have finally enabled the Commie rules
Commies cannot execute until the Accepted Commissars research is completed
They are weaker than the standard commissar and cannot infiltrate.
After the research, they get a buff of hitpoints, can use the execute ability and can infiltrate like the rest of squads
I have now coded all troops to become infiltrated while in cover (in all types of cover) and also to get a damage buff while infiltrated
I have to try some other things (mainly to make flamers more useful and refine the code of the Hunter-Killer missile). I'll post some news soon.
9th Jan 07, 1:25 PM
long time since i was here!! well as this teams concept artist i can definately say!!!!!!! ..... woooo!!!!! the barracks rock!!!! i have some kick asse drawings!!! they are being scanned in a week!!! coloured and rendered the next week!!! they will be in your inbox soon!!!! yea!!
do you want me to do any art for you on the menus and stuff like that!! you know the HUD and things? Oh and do you need help on a website i am pretty good at those too!!
Now that i am back from my 6 month sleep i want to make up for lost time!!
9th Jan 07, 1:41 PM
i sure can't wait to see those concept art, pansius, i thought you had left the mod. regained interest?
EDIT manykle, i just reread you post (number 150) and i think that will allow mappers to be very creative
9th Jan 07, 1:42 PM
well i was just tied up with my exams!!! but it looks great!!!! a lot of hard word and many broken pencils!!~ PASANIUS
9th Jan 07, 2:51 PM
Ok, I'm going to post some things
Captain, Flamer Guardsman, Plasma Guardsman, Medic
Can use frag grenades (effective against infantry)
Death World Veterans
Sergeant plus Flamer, Grenade Launcher, Plasma upgrades
Can use frag grenades
Attachable unit. Increases accuracy and damage
Sergeant plus Flamer, Grenade Launcher, Plasma Upgrades
Can use Frag Grenades and Krak Grenades.
Tier 3 unit
Devastating damage and morale damage. Very high sight radius.
Special Weapons squad
Builder unit. Can use demo charges. Devastating against Buildings (Ability stronger than an Earthshaker Shell).
Increases morale. Can use infiltration and also execute ability after the Accepted Commissars Research.
Benefits from Vehicle upgrades
Benefits from Vehicle upgrades
Benefits from Vehicle upgrades
All death world veterans, Devil's squads, Special Weapon squads and snipers can infiltrate while in cover (all types)
Ogryns cannot infiltrate
Vehicles (sentinels of all types) can benefit from the following upgrades
Hunter - Killer Missiles
Cammo Net (Allows the sentinels to infiltrate, althought they cannot move while infiltrated. Still not knowing if I'm going to use the burrow extension or code a toggle ability).
We have also the tipical IG researchs, like Plasma, Power weapons and power fists.
Accepted Commissars, Da Cutta melee weapons, Death World Toxines (increases snipers damage),.... see first page for provisional Tech tree.
10th Jan 07, 12:29 PM
sorry for repeating myself but i thought no one would see this as a new page was started right after my last post!
do you want me to do any art for you on the menus and stuff like that!! you know the HUD and things? Oh and do you need help on a website i am pretty good at those too!!
10th Jan 07, 1:43 PM
I'm going to get the next beta coded and readied in one to two days.
Next Step is the......AI
I'm working on the AI now and I think I'll have it ready for this weekend.
And, PASANIUS, send Catachan a PM. I work only in the coding area. I have made some icons, but unfortunately I cannot show them now
I'll post some more news tomorrow
22nd Jan 07, 9:43 AM
tommorow? sorry to bump but tommorow was 11 days ago, i'd like to see some of those icons
22nd Jan 07, 10:15 AM
Sorry, I have been polishing the code a little bit more. Now all researchs work, I have a fully operational ucs file with translation to spanish and I'm learning the quircks of AI coding quite fast.
The icons will come next.
Meanwhile I'm modifying some Relic's maps adding trees here and there with cover zones too.
I also have made some experiments with the mines and I have decided that mines come better if they are coded as buildings. Now both variants, shredder and plasma charges, work flawlesly. Plasma charges are specially good against vehicles. One plasma charge can cripple even a leman russ or predator tank (1/3 to 1/2 of the life bar in one hit). They are also very fast to build, 2 seconds.
I have made three jungle converted maps for the DW Veterans mod and I have arrived to some strategies.
- Booby traps seeding: All cover points can be filled with booby traps rendering them very dangerous to enemy infantry and vehicles.
- Demo mayhem: The special weapon squads are the builders. But they are not defenseless as they have access to three special weapons plus demo charges after completing a research. One special weapons squad can help inmensely with demo charges (this is an ability more powerful than an earthshaker round ability).
- Pick the leader: Although the snipers are nowhere as powerful as the vindicare assasin their weapons can be used with devastating effects against infantry and enemy leaders. They also make enemy infantry unable to move for some short time after being hit.
Stand off attack: All sentinels can use the Hunter-Killer missile ability. This ability has a very looooong range. So you can attack enemy vehicles from safety. Coupled with the infiltration skills of the catachans this can prove very annoying.
25th Jan 07, 10:03 AM
yes that is true to TT, in that HK missiles have unlimited range( but only 1 shot)
i'm glad relic made infiltrated units able to fire without becoming visible, that is going to rock for the jungle snipers. can i have a look over you maps too if you don't mind?
30th Jan 07, 7:44 PM
Thank the Muses, I have gotten back to doing a little bit of work on the Models for the mod. Animations and Such Continue, and I am happy.
Also, I have set up a forum (http://catachancomand.proboards76.com/index.cgi) on the Proboards sight (hey it was free, so no teasing!) so go ahead and join, and post and bug us and what not. It will hopefully be a good place for us to discuss with the community what they want or what they like or dislike. Have Fun!
5th Feb 07, 1:41 PM
the forum board isn't that bad, you dont give yourself enough credit
6th Mar 07, 8:20 PM
You are probably right, lol, though admittedly it is not as customized as I would like it to be. Things have been slow for me recently due to the process of setting up Slackware Linux on my computer. Actually, I am running a Slackware based Distro named "Ultima" but basically it is slackware.
In fact, this post was made under Linux, so as you can see, things are getting almost done!
9th Mar 07, 11:13 PM
Do you want somebody to make your forum look a little snazzier? I've been Making some skins for my friends forum (RPG) that uses proboards, and i know my way around the setup.
Looking Forward to seeing the mod!
13th Mar 07, 11:25 AM
Heck, Promythyus, why not? Really it would ease things up on me, since I am still dealing with school at the moment, so sure, I will happily let you handle the forum if you want. I actually am sort of still sorting through my computer at the moment, (Changing to a slackware based distrobution of Linux from Ubuntu has been fun! As soon as I have gotten every thing set up the way I like it, I will be getting back into the modding of DOW again with renewed fervor, I promise!) so I have not had much time spent on the Deathworld Veterans's forums. I plan to change that at least alittle bit today! LOL It is good to see that people still care though, so thank you all very much!
So, I figured out the admin password, so things are all good there, Mankyle is now a part of the mod-team user group, and other than that, I have setup some other groups to use. Enjoy!
14th Mar 07, 2:17 PM
hey cat, just letting you know that im emailing you a brand new map, and i really dont think youll find this on bleak.... PS I KNOW IT IS COMPLETLEY UNFINISHED exept for the middle bit, set the opponent to be orks and have fun...
14th Mar 07, 9:27 PM
glad to see your representing my favorite IG regiment the CATACHANS! ( I read Deathworld ) Go Long-run Lorenzo!
15th Mar 07, 9:36 AM
welcome to the mod without fear. glad to see some interest!
21st Mar 07, 6:29 PM
soo si this a full race mod and if it iss then wooooo hoooo more IG and if its not WOOOO HOOH more IG
25th Mar 07, 3:52 AM
Back again, but Catachan,I have had a problem
I burnt my comp and now I have a much better one. Unfortunately I think I have lost many files.
Could you send me the beta again?
27th Mar 07, 8:28 PM
mankyle, yeah, I can do that, I will get it to you as soon as I can. atleast, I will try to get it to you. Actually, I have recently settled on a distro of linux that I think I really like the most: Debian. So, I will get that stuff to ya soon!
29th Mar 07, 11:46 AM
so how is this mod progressing...is the end in site...?
11th Apr 07, 2:31 PM
i regret that i have to leave your mod team, but i am joining another mod team!!
it is a warhammer 40k mod for battlefield 2 and am going to be coding for the guys working on it!!!
once again sorry
11th Apr 07, 5:40 PM
well that just plain sucks
12th Apr 07, 9:51 AM
well that is a bad thing for this mod but BF2 is the ONLY game in the universe better than DOW!!! so good luck! PS if you play bf2 then let me know your nick, mine is oddthingy (Gunnery Sergeant) and i'm in the UKWF clan. back on topic, catachan, i wondered if you could show us some concept art for buildings? or even models (i know you are skilled with blender)
15th Apr 07, 8:30 PM
Oddthing, I would love to, however I still need to get some real textures going for the buildings, and such. As for concept art, well, the thing there is that that was Pasanius' job, so I need to try and contact him some more before he disapears completely.
15th Apr 07, 9:23 PM
ell that is a bad thing for this mod but BF2 is the ONLY game in the universe better than DOW!!! sIt is? Not with EA's name attached to it. 2140 is actually just as fun but with a sci-fi future-era spin to it. Btw, DoW and BF2 are 2 totally seperate genres d00d. You cannot remotely compare. Its a first person warfare shooter for online play. Geodav already has his own War40k for UT2004. Further, there is a thread on relicnews here where you can look for AE/OE coders so there should be no real problems.
16th Apr 07, 5:56 AM
:cylon: well yeah i can hang on for a bit and do little odds and ends for you guys but i will be busy with BF40k mod.
Online my name is oXDeltaMarineXo I am in the vanquisher clan!! yay!!
19th Apr 07, 12:15 PM
1. thundermiser i can compare what i like to whatever else i like and in this instance i was merely saying that i find battlefield 2 the computer game i have the most fun on. and 2 you are absolutley right EA ARE absoulutley rubbish compared to relic: the code for BF2 is buggy and irritating
3 2142 is not half as fun as it is set in the future and you cannot stand for a second without being PWNED
now lets not get too far off topic as we are not here to argue about BF2 (go to the UKWF caln fourums to do that :cylon: )
i could knock up some textures for you: i have some skills with photoshop and some with caligari truespace. also i have almost finished my next jungle map which features a large jungle and a city being overrun by it (based on the planet of trantor in issac asimov's foundation series, if anyone here likes classic sci fi) it is a large improvement on last time and i have forefilled the request for a more detailed jungle floor, i will be sending it soon
20th Apr 07, 11:01 PM
Oddthing, I really must say I like the sound of this. I Eagerly await your work. Also, as for Texturing, it would be awesome to have you onboard for that aswell, if you feel you are up to the task. However, as I have been lax to mention, Really, I need to finish more models in such a way that I feel proud of them before I can hand them off to anyone to be textured. I maybe masochistic, but there are some bits and peices of these models that I simply refuse to do taken directly from Relic's models. I can't do it, I won't do it if I can, and furthermore, this is really what is probably setting this mod back the most. Honestly I have not even finished the Guardsmen models. Heck, I have not even started on most of the buildings. I have I believe a grand total of 2 buildings, the Sentinel bay, and the Vox tent, both, may end up completely redone in the near or distant future. I appologize to everyone who may have thought that we were chugging along on this like a good little productive mod team, but really, I am a slack fool, who can't help but hate his own work.
On a different and slightly off topic note, I presented some Research today at the South Carolina Junior Acadamie of Science, and Managed to Place Second in the Written Papers, and Fifth in the oral presentations. So, Yay me. But anyway, back to the mod. . . I am sorry, I just have no Idea what I really want the models to look like, and i also just can't be happy with what work I have done. So, Here is to another year of sporadic work!
21st Apr 07, 12:18 PM
steady on man! your making me feel depressed! you may not be some fantastic modding machine like pali is but you have done some good work. take your time, if you want to talk without people asking for updates every two days go to your own fourums, but we really need to change the way we are doing the mod.
if i might make a suggestion...
we need concept art for our buildings... pansius if you have some time to spare then it would be good if you could send us a few ideas. i will do my best to help with this although my drawing skills leave quite a bit to desire, i pefer to use photoshop. then catachan and can moddel them and texture them together. catachan if you could change the thread title to 'concept artist required then we might get some help. we may not be making much progress, mainly because of R/L issues (school/work/homework) but we are not slacks and we can still do our best in the time we have.
PS cat im sorry about that but it needed to be said and someone needed to take the inititive
21st Apr 07, 4:14 PM
Heya Cat, why don't you put out the call for building concept art? It could help stimulate those creative juices, as well as helping to get past your "modeller's block". ;)
22nd Apr 07, 12:10 AM
So, Concept artist needed has been added to the Title. As for any who might be coming here to apply for the position, please send me an email, and I will get back to you on the job. Thanks. As for the updates, oddthing, that angsty post was really more due to my own displeasure with my personal progress on the mod, and Not about the people who ask about how things are coming along. Honestly I love to sign into the forums and discover that many people have posted to ask questions about The mod, (I almost called it "My Mod" but really it has grown to be so much bigger than just me, what with Mankyle's help, and oddthing, and all of the people who seem to be looking forward to it, and so on) the posts show an interest in the mod, and I like that. Infact, I really have not minded responding even to the silly questions like "Wut R U gunna have in da MOd?" because it helps me to get more of my ideas down, where they are recorded and such.
Perhaps many might find this an odd thing to note, but I don't think that we have settled on a name for the Mod yet. I sort of doubt that we will actually be trying to settle on one for a while now, but the thought just seemed sort of interesting to me. So, here is to whomever is our future Concept Artist, we appreciate the help!
22nd Apr 07, 5:24 AM
your own progress on the mod has been more than any other persons progress on this mod, because without you the mod would not have been started. thanks for getting your act together and starting to apreciate how much people are looking forward to the release of this mod!
22nd Apr 07, 8:14 PM
Oddthing, Thankyou. I appreciate the kind words. Now then, Onto learning about Walkcycles in 3DSMAX!
23rd Apr 07, 11:39 AM
personally i think i will stick with bender :hippy:
23rd Apr 07, 3:32 PM
question will there be hellhoundsas i do not see anythign about tanks? cause i love to see teh catchanes use the inferno cannon to incinerater their enemies =)
24th Apr 07, 9:23 AM
good question, another i was thinking of was some sort of naplam strike, taking it one step further
24th Apr 07, 5:34 PM
Ahhhh, good times good times. . . I know I said that I love newbs at times, but I won't deny that my moods love to swing from love to hate at random, so watch your backs. ;)
DEATHWORLD VETERANS ARMIES DO NOT HAVE ANY VEHICLES OTHER THAN THE SENTINEL SCOUT WALKER. Perhaps I had not exactly thought to mention that about this mod, but IT IS GOING TO STICK CLOSEST TO THE ORIGIONAL "CODEX: Catachans" RATHER THAN THE DOCTRINES SYSTEM FROM "CODEX: Imperial Guard."
Pardon the bold and capitalization please, today is just one of those days.
PS: If you want to read "CODEX: Catachan" go to the GW website, you can find a PDF for free download.
PPS: Also, the Napalm Strike? Yeah, that is a deffinite for inclusion! ;)
25th Apr 07, 2:48 AM
smell that son? thats napalm that is, I love the smell of naplam in the morning, smells, smells of victory
cant wait to purge the jungles!
PS i'm having a CAPITAL BOLD day too :D
EDIT name for mod?
how about the XVII jungle 'machete' regiment
2nd May 07, 8:54 AM
UGGGGHHHH! coursework should be BANNED!!!
i have been held up mapping because of it so thats what this long delay is about... should be back on track soon though
8th May 07, 8:50 PM
Maybe it should, but really I don't know, Perhaps side interests should be banned too.
I am guilty of obsessing with writing a new operating system, so I switch between that and This regularly.
Never mind that I am barely anywhere with that, and I am fairly deep into this.
Work on both will Continue!
Dark Angel N00b
8th May 07, 11:32 PM
Coursework IS being banned, at least in England it is...
Too many Cheaters.
Good luck with the mod!
9th May 07, 11:52 AM
catachan: good luck, i hope you do a better job than microsoft did
dark angel: yes but that wont stop me from having to do it
courseworks being banned eh?
shames im already half way through it
9th May 07, 4:35 PM
Well, oddthing, I certainly hope to do a better job than microsoft. Honestly I want to figure out how to run .exe's and such from windows, as well as the executables for linux and other open source operating systems.
Hopefully that isn't illegal!
9th May 07, 7:09 PM
hey guys im joinin' the team im gonna help this mod get a movin'.
- Honk If You love the Catachans the most
9th May 07, 10:53 PM
Promising mod. Definitely would love to play against such a race. Would be much different in the endgame than vanilla IG. I like that you are sticking to what you believe the race should be and not compromising based on peoples wants or random suggestions.
@ catachan: The legality of doing that depends on what you plan on doing with the operating system. If you keep it for your own personal use or just give it out to your friends, there is nothing microsoft can do. Distributing it for free on the internet is probably more of a grey area and selling it would definitely be illegal.
20th May 07, 8:32 PM
Blade, Thank you for your kind words. To be honest, I sometimes wonder if I really have the same idea for the Deathworld Veterans as the Guys at GW do. But hey, It can't hurt in the long run.
Well, Exams are comming up, so I hope I don't Fail!
21st May 07, 11:52 AM
good luck mate =-)
i hope that we can get some good progress done soon as i have a few ideas for buildings that i'm trying to get into paper... sorry in advance for my rubbish drawing skills.
21st May 07, 2:58 PM
Hey man, no problem! I can't draw worth a darn either. . . Actually, did a sketch of an HQ building that I will try to post soon, though i need to get the image file onto my comp first!
18th Jun 07, 10:56 AM
i have given up drawing, because what i drew was incomprehensible. but i will describe it to you.
i was thinking of a sort of 'tree house' platform in a high tree with a higher tree next to it with a sentuary standing guard when the building was garrisoned
24th Jun 07, 8:16 PM
So, guys, some big news: I get a new computer in the next week or two. It is going to be a tablet PC, meaning that hopefully, I will have an easier time of doing things like textures on it.
Also, I hope that it will help me get some of my concept art done and online faster. Here is to the future of this mod! Now then, as it turns out, with every positive, there is a negative, and I am likely to be losing my copy of 3ds Max, so, as things stand, I need some one with the program who would be willing to step in every now and then when I have some models to export and help us out.
25th Jun 07, 2:08 AM
I can Export them for ya, shouldn't be a problem
25th Jun 07, 1:00 PM
excuse me for being nooby, but can't blender export them to the file format you need?
I haven't a clue what file format it needs to be in for DOW (never built a model for DOW) so i don't know, but i am very interested in this sort of thing. it's what i do.
i suppose you have to start somewhere
26th Jun 07, 1:05 AM
To export to DoW, you need to use Relic's Special Model Exporter, for 3DS Max. Models Need to be in WHM (Model & Anims) & WHE (Anim Structure that DoW Understands) Formats (WHE Made in the OE though).
26th Jun 07, 2:42 AM
ever thought to looking at some films for inspiration?
maybe the raptor holding pen of Jurasic park 1 would be an interesting building for any creature etc...
26th Jun 07, 9:08 AM
yes we have, namely predator and apocalypse now. not many buildings of the sort we are after. although i suppose the trailers from jurrasic park 2 could be made a bit cooler and more camoflauged and look quite cool. i also thought of having simply a very highly camoflauged bunker, like infantry command but maybe sunk in more.
(i know it sounds crazy) the inspiration from this is the underground bunkers the VC used to withstand the US and french airforces during the vietnam war.
29th Jun 07, 1:29 PM
Actually, I am going to have to say that no, this sure doesn't sound crazy. You know, I actually did have some concept art done for the HQ so i should just go ahead and post it, I guess I am going to need to look around for it for you all, but it shouldn't be a problem once i find it.
One thing that had occured to me would be to have the buildings be based around the idea that they are designed to be ripped out of the ground and disapear at a moment's notice. Basically, Have many of the buildings be built around a Valkrie transport that lands and then has the the structure built around it. Well, I am going to try and find that concept art that I plan to use, and once I have it, I will get back to you all!
PS: It seems that some people may have thought that I had disapeared from the scene? Don't worry, This mod will be finished, even if I drop dead. I have a nasty tendency to start other projects when some aren't yet done, so I appoligize to you all, but here is to the future!
29th Jun 07, 10:47 PM
I still think they should be more similar to Ork buildings than IG/SM/etc. Slapped together with canvas and poles, maybe logs here and scrap girders there.
F-it, if I can get some time I'll see if I can freehand it and show you what I'm talking about, to help with inspiration.
23rd Jul 07, 1:26 PM
29th Jul 07, 12:22 AM
lunarwolf, that is the most inconsiderate thing you could have said. don't you people every realise that if they've done something they WILL show it eventually, you're just putting them off finishing because you're putting pressure on them, and that's not what modding is about.
you should have just pm'ed me. i've doen elysian concept buildings. (although palli hasn't made anything elysian in ages.
you should check the angry dome in our forum. there is a concept artist plee there where i put some stuff up. its on the last few pages.
7th Sep 07, 1:18 PM
i dont think catachan is around...i hoped he would finish before something like this happened.
9th Sep 07, 5:10 PM
Relax Oddthing, I haven't forgotten my duties yet.
I AM still here, and if I ever did leave you guys, I can assure you, I would let you know that I had caved. I won't give you any updates today (well, no specific updates) but I will tell you that things are going as smoothly as I feel can be expected after getting a new computer. I do still have the old computer, which should still have everything on it, so don't worry. It is just a matter of getting all of that stuff out to where I can use it again.
PS: I am not really sure what to say about the other Deathworld Veterans mod, but I am sure that I will not be saying anything negative about it, and I would appreciate it if everyone else would have the same courtesy and not start slinging mud. Not that I expect any mud slinging. I just want to set a standard of not saying anything negative about another mod, especially one that may become competition.
Thank You all for your Cooperation.
10th Sep 07, 8:13 AM
ok you arent interested in a merge or anything?
10th Sep 07, 10:06 AM
I'm guessing it would depend on how much is done. On that matter may I ask roughly where you are with it at the moment?
This isn't an "omgz wen wil dis b out y'all" request btw :p
13th Sep 07, 6:46 AM
oddthing: I cannot answer that question at this time.
divineauthority: Honestly, I don't think I am at liberty to discuss the current state of the mod. I know people want it to come out already, but honestly, I don't even actually know when it will be released. Maybe this is bad form for a Mod Leader (wow, is it weird that I am a bit surprised that I am the actual founder of this mod?) to not know what the true state of the mod is, but I can't help it right now.
Get this: the uncertainty isn't even inherently due to any one else's work. The fault is entirely my own. I have trashed so many models that I can't help but laugh maniacally. Not to mention the fact that though I have done a few animations, I have yet to actually get those animations to work properly in the Object Editor. After all, mankyle's coding for the Catachan Mod has so far been flawless, though I beleive there are some things that still need to be ironed out as far as how to balance the race. I would prefer to find a way to balance them without having to do a "Jungle Fight" mod in the style of Palii's "Nightshift." (Though, you know what? That would be an awesome mod, I know I would play it all the time.)
So, the Road Map of what needs to be done?
make Models for all remaining Units
Texture those Models
Animate those Models
Get them In Game, with FX and such
Release the Mod
Don't try to Hunger Strike on me, because this is going to take a while.
13th Sep 07, 9:33 AM
It's ok Catachan :). What's up with the models? Have you done something bad and then saved it?
I agree with you on the jungle fight kind of idea, that would be pretty damn cool.
29th Sep 07, 6:24 AM
i wonder if pali (the god of FX) would give us a napalm strike. Pali is so awesome at that sort of thing (just look at the latest nightshift) that i reckon he would do it perfectly.
30th Sep 07, 11:42 AM
guess whos back!!! just finished working for my BF2 mod team!
turned out battlfield 40k didnt need me, so i went of and helped on a singleplayer mod.
and theres another deathworld veterans mod?!?!!?!
30th Sep 07, 7:11 PM
Again, my friends, hello.
This Cathedral is being destroyed right now. This is the end of the closed "Deathworld Veterans" Mod Team.
No, we aren't disbanding, and the mod isn't canceled. Instead, the project is going to go truly "Open Source." We are not ready for a true beta Release as of yet, however, as of this posting, we will be accepting any submissions for models, FX, SFX, Textures, Concept Art, etc. This means that we will accept anything from anyone.
Now then, don't get me wrong. This does not guarantee that your submission will be included in the final product. In fact, I honestly can't guarantee that any submissions will make it, however, all of them will be reviewed for worth, and the best will be accepted.
Furthermore, if your submission is deemed of sufficient quality, you will probably be brought in and provided the code so that you can actually work with getting your model or FX ingame.
I have NOT discussed this with the other individuals in my team. I hope that they won't be too upset by this decision on my part, however, if they are I can understand it. Please, don't expect to automatically receive a copy of the race code if you do a submission. The Code is still being tweaked, and honestly, I don't want to release a crappy product.
As it stands, however, I probably look like a nut job for doing this. Why after a year and a half would I suddenly decide to throw wide the doors of my team's Cathedral?
Recently, I have been writing a persuasive paper on the subject of the Open Source philosophy. I realized that after a year and a half, that method, of the "Bazaar" rather than the "Cathedral," ought to speed up the process of developing the mod by a factor of ten. Not only that, but it would also provide a chance for some one with more inspiration than I, to create for the team.
Officially, I open the project up for submissions from any body. Have fun!
30th Sep 07, 11:14 PM
What kind of stuff do you want?
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