Page 1 of 23 1234567891011 ... LastLast
Results 1 to 50 of 1116

Dogs of War (Recruiting!) Progress Showcase on First Post

  1. #1
    Member
    Join Date
    May 2005
    Location
    Nottingham, UK.

    Dogs of War (Recruiting!) Progress Showcase on First Post

    Okay, I could do with some help getting this moving again. I'm looking for some enthusiastic, mature, contactable (UK / european time) assistants with some artistic talent - both 2D and 3D. You'll need to like Titans. You'll need to know the basics of texturing and or miniature painting (they're more similar than you realise). You'll also need to know your way round the mod tools (as I've forgotten most of what I need to know). Apply by msn - do not email the hotmail addy (its for spam only), do not PM, it fills quick.

    Updated First Post:

    I'm placing the showcase on the first page so it's easy to find. This will be periodically updated (if I do a showcase shot and don't add it here, let me know). This will provide information on the models I've done for Dogs of War. This doesn't include adapted versions of other people models (including vanilla DOW / WA / DC), just original stuff.

    VOLUME ONE: IMPERIAL TITANS

    Buildings:
    *Field Landing Pad (HQ1): Limit 2.
    *Landing Facility (HQ upgrade - Tier2)
    *Heavy Landing Facility (HQ upgrade - Tier3)
    *Skitarii Barracks: Limit 1 per HQ.
    *Servitor Facility: Limit 1 per HQ.
    *Armoury: Limit 1 per HQ, Tier 1.
    *Vehicle Depot: Limit 1 per HQ, Tier 2, Armoury
    *Scout Titan Assembly Bay: Limit 1 per HQ, Tier 2.
    *Battle Titan Assembly Bay: Limit 1, Tier 3, Relic.
    *Plasma Generator: Limit 6 per HQ, Tier 1.
    *Thermo-plasma Generator: Tier 2, slag deposit.
    *Sabre Defence Platform: Tier 1, Skitarii Barracks
    *Listening Post: Tier 1, strategic point or relic.

    building descriptions





    Infantry:
    *Skitarii Auxilliaries: 3 cap, limit 4, Tier 1, HQ / Skitarii Barracks.
    *Skitarii Verterans: 4 cap, limit 1, Tier 2, Skitarii Barracks.
    *Skull Probe: 0 cap, limit 4, Tier 1, Servitor Facility.
    *Maintenance Servitors: 4 cap, limit 2, Tier 1, Servitor Facility.
    *Close Combat Servitors: 4 cap, limit 2, Tier 1, Servitor Facility.
    *Gun Servitors: 4 cap, limit 2, Tier 2, Servitor Facility, Armoury.

    infantry descriptions



    Commanders / Builders:
    *Adeptus Titanicus Initiate: 0 cap, limit 2, Tier 1, HQ.
    *Adeptus Titanicus Magos: 0 cap, limit 1, Tier 2, HQ.

    Retinues:
    The Initiate and Magos both can have retinues. Gun servitors as part of a retinue are equipped with the default heavy bolter. Maintenance servitors DO gain the servo-packs when they are researched. The techpriests themselves always have servo-packs.

    commander descriptions



    Vehicles:
    *Rhino Transport: 0 cap, limit 3, Tier 2, Vehicle Depot
    *Razorback Transport: 2 cap, limit 2, Tier 2, Vehicle Depot.
    *Maintenance Sentinel: 1 cap, limit 2, Tier 2, Vehicle Depot.
    *Arvus Lighter: 0 cap, limit 1, Tier 3, requires Vehicle Depot.

    vehicle descriptions



    Titans:
    *Jackal Class Warhound: 4 cap, limit 2, Tier 2, Scout Titan Assembly Bay
    *Wolf Class Warhound: 4 cap, limit 2, Tier 2, Heavy Scout Weapons Research at Scout Titan Assembly Bay.
    *Warhound Scout Ace: 5 cap, limit 1, Tier 2, Heavy Scout Weapons Reseach at Scout Titan Assembly Bay, Princeps Senioris Research at HQ.
    *Reaver: 5 cap, limit 1, Relic, Tier 3, Battle Titan Assembly Bay, Princeps Senioris Research at HQ.
    *Warlord: 7 cap, limit 1, Relic, Tier 3, Battle Titan Assembly Bay, Princeps Senioris Research at HQ.

    Titans cannot capture or uncapture points. All titans have a very strong, very slow melee stomp attack, and a rampage ability for moving through enemy foot troops.
    In general, the idea is that players will primarily use Warhounds in close quarters, with the Reaver providing (very) long range fire support from its Multi-Launchers. The Warlord is a tactically inflexible unit (owing mostly to its size) that rules against other relic units, but simply won't be able to find its way around most maps. The abilities for the Warhound Ace and large titans are to be unlocked by research at the HQ building. Detection of stealth units will also be provided by Skull Probes (constructible at a Servitor Maintenance Facility).

    titan descriptions




    Miscellaneous Screenshots:

    War Griffons Single Warhound


    War Griffons Warhound Pair


    War Griffons Warhound and Scutarii


    War Griffons Warhound and Scutarii


    Warp Runners Single Warhound


    Warp Runners Warhound Pair


    Warp Runners Warhound and Scutarii


    Warp Runners Warhound and Scutarii


    Fire Wasps Single Warhound


    Fire Wasps Warhound Pair


    Fire Wasps Warhound and Scutarii


    Fire Wasps Warhound and Scutarii




    Warhound Titan (5248 tris as shown, 3 512 textures including all weapons (vulcan mega bolter and inferno cannon not shown))

    Warhound Showcase


    Walk Cycle (DivX codec required)
    Idle_3 (DivX codec required)

    Reaver Titan (7287 tris as shown, 3 512 textures including all weapons)

    Reaver Showcase



    Battle Titan Assembly Bay (2666 tris, 2 512 textures, 1 256 texture (shared))

    Battle Titan Bay Showcase



    HQ Building (Tier 1 version) (4173 tris, 2 512 textures(shared for HQs), 1 512 texture (shared for all buildings))

    Tier 1 HQ Showcase



    HQ Building (Tier 2 version) (7079 tris, 3 512 textures(shared for HQs), 1 512 texture (shared for all buildings))

    Tier 2 HQ Showcase



    HQ Building (Tier 3 version) (8187 tris, 3 512 textures(shared for HQs), 1 512 texture (shared for all buildings))

    Tier 3 HQ Showcase



    HQ Aircraft / Possible Transport Unit - Imperial Navy Arvus (2842 tris, 2 512 textures) - model by Julian, courtesy Horus Heresy Multiplayer Mod.

    Imperial Navy Arvus Lighter Showcase



    Tier 2 Combat Servitors:
    Heavy Bolter (2242 tris, 2 512 textures)

    Heavy Bolter Combat Servitor




    Multi-melta (2416 tris, same 2 512 textures)

    Multi-melta Combat Servitor




    Heavy Plasma Gun (Plasma Cannon) (2515 tris, same 2 512 textures)

    Heavy Plasma Gun Combat Servitor



    Close Combat Servitor (2378 tris, same 2 512 textures)

    Close Combat Servitor








    Original First Post:

    Woohoo. I seem to have figured out how to get my own stuff in game, so I've started a thread here to report progress, both on the mod and it's immense (1024) so-much-detail-it-hurts city map. Perhaps I'll never finish it, but there should be a few more pictures like this before I give up. ;-)



    It looks a lot better moving. I'm very happy with the feel of it.
    Last edited by Winterdyne; 26th Oct 08 at 11:47 AM. Reason: Recruiting. Blah.

  2. #2
    Laughing God ShinGouki's Avatar
    Join Date
    Oct 2004
    Location
    The Webway
    Very nice Winterdyne . My revenant and phantom titans are currently in the process of being textured I'm pretty sure you would have seen them by now. *Let me know if you haven't*.

    Also have some more super heavies being textured that would sit nicely with your stuff, whats the pathing like on those warhounds I haven't really tried to get anything quite that size to walk yet. Does it have a similar base circle size to the Squiggoth?

    Does this large map of yours have any large open areas that make it easier to have focal points for the big guys? Looks very nice anyway . If you wanted to use a modified version of the Steel Legion plasma fx I made for the stormblade let me know.

  3. #3
    Member
    Join Date
    May 2005
    Location
    Nottingham, UK.
    Thanks... I looked at the revenant and phantom you had knocking around - to be honest they looked very, very high poly, which may present problems. I'd also suggest redesigning the phantom a little- the one I saw here was based on the old epic model which doesn't quite match the style of the new revenant or other eldar vehicles.

    Yeah, the base circle is around the same size as the squiggoth on the warhounds - 5.5m radius (meaning it needs a 12m clearance to walk).

    Large open areas are BAD for things like titans. What you need are alleys to allow smaller units to evade. Lots and lots of alleys. This way you can have the superheavies duelling in the main streets, whilst infantry and smaller units duke it out in the alleys and backstreets. Good placement of SPs / CPs to encourage this is essential.

    The map I'm working on is a complex city layout. Most of the streets are passable by superheavies and almost every block (of dozens) provides lots of alleys and heavy cover for infantry.

    Thanks for the offer of the plasma fx (I'm using the daemon hammer idle combo at the mo which looks ok - I prefer a subtle effect). I'm planning adaptations to a lot of the existing races once I've done and balanced the 'titan races' for each of them, to give them a bit more flavour and flexibility. Your Eldar mod stuff would come in wonderfully there. But that's all ages away. Big stuff first.

  4. #4
    Wow,nice shot.Keep it up.Just asking,what kind of mod are you planing to make?

  5. #5
    Member the-tempest's Avatar
    Join Date
    Nov 2004
    Location
    Vancouver, BC, Canada
    Looks very nice. Are you going to release any of the units as a 'closer to codex' kind of thing?

  6. #6
    Member
    Join Date
    May 2006
    Location
    Virginia Beach
    If so, I'd probably suggest kais_4 include them in a new version of the ork swarm mod. Seems like Titans would fit nicely in the over-the-top type of gameplay in the mod

    (EDIT: Apparently kais aint leavin quite yet :P)
    Last edited by Lprsti99; 15th Dec 06 at 5:36 AM.

    If you have XFire, add me: Lprsti99

  7. #7
    I think I'll follow this work, looking promising
    UT40K:The Chosen - Warhammer 40,000 for UDK
    UT40K - UT3 Tutorials - Characters - Weapons - Vehicles - FaceFX
    UDK Tutorials - Basics - Vehicles - Characters - Weapons

  8. #8
    Member
    Join Date
    May 2005
    Location
    Nottingham, UK.
    I've got several ideas I'd like to try out as I go for the dogs of war mod.

    Firstly - the Imperial Titans force. The idea is to balance against existing DoW/WA/DC races, by countering the high-tier strength with low-tier weakness. The structure of the race is pretty much geared around its titans as hitting troops with a small amound of relatively weak infantry for capturing. Notable units are to be a Reaver titan, 2 Warhounds and Guardsman type infantry, with rhinos for transport. Basically almost all the fighting strength is in the titans (so these are the core of the army). The lack of infantry and the tying up of the fighting strength to basically 3 points should balance things out enough. In theory. We'll see. ;-)

    Secondly - other 'titan' races. These are (like the imperial titans force) balanced against the vanilla races (which represent more tactically flexible forces) and provide titans or super-heavy 'detachments' for the existing races. Again, the addition of effective 'uber' units is balanced by having poor support, especially at low tiers. All titan forces are to be *very* vulnerable to early rushes. Bear in mind that a player chooses only one of these, and ideally has allies providing 'grunt' troops to support them early game. Ideas for these are:

    Stomper/ small gargant mob for orks.
    Battlewagon / Battlefortress mob
    Eldar Revenants for Eldar
    Eldar Super-heavies (scorpion etc) for Eldar
    Chaos Titan cult (equivalent to Imperial Titan force)
    Imperial Guard Superheavy armour detachment - shadowswords, stormblades, baneblades etc

    Third idea is to basically munge everything in together. Balancing is a nightmare for this, so it's not likely to happen any time soon. I'd rather do small sets of stuff that people can play with sooner.

    As some of you may be aware Zany Reaper's got a version (he imported / animated it and there are some issues) of the Warhound. As I do more models, I give 'em to those that ask nicely. Please feel free to trade 'em around but do credit where credit's due. :-)

    I'd also like to hear what people would include for superheavies for the Tau and Necrons. I'll be doing a pylon for the necrons soonish, but other than things like the Manta for Tau, I'm at a loss. That said, I was planning on countering superheavies for space marines by massively increasing their deep-strike capabilities (thunderhawk transporter ftw) so a similar contrivance may work for the Tau.

  9. #9
    So these "titan races" are being added to the current races i take it? Also I'm assuming that these titans are not meant to come in groups of 10 and such, but rather 2 or 3 tops? Cause otherwise balancing this would be a nightmare IMO.

  10. #10
    Member
    Join Date
    May 2005
    Location
    Nottingham, UK.
    Yeah - I'd like the titan races to fit alongside the vanilla races, rather than be additions to those races. There will be some crossover troops and vehicles (guardsmen are used as scutarii by the titan force for example), but at full strength a vanilla race should be able to challenge a full strength 'titan' race - perhaps not in a straight slugging match, but certainly in terms of versatility. I mentioned a long time ago about map design for this sort of thing - it's *really* important to play to the strengths of each (type of) race. Not a good idea to add titans to a big empty field where there's no cover for the sneaky little guys to run round in.

    Sure, a titan may have a plasma blast gun capable of one-shotting a predator, but can it fit through that breach in the wall to chase those pesky infantry with missile launchers that are chipping away at it?

  11. #11
    Member stranger's Avatar
    Join Date
    Jan 2005
    Location
    Stuck in a box.
    Thanks... I looked at the revenant and phantom you had knocking around - to be honest they looked very, very high poly, which may present problems.
    If mmx's stuff worked, they will be just fine, I assure you. I made sure they're quite low poly, that's just a proper smooting group work, the revenant is slightly above 9k, and the phantom is just above 10...

    I'd also suggest redesigning the phantom a little- the one I saw here was based on the old epic model which doesn't quite match the style of the new revenant or other eldar vehicles.
    Tell that to GW, I was just recreating 'the old phantom', which strangely enough is still sold as an eldar battle titan on their online store...

    All in all, I wish you luck, this makes me want to go back to my old mars warhound too... Who knows, maby if I manage to finish that, I could like share it or something
    Quote Originally Posted by TyranoTitan
    Dawn of War, Warcraft 3, C&C and oh so many others are basically mentally handicapped chess. Instead of playing, the two players fire the chess pieces at each other with reckless abandon, and whoever falters even slightly is overwhelmed and beaten.

  12. #12
    zenprime
    Guest
    Winterdyne I saw that picture and immediatly thought "Metal Gear" The posing and arrangements of the elements made me think of the MGS4 trailers.


    Anyway, Spot on man! It looks amazing.

  13. #13
    Member
    Join Date
    May 2005
    Location
    Nottingham, UK.
    Wow, 9 and 10k? That's a lot lower than they look - very nice work. Yeah, MMX's stuff was very high poly and worked surprisingly well.

    I've got a plan for dealing with the Mars pattern (loyalist) and then chaos version - I'll do both at the same time (since they're effectively the same model) and animate the chaos one in a slightly more uncontrolled fashion. I'm trying to keep an animal feel to the titans' movement (they fidget and shift and sniff the air like impatient dogs) to stop them feeling like boring old battlemechs. I want them to look like they *want* to go kill something rather than stand around, which in my mind is dead-to-rights in fluff terms.

    I was kind of looking forward to having a go at the revenant, but if you're offering your (excellent) model, I'll move on to playing with the phantom design a bit. After the pylon. And reaver. And probably other stuff. :-)

    Zenprime: Hehe, I just slapped 'em down on a random street on my map in ME. That shot just happened. The whole map's a screenshot fest.

  14. #14
    Guzzy
    Guest
    that's whicked, when's the mod going to come out?

  15. #15
    Member
    Join Date
    May 2005
    Location
    Nottingham, UK.
    Meh. Dunno. I'll get people to test when I think I have something worth playing. To be honest, I've only just got the things in-engine, so I'm showing off to stoke my own ego. :-p

    I've got a list of stuff to do (both for this mod and because I said I'd help Zany Reaper out with a necron pylon), so 'when it's done' is all I can say.

  16. #16
    Member Kou Uraki's Avatar
    Join Date
    May 2005
    Location
    MSC-07 Assault Carrier Albion
    NICE! i really hope that the reaver and warlord will come out ok!
    Co-Leader of the Table-Top Round Up Mod

  17. #17
    Laughing God ShinGouki's Avatar
    Join Date
    Oct 2004
    Location
    The Webway
    Yeah the engine actually supports higher poly models than I think it's sometimes given credit for. The risk is in skinning a single object with too many polys but then this only really effects working in OE which grinds to a halt when you do this.

    In terms of performance in game and especially for something that will fill such a huge part of that screen and not have a whole squad you can get away with much higher polies than I thought would really be the case. Textures have a bigger impact by far but are still workable if kept to 1024x1024 or below. The largest performance hit by a mile is fx, heavily repeated fx will bring your system to a crawl more than a 20,000 poly model with 3x1024x1024 textures. So in other words keep your fx simple and don't go overboard applying them and you'll find the game more than playable. Even with big hulking beasts like our titans .

  18. #18
    Resident AI guy thudmeizer's Avatar
    Join Date
    Sep 2004
    Location
    North Toronto, Canada
    My gawd WinterDyne AMAZING! Those WarHounds look perfect! Reaver is inbound you say.. What about the Warlord? I know its ingame as well and its obviously much larger than the Warhound (which tends to be more a Scout Brute then a Walking Super BattleFortress like a WarLord is).

    Further, work was done on the ShadowSword (Zany), StormSword (Zany), and, my fav, StormHammer (unknown but its pre-modelled and perhaps uvwrapped already).

    Regardless.. OUTSTANDING WORK there!! Please keep us posted and VERY much appreciate this tremendous effort!!!

    PS - I seriously doubt ONE super-high poly unit (9000-15000 poly) is gonna kill framerates when it shows on-screen. I mean.. come on people: get new PC hardware! Its cheap these days just make sure you get a good CPU, Mobo, and at least 2gb memory. GPU speed is ok but not as important as those other 3!

  19. #19
    Member Kou Uraki's Avatar
    Join Date
    May 2005
    Location
    MSC-07 Assault Carrier Albion
    acording to his website, he says hes gonna make the warhound, reaver and warlord, both lucius and mars pattern versions, and then give the chaos tainted version of those titans.

  20. #20
    Member
    Join Date
    May 2005
    Location
    Nottingham, UK.
    I'm going to be avoiding the warlords for the time being. At the moment my plan is to introduce the big units as standalone races, to be used alongside the vanilla races.

    With a titan force having 2 warhounds and a reaver, I think a warlord as well would overbalance things a bit too much. One possibility is to have a 'heavy titan' race type that provides the warlord but has even less ancilliary support and balance with that.

    I'm not aiming for a full epic-scale mod at the moment - I'm aiming to introduce things that will be fun in team games without losing the skirmish level management that DoW does so well.

  21. #21
    Chosen Terminat
    Guest
    Shouldn't the titan be 10x huger? I mean on the DC Imperial Guard Intro, just the Titan's gun was 500x the size of the tech-priest next to it.

  22. #22
    Member
    Join Date
    May 2005
    Location
    Nottingham, UK.
    No, it shouldn't be bigger. The titan in DC / WA is an Emperor class titan. They're very (very) big. And the model for DC / WA is scaled up (from the original epic model) by quite a lot.

    Personally I don't like the modern 'huge titan' fluff. I prefer the original 35-foot Warhound, 45-55 foot reaver and 65 foot warlord sizes. These also have the advantage that the unit footprint isn't stupid for route finding, and they seem more natural balanced against the vanilla DoW factions. Incidentally the original fluff places Emperor class titans at around 100 feet tall. I won't be doing one. :-)

  23. #23
    Member
    Join Date
    Jan 2006
    Location
    I'm not stupid enough to tell you that I'm British!
    Further, work was done on the ShadowSword (Zany), StormSword (Zany), and, my fav, StormHammer (unknown but its pre-modelled and perhaps uvwrapped already).
    Shadowsword - YES, Stormsword - no.

    I'm currently working on an Ork stompa model at the moment. This time, it's my own work
    Of course, if I get this Pylon (model & texture, for I can do the rest) from Winterdyne, then he can have the stompa too.

    For more info on it, check out the TTRU mod thread. I'm about to post another image of the WIP stompa there.
    I just have the 3 weapons to model.
    Leader & (a) modeler/texture artist/animator of the

    Closer-to-codex mod files - To expand your mod.
    Codex Toolbox project - for furthur mod expansion!
    One more thing:

  24. #24
    Member stranger's Avatar
    Join Date
    Jan 2005
    Location
    Stuck in a box.
    I prefer the original 35-foot Warhound, 45-55 foot reaver and 65 foot warlord sizes.
    So I'm not the last one left after all
    Cheers

  25. #25
    As far as CPU usage is concerned, I ran all 3 of MMX's titans at the same time in skirmish and didn't have a problem at all with performance. Mind you it was only a 2 person map but no the less.

  26. #26
    Member
    Join Date
    May 2005
    Location
    Nottingham, UK.
    Just been running movement tests in game. Works pretty well apart from a couple of things:

    1) Skating. Try as I might the thing still 'skates' a bit - might need to adjust the walk cycle length. :-/

    2) Animation blends. Particularly on the turn on the spot animations, occasionally the model drops to an idle anim that's part way through. Looks a bit weird if its the 'head back, sniff the air' one. Pretty infrequent though. Might need an enter delay on the idles or idle action?

    Anybody know a good way of recording movies from DoW? I have *got* to put a movie up of the titan walking past behind a ruin. I cackled with glee when I saw it.

  27. #27
    Senior Member horusheretic's Avatar
    Join Date
    May 2006
    Location
    United Kingdom
    ure screenie capture does give alot of credit. in a sense it gives a little feel of how the mod will turn out like. also for performance issues you shouldnt really need to worry about that.

    i had around 50 of mmxs titans on the same map (oasis of sharr) against orks and im using a geforce 6200 and running with a 1.6ghz cpu with 780mb ram.
    Tutorials_And_Helpful_Sites_Here <-link
    Want a 3d model commissioned? I may do so. Pm me!
    http://steamcommunity.com/groups/dow40k2-woa Join up for updates and view other members.

  28. #28
    Resident AI guy thudmeizer's Avatar
    Join Date
    Sep 2004
    Location
    North Toronto, Canada
    I've seen the StormSword ingame as a screenshot so its around (oh pray thee buildings/fortifications for they will be made like paper with a StormSword in sight ).
    StormHammer hopefully will get in-game by someone. Someone PLEASE make it happen.

    Understood on the Warlord.. that thing is 2-4x bigger than a Warhound. Anything bigger and more poweful than even a Warlord would be way over the top for DoW. Warlord should be the absolute max but yes I've seen the Warlord ingame as well in the other thread. Hope that at least gets completed by someone else.

  29. #29
    I'm dancing like a monkay~ medes's Avatar
    Join Date
    May 2005
    Location
    Malaysia
    This is so cool. Are all the races getting titans?

  30. #30
    captainmerkin
    Guest
    never really been a big fan of Titans myself, but your warhound looks amazing to say the least.

    Some seige based maps would be a blessing perhaps? Start off with city scape surrounded by destroyable walls? (is that even possible) Allow defenders to gain more req early game and then even it off once walls are breached.. Have a timer delay on attackers teching and certain vehicles and then after a certain time have tech opened and Titans made available.

    Should also limit jump troops as well so there is no early gimping on either side.

    Opps seem to have waffled on.

  31. #31
    Member
    Join Date
    May 2005
    Location
    Nottingham, UK.
    I'm intending to do the following as 'titan races' - small races that can be used in supporting roles in mp/skirmish play:

    2 sets of imperial titans - mars and lucius pattern warhounds and reavers, supported by scutarii infantry.

    1 set of imperial guard titan hunters - shadowsword and stormblade tanks supported by generic infantry.

    1 set of traitor titans - mars pattern (pre-heresy) only, supported by cultists/traitor guardsmen.

    1 set of eldar titans - revenants and a phantom/warlock titan, supported by guardians / rangers.

    1 set of eldar super-heavies - the scorpion, and cobra appear here. Supported by guardians.

    1 set of ork gargants - stompers and a medium sized gargant, supported by boyz and grotz.

    Each of these races are to be effectively gimped in the middle of their tech. They'll be concentrating on bringing their super-heavies out, and are vulnerable till they do so. The intention is that they should be used alongside a vanilla variation of an appropriate race to provide support. Once at full strength they should be fairly evenly matched against a vanilla faction - these concentrate a lot of firepower in a small number of units that can be fairly easily tied up / distracted.

    For the Necrons and Tau, I don't actually have that many ideas that are practical for Dawn of War as standalone races. I don't like the idea of introducing new titan-type machines for them, as it doesn't really suit the fluff. If aircraft were viable, things like the manta would be on my list (but then we'd have to figure out a way of setting anti-aircraft units up). Effectively it means defining a whole new unit type (which I'm not sure the engine supports - perhaps DoW 2 will).

    MUCH later on, many of these units will be unified into single races, as well as having more fluffy units added (like aspect warriors, traditional style predators, rhino variants etc). But for now, I'd just like to get one or two of the mini-races done.

  32. #32
    cool picture! Finally a warhound in game!

    I wouldn't set up so much new units Winterdyne... it took you more then a year to finish the warhound, so adding 10 new units will make you an old man..

    Of course you would need units to fight down a titan... but for 7 races !!!!!

    Forget this, just don't make a new race, or races.. just make a single player campaign.. or a multiplayer map with 2 modified races and the warhound as a startup unit (so, you can't build another one, if you loose it)

    I think there are some of the units you want to have in the secret pockets of mod teams... just ask shingouki, he might know more.

    Beside this DC is boring like hell.. and all mods are a 10 times more fun!

  33. #33
    Member
    Join Date
    May 2005
    Location
    Nottingham, UK.
    Another day, another screenie. This was pretty enough. :-)



    Notice the cover in the buildings. Pretty much every building on the map (hundreds!) is enterable (some by small troops only), with only a handful (perhaps a dozen) exceptions. And uh, yeah, I use a lot of decals.

  34. #34
    Guzzy
    Guest
    That's a really nice map, and warhounds of course. It really looks like a lot of work has gone into this mod, and there is still loads more work to do. I love this mod so far, and i hope it will be a big sucess.

  35. #35
    Member King_Malekith's Avatar
    Join Date
    Sep 2006
    Location
    Naggarond, Naggarythe
    im loving it and awaiting release is all i can say - if you need a tester at any point i can help

    anyway cant wait.
    BFG Mod: Forum provider and co-lead - Forums

  36. #36
    Looks nice, although I wont be expecting to play that thing on a small map like say..... valley of khorne. So Winterdyne, with things like titans and air units(from what I can decipher from that list on your website, do you plan to make the unit cap bigger? And would you want to scale down the general size of normal units?
    Other ID's: HyperboleKitty and doan_m

  37. #37
    Member
    Join Date
    Jan 2006
    Location
    I'm not stupid enough to tell you that I'm British!
    How's the Pylon progress WinterDyne?

  38. #38
    Member Kou Uraki's Avatar
    Join Date
    May 2005
    Location
    MSC-07 Assault Carrier Albion
    what exactly IS a necron pylon. it sounds like a building if you ask me. but what is its function?

  39. #39
    VenerableDread
    Guest
    It's some big Necron artillery thingy from ForgeWorld that is capable of blasting big things like Titans to bits. Yes, that means it has a big badass weapon that pwns!

  40. #40
    Guzzy
    Guest
    hehe, it's huge aswell, and originally i thought it might be like a generator! but they seriously kick ass, 1 downfall though-they cant move (please correct me if i'm wrong).

  41. #41
    Member
    Join Date
    Jan 2006
    Location
    I'm not stupid enough to tell you that I'm British!
    They indeed can't move, but they CAN deep-strike.

    I think that a teleportation ability would be a good way of representing this, with a long recharge of course.
    It's probably a good idea to start it off as a building as well, just to fit in with the whole Monolith thing.

  42. #42
    Member
    Join Date
    May 2005
    Location
    Nottingham, UK.
    Moving nasty turret... cool.

    The Warhound (and revenant, probably stomper) has a fairly small footprint size - 10m - this means it can fit down most street-sized paths. The problem with the titan races on small maps will be that it's very slow to develop - early rushes are lethal. They're designed to be part of a larger team, although they should work reasonably well on large maps where you get a chance to tech up.

    The website details my eventual plans for the mod, and should be updated to detail what I'm currently planning. I should also update the link on the main page to point here.

    The current plan is in this thread a few posts up.

  43. #43
    Guzzy
    Guest
    If the titans would have trouble getting around the city, could you make some edges of streets destructible or something? so that they could stomp through certain areas of the city/town and not get stuck?

  44. #44
    Member
    Join Date
    Jan 2006
    Location
    I'm not stupid enough to tell you that I'm British!
    The website details my eventual plans for the mod, and should be updated to detail what I'm currently planning. I should also update the link on the main page to point here.
    What website? I can't find any links.
    Please post the link on the 1st page here.

  45. #45
    Member
    Join Date
    May 2005
    Location
    Nottingham, UK.
    The only way you can do destructible objects is by assigning them to a different (hostile) owner (basically making them buildings). This means you can't do it on 8 player maps. And since I use terrain height to make 'floors' for ruins and DoW doesn't support terrain deformation, no - we can't do destructible buildings.

    On the map I'm doing warhounds fit down most streets (with very obvious barricades blocking them). The reaver (and other units larger than the warhound) will have more trouble. But that's a good thing - if gives definite roles to the titans - a reaver might patrol the outskirts where it has room to manuever (and lay down long range artillery) while the warhounds dash in to raid.

  46. #46
    Guzzy
    Guest
    Just out of interest, how many HP's do the titans have?

  47. #47
    Member
    Join Date
    May 2005
    Location
    Nottingham, UK.
    I don't really feel comfortable with stating a figure for hp yet - this is something that will definitely get tweaked once the units and tech tree are in and working.

    As I'm balancing against existing units, I'm *starting* with the following values as rough guesses:

    Warhound: 15,000 hp - tougher than existing relic units.

    Reaver: 18,000 hp - very tough to kill.

    Bear in mind that a fully geared up titan force will have 2 warhounds, 1 reaver and the equivalent of 4 squads of imperial guard (albeit with improved morale). The titans are tough, but they represent the fighting capacity of the force. All other units are ancilliary.

  48. #48
    Member
    Join Date
    Jan 2006
    Location
    I'm not stupid enough to tell you that I'm British!
    What? Is that all the reaver would have?

    I would've thought that 35000 HP would do it justice.


    Anyways - the Pylon?

  49. #49
    Member
    Join Date
    May 2005
    Location
    Nottingham, UK.
    I'm currently learning AE / Corsix's tools to learn how to get new units in game. The pylon won't take long (to texture / remodel - the model you sent is actually pretty good, just needs finishing up, and some poly reduction. Again, I'll be working through lightwave, but I can now convert to max myself, so we shouldn't have the issues we had with the warhound. Don't push for a timescale - I'll do it when I get to it.

    Do you want me to rig it for you, or do you want to rig it? If you want me to rig it, drop me a line with animation ideas so I know what needs to be separable.

  50. #50
    Member
    Join Date
    May 2005
    Location
    Nottingham, UK.

    Help request

    I could do with some help in a couple of areas:

    1) A modeller. Could do with someone to help with making buildings. I can provide some help and advice, but you're going to have to be pretty good to start with. Ideally you'll know your way round whatever package you use, and can export to .obj (so I can get stuff into lightwave to UV it) or will be ok at UV'ing yourself. Ideally you'll have done some kitbashing with Santos' tools - we'll be using these to do our baneblade variants (stormsword and shadowsword) with the existing baneblade chassis. You should be comfortable texturing your own model as you build it (quality of artwork not an issue, but understanding of how textures work is).

    2) A texturer / wtp guy. Generally the base textures will be planned out by the modeller, but teamcolouring settings are the texturer's responsibility. You may be redrawing rough (3d artist produced) textures to weather and detail them. You'll also need to be able to compare favourably with Dawn of War's existing texture quality for artwork. Again, I can give some pretty good pointers here.

    If you're interested in helping out, post here. :-) Cheers all.

Page 1 of 23 1234567891011 ... LastLast

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

     

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •