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  1. #51
    Resident AI guy thudmeizer's Avatar
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    I could shop for external 3d help if you wish considering your project is VERY important as you represent to a degree the Epic Legions Mod back in the day. Not sure if your gonna look at getting the StormHammer done as well. Regardless.. I can likely accomodate.

  2. #52
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    I wouldn't worry about it too much. I'm not very familliar with the storm hammer - it's kind of a super baneblade iirc.

    The texturer with wtp experience is probably the more important person at the mo - I want to get a couple of schemes for the warhound done (including the warp runners with their funky flames).

  3. #53
    Resident AI guy thudmeizer's Avatar
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    StormHammer = Super BaneBlade? Errrr Uhmmm.. 2x DualBattleCannon Turrets, Very unique Chassis design.. arguebly the best Siege Vehicle in all of War40k. BaneBlade is a Super-Close Assault HeavyTank for thick Urban Warfare but not for Sieging. Anyway.. no biggie. Its being done elsewhere.

    Send me a PM and I'll see about Texturers.. do you have an official website? I truely want to see these MAJESTIC WALKER MECHS to be completed as the DoW community would be beyond-bless with their presence!

  4. #54
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    Website at www.winterdyne.co.uk/warhound/

    Needs updating. I'll do that tonight probably to bring it more in line with my current plans. I still intend to do most stuff on there, but I'm thinking more of an episodic format, so first out will be imperial titans and so on. Release each 'titan' subrace as its own mod. I'm also intending to make them all multi-mod compatible and translatable (hence me requesting a UCS range).

  5. #55
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    Winterdyne - I wish to rig the Pylon! If I'm animating it, I feel that it'll save time whilst you can work on other stuff.

    Shadowsword - Winterdyne, you REALLY DON'T have to make another Shadowsword! You can use mine!
    There's a download link in the Codex Toolbox. Check my signature.
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  6. #56
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    Zany: Yes, I do need to make a new shadowsword. Yours isn't up to scratch - the baneblade main hull needs ripping out and replacing with custom hulls for shadowsword and stormsword, textured properly, these will look much better!

    I won't be using the Steel Legion stormsword (Armageddon pattern) as I'd rather do a standard Mars pattern one. Also it means I can tweak the models so the tanks use the same size weapons as the titans. The Plasma blastgun for the warhound (at my scale) looks right for a stormblade at the same scale as the standard baneblade. Should work out ok.

  7. #57
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    Today's screenie. I've managed to get these things walking and shooting (and I've been tidy with the LUA's!), and I've fixed them to use the hero UI. As the imperial titans force's primary units are the titans and the adeptus titanicus techpriest (a hero builder) it seemed a good idea to put them on it. Also the weapon upgrades now work (although I get a pink box at the end of the chain, anyone know how to fix this?).


  8. #58
    Member Kou Uraki's Avatar
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    beautiful composition, winterdyne! excellent work, my friend! hows the reaver coming?
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  9. #59
    tator tot
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    you need to make a new one for every different weapon upgrade like (titans name with _'s in between names)__ <-(double)titan_plasma_cannon

    so it would look like this

    Titan_reaver__Plasma_cannon
    "titan name"__"titan upgrade

    make sure to spell it out exactly

  10. #60
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    This is what I've got:

    imperial_titans_inferno_cannon_warhound_left
    imperial_titans_vulcan_mega_bolter_warhound_left
    imperial_titans_twin_turbo_laser_warhound_left
    imperial_titans_plasma_blastgun_warhound_left

    All the icons work up to this, but when the turbolaser gets upgraded (it does show the plasma gun icon) and the upgrade chain finishes then the pink box appears. I know this is because the engine's looking for an icon image that isn't there, but where do I define it?

    Kou: I'm not working on the reaver at the mo - I'll get the warhound working and 'finished', then I'll do the Pylon, then I'll probably do a warhound construction building, then the reaver and it's building.

  11. #61
    Laughing God ShinGouki's Avatar
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    Do you have the same icons made in their greyed out form and stored in data\Art\ui\ingame_disabled ? If it's happening at that point and you are getting the pink boxes in the upgrade panel then thats probably the problem. Make icons with the same names as those in the ingame folder, grey them out and put them in the ingame_disabled folder.

    Also do you have a imperial_titans__multi.tga created?

  12. #62
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    No, I don't... That's probably the problem then! Thanks!

    What does the multi.tga do?

  13. #63
    Laughing God ShinGouki's Avatar
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    the multi icon is mainly for if the unit or squad has multiple upgrades. For marines each weapon for example has a different border colour, if all marines get heavy bolters i think it goes blue. However get a mix of different weapons and it goes purple, thats the multi tga kicking in because there are a combination of many different upgrades.

    If I remember right it does effect vehicles too as I had to use it for my research dependant visual upgrades for my falcons to stop their icons going pink box of doom.

  14. #64
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    However - vehicles do not actually need these ridiculous multiple icons, depending on whatever their weapon is.

    If you only make a single icon & leave it at that, for the Warhound, then it should work whatever upgrades it's given.
    if you give it even one of these upgradeable icons however, then you have to make the rest or you get pink boxes.

    If you used my icons, then you shouldn't have these issues.

    I also assume you're using different weapon icons too.


    BTW, I like those light FX on the head. Where'd you get those from?
    I can't get the steam to display either. It just won't show ingame, but it works fine in the Map editor.

  15. #65
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    Yup, that fixed it. Thanks Shin!

    Zany - the lights are glow_fx\amber_light_glow_combo and the steam is environment\small_steam_spray, both out-of-the-box WA/DoW FX.

    Providing the events are tied to your default vis motion (and you've got markers set up and linked) everything should display correctly.

    Weird that it shows in map editor but not ingame... is it tied to the right motion, and is the motion added to the default action?

  16. #66
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    Yes, it's tied into default etc... I don't quite understand why it won't display though...

    In addition, These are linked using the enter time. There's no exit time as It shouldn't be needed.

    Thanks for the FX links then. I'll see if I can input them into the TTRU warhound 'variant.'

  17. #67
    Member Benjamin's Avatar
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    Just noticed this, your work looks great winterdyne. I hope you manage to get it finnished some day... even if you don't move on to other races, It would still be fun to walk over the others with those units.

    Would love to see more screens

  18. #68
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    Why not help him? I think he'd like some help, wouldn't you Winterdyne?

    BTW - are you gonna be using My Stompa stuff for this Mod Winterdyne? You are allowed, though I'd prefer it If I could post some links...

  19. #69
    milo13
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    those titans are tremendously beautiful ! you rule winterdyne

  20. #70
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    No, I won't be using your stomper. I prefer the look of the visible leg one done by that australian chap... it was linked in your stomper thread. I like that one because I can see it walking in my head properly, whereas the 'wobble belly' versions (like yours and GW's original designs) I can see looking daft.

    Sure, help is appreciated (but I am a fascist for art quality). What I could do with are Q&A people for when I get stuck with the AE...

  21. #71
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    I take it that's my job then.

    Australian chap... You mean that really ferocious one with those 2 small guns on either side, that one?
    I don't like that one much. It doesn't have any close-combat weapons, & looks horrifying to model.

  22. #72
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    No... there's one with a ball and chain weapon...

  23. #73
    Member Kou Uraki's Avatar
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    winterdyne

    isnt the warhound titan supposed to have a fist like this?



    or am i just stupid and this is a conversion?

  24. #74
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    That's a conversion, or at least forgeworld don't list the fist in their catalogue. I have no idea where the fist came from (but it's beautifully done if it's a scratchbuild). I did actually play with putting a fist on the model, but traditionally warhounds do not get melee weapons, so I scrapped the idea.

    Officially available weapons are: inferno cannon, vulcan mega bolter, twin turbo lasers, plasma blastgun.

  25. #75
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    The thing is is that that fist doesnt look like it can reach infranty or tanks. so if you did include it then you would have to make sure it can only mellee other titans
    92% of teens have moved on to rap. If you are part of the 8% who still listen to real music, copy and paste this into your signanture

  26. #76
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    This one Winterdyne?



    I don't see any ball nor chain on it.

    THis one has a flail however however:




    Yeah, I don't kike that one much. Looks like a giant rusted baby running around with a violent tantrum.
    Not shooty enough either.

    That's partly why my one is actually a Kustim Stompa, not a typical one. It's bigger you see...

  27. #77
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    Yeah, those are the two I like. Not to put too fine a point on it, our opinions differ, and on *this* mod, it's my opinion that counts.

    Wigum's actually spotted the main problem with titan melee - Getting an appropriate animation to play depending on the type of target. In general you want the strike to land at ground or standard infantry level - that's doable with some weapon types (like that flail) without looking too contrived but in most cases titan melee just looks wrong.

    What can be done is to use a normal (titan) strike animation, but zero damage and AP against infantry armour types. That might work, but it means infantry effectively become ideal screens against titan melee attacks.

  28. #78
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    Winterdyne - Why not try using a Weapons group for the melee weapons? It MIGHT work.
    I say MIGHT WORK because upgrades involving weapon groups make the vis group fail to display, unless it's set as an else condition in the OE.

    I don't know why this happens.

    Winterdyne - if you wanna make it even more different than my Kustim variant - make it at proper scale too. Mine's a giant for a Stompa, but you can make it the proper size (which in those australian pics, is about 2ce the size of an Ork dreadnought) right?

  29. #79
    Member the-tempest's Avatar
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    Hah, it does kind of look like a beserk baby. Like something that the rugrats would build and take over the world with if they went crazy. Looks cool at the same time though. Those forgeworld, or scratch-built?

  30. #80
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    Scratch-built, judging from the instructions the guy posted.

  31. #81
    Laughing God ShinGouki's Avatar
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    Unless this changed since DC melee weapon groups are not possible they crash the game.

    In terms of vis / oe you don't need an else clause zany you just use the weapon choice variables in the clause / conditions instead of weapon upgrade. Basically you have to match the weapons choice string to the actual lua names of the groups that the weapon chooses from. If you need a better explanation of how that works let me know.

  32. #82
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    Shingouki - I'm Afraid that doesn't work.

    I have proof of this issue because the TTRU mod suffers from this with the Ork Gunwagon & Venerable dreadnought.
    Both aren't my models, & used to work fine.

    I then assigned weapon groups to their Kannon & missile launcher upgrades respectively, & then when upgraded, the weapons never showed up.

    Try assigning a weapon group as an upgrade to something like a turret, & you'll see what I mean.

  33. #83
    Guzzy
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    Great, so what are the titans being built from at the moment then?

  34. #84
    Member The_Guardman's Avatar
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    Reguarding post #73:

    That's a conversion, or at least forgeworld don't list the fist in their catalogue. I have no idea where the fist came from (but it's beautifully done if it's a scratchbuild). I did actually play with putting a fist on the model, but traditionally warhounds do not get melee weapons, so I scrapped the idea.
    It's an Epic 40k warhound titan fitted whit a WH40k dreadnought powerfist. Nice base work... I'm not sure it cannot have it, the latest Epic rules are very open to changes. Maybe it can be piked now.
    All heil Gygax.

    "Cry the Paladin for his mentor, cry the Succubus for her father."
    Thanks again for all of the hours of fun you have give me.

  35. #85
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    At the moment, they're not!

    The imperial titans race is based on the imperial guard to some extent - the following buildings will be included:

    1) - Landing zone (HQ). This is a small landing pad for ferrying down troops and engineering equipment. As it is improved, the landing pad gets larger, and dropships bring in heavier equipment. Produces servitors, basic scutarii, the Adeptus Titanicus techpriest (commander), perhaps a scutarii captain and skull probes. Skull probes operate exactly as marine skull probes.
    Tier 2 unlocks research for a Princeps Senioris, Tier 3 a Praetorian, which are upgrades for titans that improve their movement and sensory range.

    2) - Vehicle depot. Precisely the same as the IG variant, but only builds rhinos (T1) and razorbacks (T2). Razorbacks are the dual-heavy bolter variety, nothing heavy.

    3) - Scutarii barracks. The same as a standard IG barracks, but cannot produce ogryns, or commissars, or a command squad. The kasrkin models will be recycled for 'veteran scutarii' (T2), limited to one squad. Scutarii have better morale than standard IG, but are otherwise similar. They also don't have the attendant priests and commissars, as they adhere to the Cult Mechanicus, rather than worshipping the Emperor.

    4) - Warhound assembly frame. This assembles warhounds. Inferno cannons are the standard weapon fit. Warhounds are a tier 2 unit. Addons unlock weapon upgrades for the warhound AND REAVER - bolter (T2), turbolasers (T2), and plasma blastgun (T3).

    5) - Reaver assembly frame. This assembles the reaver. The reaver can fit versions of the Warhound weapons. Addons here allow weapon upgrades for the reaver: Gatling blaster, Volcano cannon, Reaver multi-launcher.

    Turrets, mines, generators, LP's are all IG standard.

    You'll notice that servitors AND a techpriest are included. Since the strength of the titan race lies in its titans, it's important to keep these repaired. Single servitors can be produced, and operate as standard builders. The techpriest is a combat builder and can add up to 4 further servitors to his retinue of either close-combat, ranged, or builder varieties. (edited for drunken mistakes. ;-p)

    #84 - no, it's 40k scale.
    Last edited by Winterdyne; 24th Dec 06 at 7:29 AM.

  36. #86
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    Winterdyne has a very time-consuming idea for the construction of the titans however. It's pretty high-detailed.

    Don't you mean Skittari? Or However it's spelt? Whatever's mentioned in the 40K rulebook?

  37. #87
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    Same thing. Scutarii is the original spelling. (Codex Titanicus expansion to Space Marine / Adeptus Titanicus). I prefer it.

    Historically, a scutarus is an auxilliary (heavy) infantryman. Scutarii is the plural form of the noun. GW simply used the term. Skitarii may have been used in stead as it could be trademarkable. Scutarii in its original form, unless presented within a specific typeface would be arguable at best as a trademark.

    EDIT: Or it could be a typo or spelling error.

  38. #88
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    Isn't there a picture of a Skitarii in the 4oK rulebook somewhere?
    He's some big cybernetic guy who looks a bit like a techpriest, but with some nasty guns & a big red cloak. He also has some scary robo-mask on too, which looks kinda like a rebreather.

  39. #89
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    They're originally described as being the equivalent of PDF / IG Regiments for forge worlds, with (to some extent) the higher tech Marine vehicles rather than standard Guard vehicles etc - including Land Raiders.

    I won't be including these (as I want the force to showcase the titans, not the scutarii), just some basic APC types for use on the larger maps (which suit the titans and other superheavies).

  40. #90
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    You also know that Dogs of War are a Warhammer Fantasy Regiment, don't you?

    That where you got the name for the mod from?

  41. #91
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    Warhound class titans?
    We are the Imperial Guard, it is time we start acting like it.

  42. #92
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    Actually, it was the warhound that was the link. I'm also very fond of the quote from Shakespeare's Julius Caesar:

    ANTONY:
    Blood and destruction shall be so in use
    And dreadful objects so familiar
    That mothers shall but smile when they behold
    Their infants quarter'd with the hands of war;
    All pity choked with custom of fell deeds:
    And Caesar's spirit, ranging for revenge,
    With Ate by his side come hot from hell,
    Shall in these confines with a monarch's voice
    Cry 'Havoc,' and let slip the dogs of war;
    That this foul deed shall smell above the earth
    With carrion men, groaning for burial.

  43. #93
    FourandTwenty
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    Just a crazy idea: if you wanted to use different animations for attacking infantry and large vehicles, could you not make a shooting weapon with a very short range, with a melee attack animation for its shooting animation, and use that as a ranged weapon group? You could disable the unit's melee capabilities entirely then, and its shooting preferences would remain normal.
    The only problem I could forsee is if it has two different long-ranged weapons and continued to use those at different targets while it tried to engage in the pseudo-melee. Perhaps that could be mitigated by giving it an aura ability that detected if an enemy were in range of its shortest weapon (the pseudo-melee weapon group), and disabled the "ranged" hardpoints until the enemy were killed.

    I assume that the titans will all have a "rampage" ability to stomp troops flat with? After seeing Metal Gear Solid trailers recently, that would be really keen to see and use.

  44. #94
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    In addition to Four&twenty's idea - the Tau commander uses his burst cannon as a melee weapon in close combat. Yup - you're allowed to make a melee weapon out of a shooty one!

    Try it! It may just work.

    Also - a unit can have more than one melee weapon, as proved by Dreadnoughts.

  45. #95
    Laughing God ShinGouki's Avatar
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    Shingouki - I'm Afraid that doesn't work.
    I guess the 6 units I allready have it working on are just an illusion then Zany, alternatively you just don't know how to do it right.

    I guess I'll have to write a quick tutorial. I dont' want to drag the thread offtopic however so I'll start a new thread for it in 2-3 days when I get back home.

    Back on topic, I actually think that possibly having a titan being able to be held up in melee even by a lowly grot squad and preventing it firing all that big ordanance is going to look a tad ludicrous. As suggested make some short "ranged" weapons that are used for dealing with close combat units. You can also make some sort of stamp ability or something that you can activate every 3-4 seconds to help clear away any pesky infantry. The reason for this is that I think something the size of a titan should be imposing enough that he just doesn't care that something is trying to hit him with a big axe. Why would it waste time squishing some cultists with knives when it can instead blast away your tanks with it's huge weaponry. Another possibilty is to give it something akin to our steel legion frag defenders to help clear away pesky melee units.

    For the really large units like the squiggoth + avatar just give it a special ability that is only able to target vehicle_high + monster_high to give it some special attacks vs them.

  46. #96
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    Shingouki - I MIGHT not know how to do it right, but so far - I'm telling what I know.

    A tutorial could be helpful on this. Might prove me wrong (I hope).

    Like you say - not here, though it also concerns Winterdyne.

    Cheers.

  47. #97
    Back on topic, I actually think that possibly having a titan being able to be held up in melee even by a lowly grot squad and preventing it firing all that big ordanance is going to look a tad ludicrous.
    While it would look ludicrous, i think being able to slow a titan by throwing enough troops under its feet may be a necessity to balance the things!

    Would it be possible make a special rampage ability with a fairly short recharge time. Instead of the squiggoths long straight run, try and code several short small runs with a slight time and spacial offset that match the foot animations. So when activated the titan walks forwards normally but with each separate stride, kicks units out of the way? Hope that garbled sentance makes sence, lol!

  48. #98
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    Bigfish - are you sure that'd be a rampage?

    That might be triggerable using an ability or melee_dance instead, though I'm not sure since I've never encountered the need for such a thing.

    I think that a rampage where the stompa runs right towards the enemy is fine.

  49. #99
    Rampage is just the base ability that the titans ability could be based off. Im sure a more suitable name can be thought up.

    EDIT: Ah, I missunderstood. The 'rampage' ability wouldnt be on all the time, it would be activated by the player like the squiggoths but with a shorter recharge time, when activated it allows the titan to wade through enemey troops a short distance. This means that a titan couldnt simply walk into an enemy base but also wouldnt be stopped by a few grots standing in the way.

  50. #100
    FourandTwenty
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    I wonder if a frontal arc radius ability would be able to kill or just push out of the way smaller troops... or activate a slow rampage so that the Titan could stomp through them. Then the player doesn't have to activate it themselves, and weak infantry will never slow them down.

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