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  1. #101
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    4&20 - that's what I kinda meant! An ability that is constantly on, which every second throws infantry out of the way.
    However, there'd need to be a sort of condition where the ability is activated only whilst the Stompa moves. SCAR script anyone?
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    One more thing:

  2. #102
    quasi-presence Palii's Avatar
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    Units can have idle modifiers. If the titan has no other abilities, then you could disable all abilities while idle, including this special rampage.

  3. #103
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    So in the modifiers_idle part, you'd apply a modifer that would disable the abilities?

    Sounds interesting. Yoink!

  4. #104
    Member Kou Uraki's Avatar
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    Winterdyne

    What exactly did you scale it down to? what specs did you set it for
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  5. #105
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    I may be drunk, but I have no idea of what you're asking here.

    Scale what down? In what context?

  6. #106
    Member Kou Uraki's Avatar
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    you sais that zany rescaled the warhound in the Tabletop roundup mod, yes? your warhounds are alot smaller. what did you scale them down to?

  7. #107
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    I modelled them to be around 12m tall in the rest position - they actually squat down for most of the time - they're generally around 10m to shoulder. For scale it's modelled around 3 crew of 1.6m tall humanoids. First I built the head, and everything else from there, checking proportions against both forgeworld models (epic and 40k scale).

    Zany didn't really like the small size, so he's scaled it up (x1.75 iirc). I think the smaller size is ok - and looks alright (especially against guard, even more so against civvies).

  8. #108
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    I'd scale it down to your size if infantry could be easily scaled down.

    Unfortunately, I don't wish to risk that with fears over what I've heard about what's happened with the Half Scale mod.

    So, you still working on the Warhound then Winterdyne? The Kustim Stompa is proving to be boring & hard to animate, as unlike with my efforts on the warhound, this stompa will be more active & wild.

  9. #109
    Member Kou Uraki's Avatar
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    what happened to the Half Scale mod?

  10. #110
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    Yeah, I need to place markers on the model for the death animation (explosions), do the footprints, get it casting a shadow map (is that an FX or what?) and numerous other little things. Once I've got how to do those figured out / explained to me / done, I'll be in a position where I can get a fully animated model in game from scratch fairly easily.

    I strongly suggest you start using IK (and appropriate constraints on joints) on your animation - it helps enormously with getting things to move realistically.

  11. #111
    Guzzy
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    Good, so basically they will move a lot more realistically and have shadows etc?

  12. #112
    Retired modder compiler's Avatar
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    "casting a shadow map (is that an FX or what?) "

    Nope. It depends on which kind of shadows you want it to cast.
    Basically, like a tank or like a building ?


  13. #113
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    More like the bloodthirster / squiggoth. Dynamically rendered shadow map for the unit. :-) Buildings use stencil shadows (which look really bad on my map :-( - turn 'em off).

  14. #114
    Retired modder compiler's Avatar
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    That's easy then, just use the same settings for the shadows as the bloodthirster.Data\art\ebps\races\chaos\troops\bloodthirster.lua

  15. #115
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    Thanks Compiler, that worked a treat.

    Also, some progress on the army painter (thanks to BigFish who's helped a bit on this front):







    These are just roughs for now (I still need to do the badges and banners). Getting there though.

  16. #116
    Retired modder compiler's Avatar
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    Really cool looks !

  17. #117
    Resident AI guy thudmeizer's Avatar
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    Fear the now-paintable WarHound.. I believe now that both Zany and yourself now have officially brought forward the Titan Wars! Let the 40+ ton BattleMechs live among us!!

  18. #118
    TeurastajaFin
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    Warhound size

    I've heard that Imperial Armour 3: Taros Campaign states Warhounds being around 14m tall. Those painted Warhounds look cool, good work!!

  19. #119
    Member the-tempest's Avatar
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    Wow, great work, Winterdyne! I especially like the green one.

  20. #120
    Member ChaosReigns's Avatar
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    That's incredible Winterdyne, I can't wait to see what you have in store for Chaos

  21. #121
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    Very nice work on the army painter there, Winterdyne. And yeah ^ I'm sure chaos will be interesting.

  22. #122
    Member Kou Uraki's Avatar
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    ok, the warhound in the TTRU mod's art specs are as such:

    simvis_attributes =
    {
    melee_size = 2, -- large
    melee_block_ratio = 50,
    melee_unsynced_damage_ratio = 10,

    selection_child = 1,
    selection_ground = 1,

    -- Shadow Types:
    -- 0 = None
    -- 1 = blob (rotated by light dir)
    -- 2 = blob (rotated by object dir)
    -- 3 = shadow map
    -- 4 = stencil shadow volume
    shadow_type = 3,
    shadow_scale = 0.3,

    occludee = 1,

    }

    simvis_attributes_strings =
    {
    shadow_texture = "Shadows/shadow_dir_blob-dot.tga"
    }

    Winterdyne, what exactly did you set you the dogs of war mod's warhound?

  23. #123
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    The shadow works now (thanks to Compiler) and thanks Kou for the effort. :-)

    Oh and the badges are going on easily enough too. I've not done the modelling or animation for the waist banners yet.

  24. #124

  25. #125
    Retired modder compiler's Avatar
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    Wow !
    I have always been against the use of Titans or Super Tanks in DoW, but this model is so beautiful I would make an exception for it.
    It's really a class of its own.

  26. #126
    looking better and better as the weeks go by, hope to play these soon
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  27. #127
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    I didn't know your intention was to make these team colourable too.

    I didn't think they would look good colourable, though I must've imagined it wrong then.

    Good job Winterdyne. We can start on the Pylon after this!

  28. #128
    I can imagine if Compiler and his team were to lend their talents in skinning this, it would be something truley out-of-this world. Based on what they've done so far with their own mod of course.

    Winterdyne,

    Any chance for us of seeing a short clip of this guy in action?

  29. #129
    Member ChaosReigns's Avatar
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    A few questions Winterdyne:

    1. Is this mod for Dark Crusade?

    2. If so what will Necrons and Tau get in terms of titans as in TT they have none?

    3. You said the Chaotic titan race will composed of traitor Guardsmen and Cultists, will you be making any new textures for the traitor guardsmen if this is still the case?

  30. #130
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    The imperial titans race should work fine in WA.

    Yes, I'm reskinning all converted units (mostly variants on IG). I'll also probably make some changes to the models as time goes on to give them more character.

    Moving onto DC, I'll probably go that way eventually. For the Tau and Necron races, the Necrons have their Pylon, but there's no artwork for the other war engines. Tau basically scream for aircraft. Until there's a useful way of getting these to work I don't really know what they could get.

  31. #131
    How about this for an idea:



    Of course it can't be exactly like this one. But make it more Tau-ish and you've got something.

  32. #132
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    I'm very dubious about doing 'new' stuff - while I'm not a closer-to-tabletop evangelist, I am trying to keep within fluff as far as possible.

    I'd rather try a way of getting aircraft and air cover / anti aircraft stuff to work rather than add heavy equipment which isn't really the remit of the Tau. Another option is of course auxilliaries using imperial equipment (superheavy tanks).

  33. #133
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    You could do air support like Company of Heroes if you wanted, and have Tau aircraft just carpet bomb or strafe an area. It doesn't seem very feasible to put anti aircraft in that could stop it, since the aircraft would obviously be an ability. Unless there is a way to interrupt abilities halfway through, and have some sort of animation play, but I've never heard of that.

  34. #134
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    I know this isn't really relevant right now but it would be a good fluffy ability that if you field pairs of warhounds they get some kind of bonus since they're meant to work in a pack of two to be effective or so thats what i've read in fluff.

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  35. #135
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    I'm very dubious about doing 'new' stuff - while I'm not a closer-to-tabletop evangelist, I am trying to keep within fluff as far as possible.
    I'm the Closer-to-tabletop Evangelist of the Warhound, & a few other things here!

    AshaD - what kind of bonus? It could be hard to make it specifically affect only one specific Warhound. An ability could be made so that any Warhound Titan within a radius is affected by a 'bonus' however.
    Another suggestion is to put them into squads, but that's a ridiculous idea in Dawn of War for a unit of such magnitude.

  36. #136
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    Zany's right - there's really no point in giving an explicit bonus for fielding 2 warhounds.

    I did actually try putting them into a reinforcable squad but it creates too many problems with routefinding (and having to micro to stop them from blocking off routes for infantry). Plus, they're more effective as individuals on the hero UI - makes controlling the team so much easier.

    What I plan at the moment is to basically limit the force to 3 titans - a *maximum* of 3 warhounds or 2 warhounds and the reaver.

    To get people to use the titans effectively, all other units are deliberately weak - infantry is basically souped up guardsmen (better morale - not kasrkins!) and builders. There are almost no heavy weapons in the rank and file - meaning that warhounds are your primary 'harrassing' and raiding units. You'll be wanting one on each flank, ideally.

    So what about the reaver? These are the current plans:
    Well, similarly to tabletop (epic) and fluff, the reaver's a battle titan. It's meant to be in a wide open area where it can move (though broad, clear streets may suffice). On this sort of terrain, direct-fire weapons (choice of variants of the warhound fits, plus gatling blaster and volcano cannon) are ideal. Most terrain however will call for at least one artillery weapon. To this end, the reaver can be fitted with up to 3 (!) multilaunchers. These are EXCEEDINGLY long range missile launchers, similar to that on a whirlwind, but bigger. Much bigger. Multilaunchers are an 'end chain' weapon (in fact the only upgrade for the carapace). There's also likely to be a fairly large minimum range for this.

    It's quite probable that on 'dense' maps, the reaver won't be able to move from the area where it was built. On some maps, using a third warhound may be more practical (since it can more easily move to where it's needed). That said, at optimal range the artillery will rule.

  37. #137
    Medrengard
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    sorry im slow on this topic but, what no warlord titan? or is it just too big, you could do it that warlord takes up 2 titan pop, so you could have 1 warlord and 1 warhound ? just suggestions

  38. #138
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    No, I don't *think* it's too big - it should just about fit on screen. I've not included it because it's likely to be simply too powerful to be balanced against a vanilla DOW / WA / DC race, while keeping in the fluff (warhounds in support) and making the titan force race useful (ie not just a single unit).

    Special maps, campaigns and possibly a larger force mod much later down the line are where you might see the warlord.

  39. #139
    Member Kou Uraki's Avatar
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    well tbh, i think the warhounds walking animations need some work since the TTRU mod's 1.2 release. i mean it just lifts one leg up as it takes a step foward, while the other leg just slides on the ground until the other leg hits the ground, and does this every time takes a step foward.

  40. #140
    Your right Kou Uraki. The walking animations in the TTRU mod's 1.2 release are terrible. I suggested that they needed fixing but, Zaney just scoffed at that idea. MMX's titans have much better animations. Maybe they could borrow his for their own or use it as guide. MMX has already given his permission to anyone who wants to use them.

  41. #141
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    Acroyer - how do you suggest I improve those animations then?

    I'd rather not have an enormous war machine be life-like.
    I'd prefer it if you provided constructive critisism.

    My slow animations were the reason why Winterdyne re-rigged & animated the model. He said he wanted it skinned.
    The reason I didn't skin it is to avoid a Skin batching error that happens whenever a model that Uses the Skin modifier has too many polygons. The Warhound, had too many polygons!

    Winterdyne - did you make 2 different movement animations, one for shooting & one for moving? If so, then that'd be a good reason to correct mine. The movement animations on the TTRU warhound are the only real bad ones.
    Last edited by Zany Reaper; 6th Jan 07 at 11:34 AM.

  42. #142
    Member Kou Uraki's Avatar
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    what ya gotta understand is that even games should be as lifelike as they can be. mainly, i'd say just use MMX's titan animations as a guideline for the warhound.

  43. #143
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    Yeah but, lifelike animations really don't suit such a massive hunk of machinery IMO.

    Partly because mine is Scaled up though. Anyways - I edited the previous post.

  44. #144
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    Actually there's a difference between life-like and realistic.

    I hate to say it, but all the TTRU warhound animations were... well, a bit crap. Especially, as you noted, the movement. A robotic movement doesn't mean you ignore physics - the motion of the whole form should be dictated by the feet - your animation doesn't pay attention to this. The primary reason I redid the animations was that they didn't look right - in a physical sense, not just stylistic. IK resolvers help in this regard, especially with appropriate constraints put on joints. Fair enough, I'd done a lot of this stuff with lightwave so I know the theory, but in Max it's so easy it's practically criminal not to do so. Helpful hints are to bear in mind the centre of gravity of the model and try to keep that roughly midway between the feet, and to bear in mind that there's usually an amount of 'roll' as weight is shifted from foot to foot. For a very smooth robotic looking walk this should mostly be contained in the waist. For a 'tin toy' walk, allow more of the movement to spread to the torso.

    Incidentally, the skin batching error can be avoided by not using the force_skinning option. I've not noticed any particular performance penalty for this.

    Animation wise, for movement there's a rampage charge, move forward and turn left and right animations.

  45. #145
    deathbunny
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    Also, Zany, don't be discouraged by these crits. Animation is particularly difficult--especially since many people don't have an eye for motion, and it requires alot of observation and tweaking to get right. Just remember how much dancers have to study and train to be able to do what they do--alot of which doesn't necessarily look very hard, but is actually very demanding.

    The other thing to keep in mind is that, whether it's real or not, an RTS usually requires that you exaggerate gate and stride a little bit, so that when something lumbers it *really* lumbers. Longer slower strides, with noticeable recovery time after a step (when shifting hips, or when bending knees) help communicate the heaviness of the object. You can also try a heel-toe emphasis when it picks up it's feet (toes come up after the heel comes up, and then come down after the heel goes down), to emphasize the weight of the foot.

  46. #146
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    Well to put it simply - I haven't got enough knowledge on biped animations. I am far better with vehicles & non-living stuff.

  47. #147
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    I've been mucking around with Santos' Tools. Mmm. Nice. Anyway, I've always planned on using re-textured IG for scutarii, without camoflage (because the titan colour schemes don't work with camo). So here they are:






  48. #148
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    Shagadelic as usual.

    Now - you also gonna make new (or rather, converted) models for the Skitarii?

  49. #149
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    No... I don't think so. Well, I was considering making boltguns the standard weapon (rather than lasguns) to give them a little more oomph, but I do rather like the lasgun (AK47 of the 40k universe).

    The scutarii as a force are (in fluff) the support and ancilliary troops for a titan legion, and are effectively Guard regiments raised by the forge worlds but permanently attached to the controlling Legion. The influence of the Adeptus Mechanicus is *much* stronger in these legions. To that end, I'm planning on including a variety of different equipment and vehicles to represent the more sophisticated level of technology these regiments have access to, making them half-way between standard Guard and the Space Marines. So, basic APC duties are filled by Rhino and Razorback rather than Chimera. Battle tanks were (traditionally) Land Raiders, but given that the titans are present, these are omitted for the 'vanilla' race I'm working on at present.

    Builder wise, I'm working on a 'super techpriest', who'll get a retinue of servitors of various types - that'll be the fourth commander unit, the titans taking the places of the other 3.

    There'll also be individual techpriests (who again get a (smaller) retinue). These will be straight copies of the IG techpriest.

    Skull probes will form the recon/stealth/detector role, and will be attachable to Scutarii squads or techpriests.

    I'm toying with the idea of copying over the kasrkin to fill a heavy infantry role, but I don't think heavy infantry have a place as far as balancing is concerned - the titans are exceedingly tough units (and you get access to one at tier 2). Warhounds *won't* be relic units either, that'd be the Reaver.

    The servitor retinues should be interesting - I'm going to do a few random bodies (legs / tracks / arms / maniplulators). They'll come in 3 flavours: Utility, Ranged, and Melee.

    Utility servitors are *exactly* the same as the Space Marine servitor (but more varied in appearance). They don't fight, but contribute to the ability of the techpriest to repair or build something (since they join in).

    Melee servitors can fight. At first they're 'unarmed' (if something equipped with a bloody great drill is unarmed), but can be upgraded to have power weapons.

    Ranged servitors are equipped with bolters, and can be upgraded to carry heavy bolters, plasma guns or flamers. They can't fight in melee.

    The basic techpriests will get a retinue of 2 servitors, the commander techpriest will get a retinue of 4.

  50. #150
    Member Kou Uraki's Avatar
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    my god, winterdyne! what else actually needs to be done? as far as i can tell with what you've shown everybody, the warhounds are FAR from finished!
    Last edited by Kou Uraki; 28th Mar 08 at 11:42 AM.

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