Results 1 to 49 of 49

His Righteous Mod of the Imperial Guard marches on

  1. #1

    His Righteous Mod of the Imperial Guard marches on

    Greetings one and all!

    Some of you may know it, some of you may have heard of it, and some may have no clue as to what it is. So I'll briefly tell you guys about the mod, as much as comes to mind at this moment: it was started during the days of vanilla DoW by a few players that felt the guard needed more than just a cameo in the campaign. At first it mainly used orks buildings, guardsman, leman russ and the guard colonel models from the campaign, as well as the space marine scout. Emperor's Teeth and Gnawed started working on models, while another modder was working (supposedly) on getting sounds for the guardsmen. The Earthsaker was soon in-game, blasting away at the guard's enemies. Sasquatch was taking care of the coding part, and by version 0.2, although full of proxies (they were army paintable though), His Righteous Guard was an immensely fresh and fun race to play with, drowning the enemies of the Imperium in bodies, while spewing forth fire from dozens of heavy weapons. After some collaborations between Teeth and the Steel Legion team, the Chimaera, Hellhound and Sentinel showed up as well, modelled, textured, animated and with gorgeous effects.

    Unfortunately as we all know, real life takes it's toll, and pretty soon the only two mod team members working were Sas and Teeth. But then a new team member arose from the HRM forums - Grenadier - and he brought textures with him. With this fresh strength added to the team, the new guardsmen models by Teeth were textured and in-game.

    However life is cruel, and soon Teeth was also taken down by external duties. The mod almost died. Once again, salvation came from one of the HRM forum members, fneep. Though when he first joined the forum he was a spamming pain in the ass, he steadily learned how to model, inspired perhaps by Teeth's work as well. He pulled the pieces of the broken mod, got his brother, His Righteous Chicken (another HRM forum member) to work on coding, and then got Grenadier and Sasquatch to help carry the mod on. Under his lead, the mod was ported to DC, and work continued. The guard's heavy weapons (the last models Teeth got to finish) were now in game and being textured by Grenadier. Fneep is also working on a new Griffon model (scroll down for screenies). Our buildgins are also modelled now and slowly being mapped for texturing. We've also had help from two other forum members, Smitsky and Claymore with the sound part of the mod. They both made some really cool tracks, and Smitsky did his best to find time to record some sounds for our brave troops.

    Those that know about the mod will realise I left out a LOT, but that is simply because this mod has such a long history.

    The team as it stands now consists of:
    -fneep - team lead, modeller, mapper, rigger, animator, front end coder, etc.
    -His Righteous Chicken - balance and coding
    -Sasquatch - code master
    -Grenadier - texture and AI

    Now, on about the HRM Guard. It plays very differently from Relic's. IT follows the Codex much closer, as much as the engine allows us. We have Platoon HQs that increase your squad cap. We have three types of Leman Russ that can tread ovre the enemy (including the Relic requiring Demolisher). We have Heavy Weapon Teams to pour fire on the enemy until there's nothign but smoke and dead bodies left. We have the mighty Earthshaker turret to bombard the enemy into submission. We have a wall of bodies to take the brunt of the enemy assault in the form of Conscripts.

    Our forum is now located here

    Aaaand, the eye candy everyone expects:

    New Front End screenshots:
    -Main menu view
    -Army Painter view
    Unit Screenshots:
    Platoon HQ
    -with Grenade Launchers
    -with Plasma Gun
    Conscripts
    -with Flamer
    Heavy Weapons
    -with Heavy Bolters
    -with Mortars
    -with Missile Launcher
    -with Lascannons - coming soon
    Storm Troopers
    -charging bravely
    -Melta Gun FX
    Sentinel
    -with Multilaser
    -with Heavy Flamer and Lascannon
    Chimaera
    -with Multilaser
    -with Heavy Bolter
    -with Autocannon
    Hellhound
    -idle
    -toasting
    Leman Russ
    -MBT without sponsoons
    -MBT with sponsoon upgrades
    -Exterminator without sponsoons
    -Demolisher - Work in Progress
    Griffon
    -Work in Progress
    Earthshaker
    -firing
    -deadly trio
    Buildings
    -coming soon, likely after the holidays
    Other Screenshots
    -Mortars bombarding defensively in front of the gun line
    -Storm Trooper in woodland camouflage
    -Storm Trooper in icedland camouflage
    -Storm Trooper in desert camouflage
    -Storm Trooper in urban camouflage
    -Storm Trooper in plains/grass camouflage
    -Storm Trooper in black camouflage - my personal scheme
    Some really old screenshots
    -vanilla DoW's guardsmen (team colourable), along sentinels
    -same guardsmen with chimaeras
    -infantry line lighting up a SM commander
    -vanilla DoW Leman Russ (also team colourable)
    -Hellhound toasting an enemy IG HQ - yes, not an Ork camp.

    Over the next weeks, we will add more screenshots of both existing units and new work being finished. I will also try to make weekly posts on individual units in the mod, explaining their options, their intended role on the battlefield as well as how they should best be used.

    If you want to try a mod where you can lose a hundred men in a sigle battle and still be victorious, try HRM. If you want to envelop the enemy and still hold back reserves, try HRM. If you want to pulverize the opposition with an armoured company, try HRM. If you love bombarding the enemy base until there's nothing but rubble, try HRM. If you want to get a feel of what the Guard is supposed to be in Warhammer 40,000, try HRM.

    If you would like to try our mod, log on to our forum and download version 0.56B. Although we are aware there are plenty of bugs left to iron out (as well as new additions brought during the DC port), we will apreciate any constructive help. Although the team will only be available for modding sparingly (holiday, family, trips, etc.), be on the lookout for anything new we might spit out these weeks.

    The mod is DC compatible

    P.S. A cookie for anyone who had the patience to read all my blabber
    Last edited by --eFTy-->; 22nd Feb 07 at 1:41 PM.

  2. #2
    Member
    Join Date
    Jan 2006
    Location
    I'm not stupid enough to tell you that I'm British!
    Interesting progress, some new stuff I haven't seen before.

    Wanna strike a deal on that Earthshaker? I wish to make a Manticore platform out of it.
    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:

  3. #3
    Exemplar
    Guest
    Great work. The Earthshakers look amazing.

    I am looking foward for this.

  4. #4
    Member the-tempest's Avatar
    Join Date
    Nov 2004
    Location
    Vancouver, BC, Canada
    I thought you guys had a Mordian (or was it Praetorian) model from brother santos? I like the look of your Earthshakers too, especially in trio formation

  5. #5
    Axel_of_sweden
    Guest
    Quick question, why dont you use the orginal russ,

    Why not make a randomization for the russ like phaeton and ryza pattern in the same unit.

  6. #6
    Member
    Join Date
    Jan 2006
    Location
    I'm not stupid enough to tell you that I'm British!
    Axel - is the Leman Russ model the only thing you care about in DOW?

    No offence of course, but game play & overall fun is usually better than a single tank model

    The Leman Russ here is different to that in WA. Infact, it's a different model isn't it?
    Last time I remember, it was the old Dawn of War one, but that was over a year ago.

  7. #7
    Except the really old screenshots, all screenies are of our own models. That means infantry models, including Storm Troopers, and all the vehicles of course, they're al lmodels done by the HRM team.

  8. #8
    Member potemkis's Avatar
    Join Date
    Apr 2005
    Location
    Syracuse, NY
    Great to hear from this mod again! Lookin good guys, keep it up.

  9. #9
    Axel_of_sweden
    Guest
    Yeah it,s beceause alot off pepole dont care that mutch about the good ol russ

  10. #10
    We do care about it, that's why we did the three Codex variants, with upgradeable sponsoons (including multi-meltas on the Demolisher).

  11. #11
    Member
    Join Date
    Jan 2005
    Location
    Kent, England
    eFTY nice to see you back, and with one of the first mods for dow i ever downloaded, nice work

  12. #12
    sinister181
    Guest
    Very impressive work, i look forward to seeing how this progresses Is there info on your tech tree anywhere?

    Sinister

  13. #13
    "Perfect Every Time" Uncle Benny's Avatar
    Join Date
    Mar 2005
    Location
    Midwest US
    Quote Originally Posted by skills
    one of the first mods for dow i ever downloaded
    How about the first full race mod for DoW, period? It's the longest running mod project, and though it's never had a full release yet, they keep plugging away! Good for you guys!

  14. #14
    Is this mod dc friendly?

  15. #15
    Member PacPomarnacki's Avatar
    Join Date
    Dec 2005
    Location
    Great Britain
    Hey eFTy, if you want any help finishing those textures, its the holidays and I have spare time on my hands
    Ill likely find you on IRC anyway.

    Pac.

  16. #16
    Thanks PAc, we'll talk on IRC. And yes, the mod is DC compatible.

  17. #17
    Thankyou.

  18. #18
    Member Gremlin Shoota's Avatar
    Join Date
    Aug 2006
    Location
    Waaagh!!! (St.Catharines, Ontario)
    I CANT WAIT ANYMORE!!! to much suspense

    --eFTy--> any ideas when it will be done?
    "Two things are infinite: the universe and human stupidity; and I'm not sure about the former." - Albert Einstein

  19. #19
    Banned StonageProd.'s Avatar
    Join Date
    Jan 2007
    Location
    Lincolnshire, Uk.
    First time ever trying this mod and i think its great.

    However:

    Models are a little too low poly and need better textures.
    Some models are blatently stolen :P you can tell!

    If you pm the dl link for the UV's of the buildings however (make the uv's .tga .png or .psd) and i'll have a go at texturing them for you.

    My xfire: viralhatred

  20. #20
    Greymane pack-father Lleman's Avatar
    Join Date
    Dec 2005
    Location
    On my way back to my cubs, eternally.
    Some models are blatently stolen :P you can tell!
    What models have been stolen, pray tell? I've been following this mod for some (ahem!) time now, and i'd be interested in hearing that... No flaming intended ofc.
    We look to the heavens so that one day our children may look back towards home.

  21. #21
    Banned StonageProd.'s Avatar
    Join Date
    Jan 2007
    Location
    Lincolnshire, Uk.
    Well, i know for a fact that the senitel if from the Steel Legion mod and that some of the vehicles are just relic's only reskinned.

  22. #22
    Ok, saying this mod has committed Plagiarism is a very bad thing:

    If you get all bitchy about it again, care to do your research:

    Re-textured models are either place holders, and the sentinel was allowed to be used.

  23. Child's Play Donor Forum Subscriber  #23
    Well, i know for a fact that the senitel if from the Steel Legion mod and that some of the vehicles are just relic's only reskinned.

    Do you know that because it says on the front page? Considering they got promission to use it indicates it was not stolen.

  24. #24
    Member Don_Durandal's Avatar
    Join Date
    Oct 2006
    Location
    Switzerland
    Yes, the Sentinel is from the Steel Legion mod. It wasn't stollen though. It's part of a joint project between Maestrorobertus and Emperor's Teeth. In case you didn't know the basilisk in the Steel Legion was modelled by ETeeth, and the sentinel received as exchange.
    It is the same reason why the Steel Legion mod and HRM share the same Chimera and Hellhound model. It was modelled by Emperor's Teeth and textured by the SL team.
    The LR models were also shared between the mods. The texture is specific to each mod though.

    There aren't any retextured relic models in the mod, except the colonel (Brom) who is a placeholder until we have the real model.
    All models claimed to have been made by the HRM team has been made by the team and not stollen.

    Could you be more precise on the bad texture please? I could do with a feedback (some of those textures are in the work, i.e. heavy weapons).

    If you're willing to help with the building's texture, you'll be more than welcome

    ++ Grenadier

  25. #25
    Banned StonageProd.'s Avatar
    Join Date
    Jan 2007
    Location
    Lincolnshire, Uk.
    Bad textur is that the textures look like a mspaint job. Look the IG textures, they have scratches etc. They that.

    And i'd be willing to do the buildings, or attempt them at least.

    Sorry for any offense caused.

  26. #26
    StonageProd.
    First you tell a texture artist his work looks like a MSPaint job, then you say you are sorry for insulting. Nice.

    Also, failing to read the first paragraphs of the thread and then accusing a mod team of plagiarism/theft is kinda... well... dumb. What do you think the word 'collaboration' means?

    The only remaining Relic vehicle in the game, reskinned, is the Leman Russ from the original DoW campaign, standing in for the Griffon. However, if you'd look at the screenshots list you will see a WIP shot of our own Griffon model.

    GremlinShoota
    It will be done when it's done. We're halfway through, so there is still plenty of work to be done before the candy's done.


    Also, I'd like to apologize for failing to deliver on my promise of explaining each unit. If nothing unforeseen decides to screw me over (exams period, and every bit of spare time I spend in DC online - yeah, it's imba), I'll start posting about the gameplay of our mod next week, begining with T1 of course.

  27. #27
    Banned StonageProd.'s Avatar
    Join Date
    Jan 2007
    Location
    Lincolnshire, Uk.
    Well sorry humpty dumpty i never read the paragraphs, i just looked at the pic's, saw the balisk and though yeah i'm gettin that.

  28. #28
    Banned StonageProd.'s Avatar
    Join Date
    Jan 2007
    Location
    Lincolnshire, Uk.
    Also, you've got a bit of a scale problem. Plus highlights my point about detail and textures.

    Also, any idea's why the old dow npc guard's hands and gun are fucked up ish?


  29. #29
    Member Don_Durandal's Avatar
    Join Date
    Oct 2006
    Location
    Switzerland
    The "scale problem" is intended. We want to keep a more realisistic size difference between infantry and vehicles.

    If you want to compare the texture, use the army painter one. The RSH hasn't been updated for 17 months (an error on our side which will be corrected next beta release) and as such is obviously not complete and quite sub-par.

  30. #30
    Quote Originally Posted by StonageProd.
    Well sorry humpty dumpty i never read the paragraphs, i just looked at the pic's, saw the balisk and though yeah i'm gettin that.
    You really like making it easy for people, don't you?

  31. #31
    Banned StonageProd.'s Avatar
    Join Date
    Jan 2007
    Location
    Lincolnshire, Uk.
    @ Don.

    Why not make the vehicles bigger and the troops normal ig size?

    That's what the full scale mod did.

  32. #32
    Member
    Join Date
    Jul 2006
    Location
    United Queendom of some island no-one has ever heared of.. or have they?
    For some reason or anouther, all the models other than the Servitor appear as Pink Boxes of Doom
    It has, sadly, come to our attention that due to a mass discombobulationary field, a large part of this country has suddenly ground to halt trying to think what life is really about.

  33. #33
    Greymane pack-father Lleman's Avatar
    Join Date
    Dec 2005
    Location
    On my way back to my cubs, eternally.
    Weird. It works perfectly though. Try uninstalling then reinstalling. Are you using DC?

  34. #34
    Member
    Join Date
    Jul 2006
    Location
    United Queendom of some island no-one has ever heared of.. or have they?
    Yep, I'm using DC, I shall go and remove the offending items....

  35. #35
    Member sunray's Avatar
    Join Date
    Oct 2005
    Location
    Queensland, Australia
    Why not make the vehicles bigger and the troops normal ig size?

    That's what the full scale mod did.
    That's also what I do to most of the mods I use. It works well, and doesn't give you oversized terrain on all the maps you use with the mods.

    regards

    sunray


  36. #36
    Moonbeam Funk fneep's Avatar
    Join Date
    Nov 2005
    Location
    Australia
    A bit of news, We have a site. A new site. A good site. After some issues with Sites and forums and things, we have our proper site and forum up again. You can find it at http://www.hisrighteousmod.kilu.de/. Register and get posting .

  37. #37

    OMG!

    I was looking at your new site, and i saw the HQ Building Model! Four Words:

    OH MY ****ING GOD!

    That is the Single Best HQ I have EVER SEEN! It's Bloody Awesome!

    Few Questions:
    - Are those Turrets Upgrades (Tier1/2/3) or they come default?
    - Will these IG feature tunnels like the WA/DC IG?
    - Will you try to get this mod Nightshift Compatible?
    I guess day 1 DLC was too casual for EA, so let's start doing 8-month-early DLC! - Shuma
    Eagerly awaiting DoW3 with mod tools. You hear me Relic?!


  38. #38
    Member HiveMind's Avatar
    Join Date
    Jan 2006
    Location
    Sydney, NSW, Australia
    The faces look... odd. I can't quite put my finger on it, but something just seems to be wrong about them.
    Anway, onto more important matters.

    HELLHOUND! ZOMGWTFBBQWHEEEE! Now THAT is what an inferno cannon should look like!
    I like flamer weapons.
    Also, that base looks really good.
    I love the effect of the earthshakers/mortars hitting the ground.
    I'm signing up!

  39. #39
    Moonbeam Funk fneep's Avatar
    Join Date
    Nov 2005
    Location
    Australia
    Promythyus:

    Thankyou for your kind words about the HQ.

    1. The turrets and when you get them are still being finalised. You will definately be about to have HB turrets by Tier 2 and Lascannons by Tier three.
    2. No tunnels for us. We try to be as different as possible from the Relic IG. There are plenty of other cool features instead of tunnels.
    3. When the DC Nightshift is done, we will see what we can do...

    Hivemind:

    Glad you like the mod We have had several comments about faces. I'm not sure if its good or bad. Some people like them, some don't. I think, most likely, they are here to stay.

    For anybody who has not yet seen it: Eye candy!



    Its a WIP and is likely to change before the final version. But it is much better than the old one.

  40. #40
    Thanks for answering my questions so quickly

    Are you guys looking for any new team members at the moment? If so, I could do abit of LUA coding...

  41. #41
    can some one please give me a link to a DC compatable version please, iv been looking around and i cant find one. plus you may wanna fix the link on the 1st page. gd luck peeps keep up the good work . thnx.
    set the worlds ablaze

  42. #42
    Member The_Guardman's Avatar
    Join Date
    Mar 2006
    Location
    Trieste, Italy
    I issued Sasquatch your problem. The latest versions avaible is HRM_0.56 (DC release) and HRM_0.56B (dev version, not working). They will be uploaded the next days, apparently they was not uploaded.
    We have some big plan about gameplay, the mod is starting to show some weackness due to his now-too-old techtree.
    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.

  43. #43
    Duken
    Guest
    What's the difference between 0.56(DC) and 0.51(Newest on Site)?

  44. #44
    Moonbeam Funk fneep's Avatar
    Join Date
    Nov 2005
    Location
    Australia
    A lot. I'll try to get it sorted out soon.

  45. #45
    Member The_Guardman's Avatar
    Join Date
    Mar 2006
    Location
    Trieste, Italy
    A little update:
    The new techtree is finally finish (hopefully, at least) and Sas is hard working on the new coding of the units. I hope that it will be balanced to the DC gamespeed & power level, while still mantaining the typical feel of visceral infantry meatgrinder HRM is know for.

  46. #46
    lunarwolf
    Guest
    is this a full race mod seperate from the other ig ?

  47. #47
    It Sure is! it was originally for Dawn of War (the 1st one), which didn't have the IG, but as they game has grown, they have updated it for DC (IIRC). Please correct me if im wrong...

  48. #48
    lunarwolf
    Guest
    thats awsome cause i like the relics IG kinda but would love to see a swarm Ig race at the same time battling side by side

  49. #49
    Member The_Guardman's Avatar
    Join Date
    Mar 2006
    Location
    Trieste, Italy
    Full race mod.
    Mainly it work on giving IG the swarm spirit/ treanch warfare it deserve. Under DoW, it worked greatly. With WA, and the late tier spam, it was so-so, often you find yourself crushed under the T3 spamfeast. Now that DC have stopped that madness, it seem to work fine again.
    However, DC have a different gamespeed, something that HRM have an hard time to follow. So, we had reworked the techtree & stats, and added some unit from our personal wishlist that finally can be realized thanx to the new mechanisms DC had introduced.

    You can find the OLD HRM 0.56 for DC HERE. (Courtesy of Fneep).

Thread Information

Users Browsing this Thread

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

     

Posting Permissions

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