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Dawn of War 2: Codex Edition

  1. #3601
    Ah glad you enjoyed it zogg. Yeah I think our concerns are starting to get recognized a bit, like sangai said we'll just have to wait til 1.5 for further discussion regarding eldar. Im also rather intrested in how the nids an chaos are coming along, wonder if they will be balanced in 1.5.

  2. #3602
    I would really like to see chaos or actually any race implemented be4 anymore further buffing and nerfing happens, i totally agree with nightwing

  3. #3603
    Did gabe mention if nids an chaos would be properly implimented in 1.5, cant remember.

  4. #3604
    yeah its nids, not something i look forward too tbh, another swarm army... -.-

  5. #3605
    Member LupusXIII's Avatar
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    the only reason i still post suggestions to eldar buffs is that gabe actually asked for it in his last post and its not only about making something stronger or weaker hes asking for creative ideas something waht isnt as linear as raise dmg or toughness everyone who risk a look in to the databanks will see there are plently of factors wich affecting balance but most importantly its meant to underline the fluff

    and i personally thinks (i dont expect this counts for everyone but it counts for me) that eldar of updatet races are the one wich need the most work in terms of fluff its possible that orcs need the most balancing right now but im not even sure about that but there fluff is pretty good they just feel like orcs swarmy crazy and green

    and im glad if i can help to improve the eldar fluff with my ideas but im also dont want them to be OP i just want to give eldar players the oputurnity to use the full potential of this realy awsome race

  6. #3606
    "im glad if i can help to improve the eldar fluff with my ideas but im also dont want them to be OP i just want to give eldar players the oputurnity to use the full potential of this realy awsome race"

    So platforms with trolol firepower and suppression with fleet isnt op? Cloaked assault units? Mass brightlances? btw this is not a troll in anyway its just more like constructive critsism

  7. #3607
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    first i like cretism so thx

    and i dont think that its OP caus there still pretty vulnerable to any kind of dmg as besides avatar no elda unit is beffe they need there snaky abillitys and high fire power to be competiv eldar try to finish a fight asap to keep looses low sure a shuricanon wich suppressing your army is nasty but good timed Jumptroops or suppresion break skill can make an stationed eldar army breakable as glass

  8. #3608
    Well thats what i mean, you need somesort of flying/burrowing/etc. assault units to break supp teams, or a vehicle, although i do agree the avatar needs to be buffed a good amount, and i dont think t1 scorps should get infiltrate, maybe get an upgrade for it? cause im tired of being ambushed from some dudes with power swords who can easilt runaway after the rest of the army arrives

  9. #3609
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    i just want to say only scorpexarch has power weapon normal units have chainsabres waht is eldar version of SM chainsword just lighter and faster and invis is an upgrade its not a natural abillity

  10. #3610
    Just proves i never played eldar to an extent...well my mistake

  11. #3611
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    maby u should give them a try at least to folow the rule Know youre enemy
    and btw im in codex chat right now think we spammed enough in forum

  12. #3612
    Ive been speaking to a modeller on dakkadakka, hes willing to make our war walker and wasp mesh and textures. Heres some of his previous work, its pretty badass.




    I need to know all the following details: Model format, texture format, polycount, texture size, do we need bump and spec maps aswell? how many parts should the mesh be in? (Im also gonna do some modelling aswell as this chap ^^) what details do we need to know regarding the channels of the color map? When modding sins of a solar empire, spec, glow an team color were all designated in the color maps alpha/rgb channels - is this the same for dow? And are you guys doin all the rigging for the game or do you want him to add a bone structure or cat rig put in place in the models? Rigging btw is the only thing I cant do. Need any an all details.

    [edit]
    Another thing Ive been wondering, are you guys able to add custom animations, or can you only recycle existing animations like they do for fallout 3/nv mods?
    Last edited by OuterHeaven; 31st Jan 12 at 8:28 PM.

  13. #3613
    new animations takes shit tons of coding to do, its much easier and faster to just recycle animations

  14. #3614
    I suppose i should chip in here a bit?

    Model format: As long as the model file can be taken into 3ds max it's fine, DoW II uses it's own model format and model files need to be converted to it, and the scripts made by Santos are only compatible with 3ds max. http://forums.relicnews.com/showthre...-BETA-released!
    Textures are .dds files.
    Polycount and texture size vary a lot from unit to unit, for example, a complete space marine(body, helmet, backpack) is 4,500 polys, while some commanders(Word Bearers Chaos Lord in this example) is pushing 12,600 polys. Biggest texture i've seen is the one the Great Unclean One uses which is 2048x2048, the Space Marine Apothecary(The ultramarine one) uses several, one is 1024x1024(body), another one is 256x128(head) and another one is 256x256(laurels).
    Models use a diffuse texture, dirt texture, emissive texture(for glowing eyes and stuff), a normal map texture, specular texture(which is it's own texture), occlusion texture and team color texture(if the model is going to be team colorable), the emissive texture should be all black with the stuff that's supposed to glow being white and it should have an alpha channel(also all black with the glowy stuff being white), the team color texture uses the RGB and alpha channel to tell the game what parts are colored by what color, the red channel is the primary color, the green channel is the secondary, blue the third color and alpha the fourth.
    Can't tell you what to do with the rigging since i'm not working with the codex edition mod. And thanks to Santos we can in fact make all new animations and add them in-game, i know Horus has added all new animations for some units on his mod, and i have successfully edited existing animations and made them work in-game(in the case of the space marine capes and loincloths). And animations can also obviously be recycled, which would involve simply rigging x model to y existing skeleton.
    Pro-Skub, supporting the idea of new heroes for the Last Stand as DLC since 1967.
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  15. #3615
    Thanks for the info Shuma! I got a lot of help from Bloodravage previously, but he's going to be busy for a while so any new modelers who can help update our mod would be greatly appreciated. I am going to need new Aspect warrior models for scorps, updates for hawks and firedragons, etc. as well as new turret models for the grav tanks.

    Grav tanks are getting an overhaul, I've got a few ideas written up. I get my comp back this weekend so we'll be playing 1.5 saturday or sunday for sure. Eldar will be improved considerably and there will be no more prism chain knockback, no more ranged retreat knockback, and the Avatar will get some new powers. For one, the "always on" burn aura that only damages enemies (so scorps or banshees can hang out near the avatar), the aoe's will come out faster, the sword will deal at least 360 per hit and deal a melta damage DOT to vehciles. Also, he will get a ranged melta blast that can target vehciles and walkers just like in the codex that will snare tanks. I may speed him up a bit too. Rest assured, the Avatar (and other greater daemons) will be much stronger than any regular walkers.

    The weapons on the wraithlord and the grav platforms will be able to be swapped out like tac upgrades as well. I may also add the scatter laser and missile launcher as grav platform upgrades that don't require a setup time. I am also trying to come up with a good effect for a vibro cannon. Anyone know if we can create custom weapon fx yet? The new stuff from Bloodravage involved editing existing effects.

  16. #3616
    Member LupusXIII's Avatar
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    sounds awsome more variety

  17. #3617
    how much max polygons dow2 unit can have???is dow2 using editable poly or mesh??

  18. #3618
    Member LupusXIII's Avatar
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    it seems like Max poly count is absurdly high and is efectivly limeted by pc performance corect me if im wrong im more into scripting than models and such

  19. #3619
    Awesome, cheers for the info shuma, just what I needed. Right Ill take a crack at the wave serpent turret an those lil antenna thingies on the sides of its front wings. Modelling wise this seems simple enough, though Ill probably struggle a bit with all those texture maps as they sound a bit more complicated then what Im use to, so bear with me. Same goes for the chap making the war walker, Im not sure If hes made such complex textures in the past so we'll probs need close guideance regarding that.

    For the turret, Im gusing i dont need to create the weapons? Just the turret itself? How many parts dose the turret mesh need to be in? Im thinking it needs a base, main turret and 2 weapon housing shoulders so the guns can pivot up an down.

    Regarding the antenna thingies, Ill just create them using an imported falcon for scale/placement, then remove the falcon an export the antenna as one file and turret as a second file.



    Ive just been reading that link you posted shuma, remindes me of modding cryengine, deep stuff. Gabe, if we create, scale and rotate the mesh's correctly, then create their textures, will you be able to do the rest? Adding bones/rigging? (still need to know if you want Caminoman to rig the war walker or not) correct file naming, motion trees and exporting etc? We create the mesh/textures, you make em do stuff? Sound good? ^^

    Ill pass this info onto Caminoman, he should be able to start in about 2 weeks. If I get a headstart, I should be able to advise him alot better.

    Related to fx, I saw there was an fx editor in shumas link, perhaps give that a ganders?

    [edit]
    I suppose we also need to create 'destroyed' variants of these models aswell? for the warwalker, turret an antenna? I think we can get away with using the same meshs, an just applying a 'burnt out' texture to them?

    After this, I wouldnt mind giving the whirlwind turret a go, unless youve already got someone on that.
    Last edited by OuterHeaven; 1st Feb 12 at 8:47 AM.

  20. #3620
    how much max polygons dow2 unit can have???is dow2 using editable poly or mesh??
    Editable mesh, of course that doesn't stop you from working in editable poly and then just adding an editable mesh modifier on top of it and collapsing to it, it's what i do. As for max polygons, i don't know if there's a "max" that the game accepts, the chaos lord i mentioned has the highest polycount(12,600) in-game as far as i'm aware. Either way, i wouldn't go past 15,000 polys for "unique" units like commanders, heroes, super units or whatever, but that's just me, Horus would tell you to keep it as low poly as you can, it's up to you.

    Ive just been reading that link you posted shuma, remindes me of modding cryengine, deep stuff.
    Well, unfortunately i don't know much about the deep part, i just model, texture, rig and animate, so basically i just do the generic 3ds max stuff. Fx, motiontree editing, coding the unit in-game and all that is beyond me, BloodRavage and Horus are the only people i know for sure who know how to work those parts.

    I suppose we also need to create 'destroyed' variants of these models aswell? for the warwalker, turret an antenna? I think we can get away with using the same meshs, an just applying a 'burnt out' texture to them?
    I think that's how vehicles are set up in the game, yeah. Something to note is that DoW II uses lods(level of details) so if you want you could make a high poly version of a model and a low poly version, so when you zoom in on the model it'll look really detailed and when you zoom out it'd look pretty low poly, all you have to do(as far as i know) is have the models in the same scene and just name them lod0, lod1, lod2(lod0 being the high poly, lod2 being the lowest poly) you don't have to do it, i've never bothered to do it, but just pointing it out, and it's the same with destroyed variants, they're just called "wreck" instead of "healthy" in the scene(iirc).

    I would suggest that you start by loading up some of Relic's own models into 3ds max and just looking around, mainly at the name structure of the actual mesh and at the material editor, as far as i've seen is where people usually have problems, but i suppose that if you already know your way around those things from modeling stuff for other gamers you wont have any problems.

  21. #3621
    Editable mesh, of course that doesn't stop you from working in editable poly and then just adding an editable mesh modifier on top of it and collapsing to it, it's what i do. As for max polygons, i don't know if there's a "max" that the game accepts, the chaos lord i mentioned has the highest polycount(12,600) in-game as far as i'm aware. Either way, i wouldn't go past 15,000 polys for "unique" units like commanders, heroes, super units or whatever, but that's just me, Horus would tell you to keep it as low poly as you can, it's up to you.
    Ushually I create my mesh's in blender, then export to 3ds and add the edible mesh modifier, and what ever else is needed for what ever game ill be exporting the model for. Im not gonna bother with lods, im familiar with them from cryengine and the geck, think they were good for performance but dont think it'l make much difference here. I generally also try to keep things under 5-7k polys, but yeah I understand the need to keep em as low poly as possible for performance reasons.

    Well, unfortunately i don't know much about the deep part, i just model, texture, rig and animate, so basically i just do the generic 3ds max stuff. Fx, motiontree editing, coding the unit in-game and all that is beyond me, BloodRavage and Horus are the only people i know for sure who know how to work those parts.
    Perhaps I may look into the deep stuff after this turret then, these motion trees in particular sound pretty intresting.

    I think that's how vehicles are set up in the game, yeah. Something to note is that DoW II uses lods(level of details) so if you want you could make a high poly version of a model and a low poly version, so when you zoom in on the model it'll look really detailed and when you zoom out it'd look pretty low poly, all you have to do(as far as i know) is have the models in the same scene and just name them lod0, lod1, lod2(lod0 being the high poly, lod2 being the lowest poly) you don't have to do it, i've never bothered to do it, but just pointing it out, and it's the same with destroyed variants, they're just called "wreck" instead of "healthy" in the scene(iirc).
    Cool, well, Ill get these models whipped up, then Ill fiddle around with naming an what goes where in what scene once Im a bit more comfterble. So with wrecks, I just need to duplicate the entire rigged model, rename it wreck, an give it the wreck textures in the material editor, and export that, with both models/rigs as one file?

    I would suggest that you start by loading up some of Relic's own models into 3ds max and just looking around, mainly at the name structure of the actual mesh and at the material editor, as far as i've seen is where people usually have problems, but i suppose that if you already know your way around those things from modeling stuff for other gamers you wont have any problems.
    Material editor, renaming, grouping etc Im fairly familiar with, its just been a long ass time since Ive last booted up max, so Im a bit rusty atm. Just finished the first stage of the serpent turret, took around 2 hours think its pretty accurate. Wish I had some better pics to work from ^^

    Last edited by OuterHeaven; 1st Feb 12 at 2:00 PM.

  22. #3622
    Sounds awesome! I don't understand a single word of what you guys are talking about. But you have my full moral support! =D
    If you really can exchange the Turret on the Falcon/Wave Serpent, maybe you can include the Night Spinner and Firestorm or even the Warphunter Variants? Could then made upgrades for the Fire Prism.

    Night Spinner:
    http://wh40k.lexicanum.com/mediawiki...ghtSpinner.jpg

    Firestorm:
    http://wh40k.lexicanum.com/mediawiki...torm_model.jpg

    Warphunter:
    http://wh40k.lexicanum.com/mediawiki...warphunter.jpg

    Although I'm strictly against super heavies, I absolutely love variants =D

  23. #3623
    If I can get this texture process under my belt, Ill be happy to produce all these variants. Only issue is proper pictures, we artists idealilly need schematics/blueprints so we can properly define the purportions of the model. As it stands me an Caminoman will be winging it usin pics from google and the like. Fancy!

    A lil update.


    Ill be takin a break now, will hopefully get the weapon housing shoulders an base finished some time tomo

    [edit]
    I forgot to ask, whats happned to the warboss armor?
    only thing able to be seen is only the pauldrons, the faceguard and all is gone so its very similar to the rank 1 warboss armour uncept for the extra spikes on the shoulder and the tusk with the skull tied on
    Last edited by OuterHeaven; 1st Feb 12 at 3:17 PM.

  24. #3624
    Member LupusXIII's Avatar
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    im actually redownloading 3ds max i decided to get my self deeper in to the modeling stuff allready toyed a bit with it but never startet a real project but now seeing all this busy little bees XD made me buring in excitement
    so i star making jetbikes or vipers or/and jetbikes model and meshes for vipers i would use dow 1 models there pretty accurate and with some modifikations and an new texture they should look awsome and for jetbikes i also would use vyper models as base cause there pretty similar and i have a jetbike squad for table top as example so wish me good luck with it

  25. #3625
    You can't use any parts of any DoW1 models in DoW2. You're going to have to create the jetbikes from scratch.

  26. #3626
    Wouldnt implementing a dark eldar race that is similar to eldar be pretty fast to do? couse i would love to see a dark eldar race be played in dow 2

  27. #3627
    Sup sparda, its genocyber ^^ You modding dow 2 now? Thought you guys were creating that game on the hero engine?

    Lupus, jetbikes would be sweet, there seen in almost every eldar tabletop army, same with vypers so i would deffo welcome em, but with their organic shapes I sense they will be fairly difficult to create for your first project. I suggest starting with some simple stuff like im doing, turrets and such or wargear/armor pieces. Also blender and wings 3d are far more accessible to someone with little to no experience with modelling then 3ds max. I still use blender to this day for my model creation an only move to max once the model itself is finished.

    Dark eldar? Creating a new race, even if it was jus retextures an kitbashing existing parts in the model editor, would still take a huge amount of time. Still, cool idea, would love to see some dark eldar in dow. Perhaps as some type of merc force asa hero power?

    Can someone send me a set of example textures and a mesh? Im trying to get my head round this texture process but would help a ton if I could look at some finished textures.
    Last edited by OuterHeaven; 1st Feb 12 at 9:17 PM.

  28. #3628
    Hey is there any confirmed date as which chaos is to be released? i wanna spread chaos codex style

    ----------

    Ok guys sorry for the spammage of the fourm but i wanted to get this idea that been gnawing at me now, i was thinking a defiler model to replace GUO or just be added on, it can have a battlecannon on its hull as a click fire weapon, the reaper auto cannon on its right arm which is auto fire, and his left arm can get a flail or some wort of nasty assault weapon. For a secondary HQ unit a daemon prince with the 4 chaos god upgrades it starts as a strong melee unit, khorne makes it more stronger in melee and adds the CL's "kill the weak power", Nurgle could get some of the GUO abilities as well as increased health with reduced move speed, Slannesh could get faster move speed and slightly faster attack speeds with a chance of dodge and some sort of banshee shout, and tzeench could be a caster type like the chaos sorcc. but he can be more of an aggressive battle caster like the sm libby What do you think?
    Last edited by WarlordZoggfist; 1st Feb 12 at 9:54 PM.

  29. #3629
    You can't use any parts of any DoW1 models in DoW2. You're going to have to create the jetbikes from scratch.
    True, but that doesn't stop you from using them as a reference.

  30. #3630
    I have a request from Zymran, a buddy of mine: Would it be possible to remove all hotkeys from wargears (buying the wargear)? It is messing with the ability hotkeys and often use the same key, so triggering an ability means buying or equipping certain wargear. And several Abilities use the same Hotkey, like the sluggas Waaagh!and Grenade Ability.

    Furthermore it seems that the Eldar Guardians D-Cannon platform cannot move, when singularity is on cooldown. I have to test that more and will report back.

    Edit: I could recreate the two major bugs for Eldar: The one is platforms getting stucked in Terrain especially if your build them and no chance to move or retreat them away. Also happens with Rangers and Aspect Warriors. I don't know why Eldar suffer the most from this issue.

    And the second thing is, when Singularity is on cooldown on the D-Cannon Platform of Eldar Guardians, the platform will not move though the Guardians will move around. This happens in the replay the second time I use singularity.

    Here is the replay:
    http://www.file-upload.net/download-...32-54.rec.html

    Note: This replay is just to reconstruct the bugs, so it's not particularily exciting to watch. You can fast forward it. The First Platform stucks pretty early, the D-Cannon problem reveals itself after I used singularity for the second time.
    Last edited by Nightwing; 2nd Feb 12 at 4:37 AM.

  31. #3631
    Member LupusXIII's Avatar
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    bugreport: wehn unloading a GU squad from a waveserpent the plate can stuck in the waveserpent the sqaud is than unable to move and the plate will be draged with the serpent

  32. #3632
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    suggestion: Brightlance should be moved up to t2 shes pretty useless in most situations during early game and also pretty costly with 40power and insted starcanon sould be moved to t1 wich would make eldar early game a bit more versatile so they would have tactical choices beside tech rushing vs heavy inf based races like SM or CSM an AV specialised weapon like bright lance fullfill its role mainly during mid and late game beside that Starcanon would let eldar player decide if he wants to have its GU Fast and mobile with enchant fire power but shorter range or would he rather use suppression and long range but longer reaction time cause of setup time also with scater laser and eldar rocket launcher plate the shemata would be a bit more logical 1 setupweapon 1 mobile one on t1 and 2 setupweapon 2 mobile one on t2

  33. #3633
    Hm the idea with the starcannon could even be considered. I'm not sure how expensive the starcannon is right now, but it has to be something serious (like 40-50) if it's available in T1. Having the Bright Lance in T1 makes some sense to me if Eldar looses the Tech Race and the enemy brings an early vehicle. So I see no need to push it back to T2.

    Additionally it would be a nice idea for Seer Concils if they would auto-cast spells randomly. I.E. using Eteral Slash as a Special Move in Melee from time to time or using Destructor as a ranged attack sometimes. This would buff them in a creative way and give the player more the feeling like it's acutally a squad of powerful Psykers.

    The bug around units stucking in transports, I'm not sure if this is a problem carried over from vanilla. It happend to me in vanilla too as well as with other races in CE. This is not something that happens regularily and couldnt be recreated with any certainty. It happens, but we don't know why. So I'm not sure if Gabe can solve this problem. I continue to post any bugs on page 70.

  34. #3634
    Gorb, soon will weigh in with my opinions, may wait till 1.5.
    Immediate problem though is that Drop Pods apparently almost or completely one shot bases. Will you have a chance to deal with that for 1.5?

    Many Thanks for a truly great mod.

  35. #3635
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    Its done after a day infront of Blender and youtube (tutorials ) i finaly have the GU jetbike still without weapons and pilot so i ask if the wepons get placed by the engine by a marker and can some one give me an riged Guardian model as pilot or can do the final changes so we can use it would love to see it in 1.6 i think its pretty good for my first model

  36. #3636
    Hey i'm at my friend Ryan's house waiting for my comp to be updated. I'll be working on the 1.5 update tomorrow and should finish up tomorrow afternoon or evening.

    No idea on the grav plat getting stuck in the falcon, I will look into it. Also, no idea about drop pods one shotting bases. They do 200 explosive damage, shouldn't destroy a base though. Bases have 20000 hp. Perhaps I can make it so that you cannot drop one on a base at all, by adding some lines to the targeting section.

    I reworked damage tables for ork t1 melee troops and gaunts, they should be good to go tomorrow and scale nicely. Also, I want a chance to rework the warboss' gear and fix all the hotkey errors. I will remove all wargear upgrade hotkeys.

    The guardian plats will be: scatter laser, shuriken plat, and brightlance in t1; starcannon, missile launcher, and d-cannon in t2. They should be exchangeable too, so if you went with a shuriken in t1, you can buy a starcannon in t2. The issue with plasma in t1 is that it would kind of make dire avengers redundant, and I buffed them and made them less expensive so that they'd see more action in 1.5.

    Banshee shout now totally disables units - no jumping out, no using abilities to save yourself (like shottie blast), no nade spiking, no teleporting away. If the shees get you, you can retreat or take the hits. If you get caught out of position with banshees, they go down fairly easily. If the new shout isn't enough, I will buff their toughness next week.

    I know we moved away from the "rock paper scissors" hard counter model with CE, but eldar are sort of counter-based 'by design." They come right out of the box with specialized weapons and are geared towards taking on specific target types, or fighting in a specific type of engagement. So, I want to keep the basic flavor of the Eldar as elite specialists who don't take punishment very well - but can dish out the pain in short order... but at the same time, I want them to last long enough in firefights to where new players aren't put off by trying to use them the way you'd use guardians in vanilla.

  37. #3637
    @Lupus: Wow the Jetbike Model looks great! If you can get the hang of it, we will abuse your skills to the maximum! =D

    @Gabe: I agree with the counter-based design of Eldar. While SM are pretty much, "We are the solution to everything", Eldar have the perfect solution to every problem. Can't wait to get my hands on 1.5. Tyranids will be finished in 1.5. right? And what will be the difference between Shuriken Cannons and Scatter Laser? Scatter Laser will not supress but has a faster rate of fire and therefore deals more damage to light infantry?

  38. #3638
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    need a quick advise to make texture for the jetbike to make it work in Armypainter

  39. #3639
    also blind grenades dont seem to be working, you cant throw them anywhere?

  40. #3640
    Lupus, GREAT job on the jetbikes i look forward to seeing them on the battlefield

  41. #3641
    Lupus, ask Horus how he put the guardsman model into his scout sentinel. The guardsman pilot is even team colorable and compatible with the dlc. It would be cool if you added eldar jetbike pilots who can have that same functionality.

    ----------

    UPDATE: New pc is running great, I'm reinstalling the mod tools and going to be working on 1.5 for most of the evening. It may be tomorrow that 1.5 goes up on the front page, but I am 100% sure it will be done tonight.

  42. #3642
    Lupus, you using the subsurf modifier? If so you may want to have a look at your vertex an face count. If its just the smooth modifier for rendering purposes, then your all good.
    .. mesh smooth with subsurf, lets see if this works with dow format. Totally hoping it dose.

    [edit]
    Ive already said this to you on steam but I wanna say it again, amazing work dude. Im litterially blown away that youve managed to create this for your first time.
    Last edited by OuterHeaven; 4th Feb 12 at 3:39 PM.

  43. #3643
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    did a alternate version of the model wich is a bit closer to the Tabletop statue



    Edit was able to convert the model to 3DS Max without lowerd quality
    Last edited by LupusXIII; 4th Feb 12 at 5:41 PM.

  44. #3644
    Edit was able to convert the model to 3DS Max without lowerd quality
    You bring honor to your family.

    Going to reinstall blender as Ive jus realised Im still running 249.2 >.>

    Now if only we could get some help with the textures..

    [edit]
    Turrets finished. Will smooth it out after reinstall.
    Last edited by OuterHeaven; 4th Feb 12 at 6:47 PM.

  45. #3645
    If you guys don't mind, how about making the new grav paltforms? Scatter laser and a proper star cannon (current one is using d cannon I think) would be cool. Also, take a look at the twinlinked shuriken catapults on the underslung nose gun of the falcon and wave serpent. If you could attach a shuriken cannon to that model in palce of the twinlinked catas, that would be awesome. Then I could add the shuri cannon as an upgrade to the grav tanks. Just save the model as gravtank_shruicannon_nose or something.

    UPDATE: So far, so good. I think I need a break since it's been a few hours. Everything is done except for some ork upgrade and hotkey stuff, and some wargear changes for the warboss. Also, I need to rework some tyranid upgrades and figure out how to fix their buildings.

    Right now, nids will be playable and much more functional but not "complete." I have new buildings and new tyrannoformation options to add to the global hotbar. I won't make you wait to get 1.5, but just know that the globals in 1.5 for nids will not be "final." They will be the same ones from Chaos Rising CE. That'll hold you till next week. 1.6 should see nids fully integrated and IG playable. That'll be next sat or sunday. For now I am on target to upload 1.5 in the morning after some further testing.

  46. #3646
    Member LupusXIII's Avatar
    Join Date
    Mar 2011
    Location
    Germany
    great im seeing forward to it for plats and vehicle defence weapons i will try to get some references and say tomorrow if i can do something of it

  47. #3647
    Excellent. Here's what I need for the grav tank top turrets as well:

    Falcon: replace the scatter laser side with each of the following

    Shuriken Cannon, Eldar Missile Launcher, Starcannon, and Brightlance. You should be able to use parts from shuri/brightlance plats or the wraithlord shuriken and brightlance. That way you only really have to make the starcannon and missile launcher from scratch.

    For the Wave serpent, I need twinlinked versions of the Shuri Cannon, Scatter Laser (easy, just copy the side of the Falcon turret and replace the pulse laser), Brightlances, Starcannons and Missile Launchers.

    They both use the same wargear model for the nose guns.

    If they aren't ready by tomorrow no worries, we can add them for 1.6.

  48. #3648
    Member Ch@cky's Avatar
    Join Date
    Jan 2012
    Location
    Heidelberg / Germany
    So when will 1.5 out? today or tomorrow?

  49. #3649
    Member LupusXIII's Avatar
    Join Date
    Mar 2011
    Location
    Germany
    i tryed the star canon for now without plate so we can use it for vehicles and plates

  50. #3650
    Member cobaltlotus's Avatar
    Join Date
    Feb 2011
    Location
    Webster, NY
    @GG: Quick question. When you upload the mod, do you think you could pack it? i.e. like Skyrim modders do? For example:
    Instead of putting everything in one folder so it needs to be hand-placed, make it so that the files are where they would have to be put normally. So like.. You make a bunch of dummy folders, and put each file in it's appropriate directory so all people need to do is unzip into their Ret folder and they're all set after that.

    That would be amazing, since I have trouble putting the folders in their appropriate places I'm a numbnuts.
    Courage and Honor!
    The enemies of the Emperor fear many things.
    They fear discovery, defeat, despair and death.
    Yet there is one thing they fear above all others.
    They fear the wrath of the Space Marines!

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