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[Random Releases] Shuma's Wargear Room(Ranked compatible Mods!)

  1. #501
    http://forums.relicnews.com/showthre...s&daysprune=-1

    Kinda, however... IF i remember correctly Cope said it was flat out impossible to add a 4th commander through conventional terms(ie adding just another race/button in the UI) or something along those lines, i tried to put up a team to add a 4th commander back then and you can find the thread on that in the main modding forum, in the end it's probably not worth all the trouble imo. It'd be better to come up with another system that doesn't involve the UI, iirc Miguel said it would be simple to make a menu in game where you could select your starting commander, i'd guess it could be similar to the CoH doctrines but without the fancy UI.

    And as for adding new races it probably would be simpler to replace commanders with a whole race, similar to how in the Chaos race some commanders have access to stuff others have, so in other words making it so that the commander slots are races slots, not sure how feasible that is since it's code stuff but in theory it should be possible, but even then if we started making full races mods right now probably none of them would be finished by the time DoW III.

    Anyway, i don't really have a visual update mainly because i'm too lazy to make a video but the FC's cape is almost completely animated with the sword/gun combo(not really hard, just tedious), so then i'd just have to animate the cape with the power fist animations and he would have a permanent cape in MP, i've also added a loincloth to make Veterans or to simply give it to the FC, so when i'm done with this it will be pretty easy to make veterans or give the FC his cape permanently.
    Pro-Skub, supporting the idea of new heroes for the Last Stand as DLC since 1967.
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  2. #502
    Thanks for the info Shuma! Really looking forward to the loincloth things for the Veterans. The FC could use it too. Could you make animated robes for the Dark Angels?

  3. #503
    Shuma you have in program to add this http://www.games-workshop.com/gws/ca...Id=prod1050178


    A carnifex with this 1 st pic biomorph?
    I love Warhammer

  4. #504
    Yeah.

  5. #505
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    How do you get the full model to show up? I loaded the eldar farseer armour but the helmet shows the ninja mask. The epic and rare armors have an incomplete helmet. The top half is the helmet and the bottom half is the Farseer's face with ninja mask.

  6. #506
    Beats me, you're doing something wrong but i can't tell what. I did the model a long time ago but i think it came in 2 pieces, armor and helmet.

    Anyway, only 8 animations to edit and the marines will be able to get a cape and loincloth when using a gun 'n sword combo.

  7. #507
    Will it work with the lightning claw too?

  8. #508
    Not yet. Right now the cape will only work with the hammer and the sword/chainsword/chainsword and shield/gun in the future it will work with all weapons obviously.

    Edit:

    1 to go.
    Last edited by Shuma; 28th Dec 10 at 10:17 AM.

  9. #509
    Is it also possible now to make a fixed banner for the Terminator Force Commander and the Terminator Sergeant? I imagine that would be very easy and quick to do, since it's such a small piece of wargear.

    One more request: I noticed that the Librarian is noticeably taller/larger than the Force Commander and the Chaplain or Apothecary. Could you make a larger Force Commander model and Chaplain who are about the same size as the librarian? Would the current animations work just fine with a 10% larger Force Commander?

    I'd also like a larger Warboss if that's possible, but I was mainly wondering if you "rescale" the models, do the animations stay the same or do they have to be re-animated?

    Can you add animations to models' skeletons now, so for example can we give the scout's melee fighting animations to tacs and chaos space marines? Scouts have some seriously cool melee moves, whereas the power armored SM just punch or swing the bolter, which is kinda boring.

  10. #510
    1: I already did it, i will release it soon(ish)
    2: Probably not, i'd have to edit the animations, that said the Librarian is the exact same size as the FC and Chaplain so i'm not sure what makes you think he's larger. If anything he looks bulkier because of the robe, hood and loincloth.
    3: No, they do not. They don't have to be reanimated per se but if i understand it correctly you'd have to edit all the animations by rescaling.
    4: I'm pretty sure this is possible without any tinkering in max at least i'm 99.9% sure that CSM, Loyalist marines and scouts all have the exact same skeleton it would be as simple as changing the animator in code, at least i think so.

  11. #511












    It is done, the space marines can now use a cape and loincloth(not pictured above since i haven't made a good one) with the sword_gun combo, you can download the necessary file to use this on your own mod right here:

    http://www.mediafire.com/file/sujwzr..._marine.hkanim

    Goes on the troops\space_marine directory, as for the big explosions everywhere it's the new effect i've given to the bolter explosions not sure if i'll keep them like that though, but i personally like them so tell me what you think about them, too big and obnoxious?

  12. Modding Senior Member Tabletop Senior Member Boardwars Senior Member Forum Subscriber  #512
    Retired Compliance Fairy Gorb's Avatar
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    From the images they look a tad on the large size; sure bolters are miniature missile launchers but everything in 40k is big, bad, and overemphasised. Bolters are on the low end, lascannons on the high end. I quite like bolters in DoW II, maybe with a small cratering effect upon impact (Heavy Bolters could do with something like this, as well as improved water impact effects) but nothing more - the explosions look a bit over the top (in my opinion).
    I am an Iron Warrior! Iron Within, Iron Without!

  13. #513
    Regarding the melee animations of scouts and space marines, would it be possible to give all the space marine models every weapon animation? Could we make one "unversal_space_marine" hkanim that has the scout melee animations, all the proper heavy weapons animations, the missile launcher and sniper animations, and the sword/weapon and gun/two handed melee weapon animations of all the space marines?

    ----------

    The bolter explosions are really cool looking, but could you also release a half size one? Same thing, just scaled down a bit. Those are really nice fx, but the really big ones should go on the heavy bolters and/or autocannons. I'd like some smaller ones for bolters and bolt pistols so that the big ones are really impressive and set apart. Thanks for all your hard work!

  14. #514
    The bolter explosions look awesome and over the top, but sorta too big. But still amazingly awesome.

    Gorgutz, I don't think a universal hkanim would be entirely the best idea. One for power armour with ALL anims, one for Terminator armour with ALL anims and one for scouts with ALL anims would be perfect imo
    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?!


  15. #515
    Hm, thanks for the cape.

    The bolter animations look nice, but as said above, I think they are a bit too large. I would recommend rescaling them to 25% or 50% of their original size.

    I would also try to make it more shaped with flecks of blood to represent the fact that it explodes after penetration.

  16. #516
    @Gabe:

    Well yeah probably but what would be the point?

    As for the fx of the bolter, problem is that we cannot edit fxs yet, well not completely, for example it would be relatively easy to change the color of a bolter round but it's as far as i know impossible to edit the explosion, from what i understand DoW 2 uses 2 formats for fx, one is simple textures that can be easily edited in photoshop, and the other is a .bfx format that compiles fx textures to make a complex fx, for example i assume that the missile effect(which is the one i've given to the bolters at the moment) uses a .bfx format which tells the game to use different textures like smoke, fire, explosion, debris, etc textures in a specific sequence(like an animation) and to play x sound when it happens to create the explosion fx we see each time a missile launcher shoots one.

    tl;dr: All we can do now is change fxs with other existing fxs, i still got others to try the reason i picked for now the missile effect is because it plays fast so it doesn't stay in view for too long, unless of course you have 20 marines shooting at the same guy like i do in the pictures and because it's translucent, ie you can still see the shapes of the units through the fire. And for some odd reason, the fx of the basic grenade is much bigger, loud and obnoxious than that of the missile launcher, looks pretty cool but you can't see shit and you go deaf when you have 2 squads shooting it out.

    And as for giving different fxs to different bolters... Ehh, not sure if i like that idea because while there are different bolter rounds those would be better represented by abilities instead of having devastators, tacticals and scouts all using different ammo.

  17. #517
    The way I did bolters in Codex Edition was to use the or_shoota_special tracer, which looks like a "hot" round because bolts are actually mini rockets/grenades with propellant inside the round rather than a bullet that just flies off of an initial "boom" in the chamber, and I used the explosive round effect from the Dreadnought's assault cannon barrage because it was reasonably sized and it looked cool. The only thing I'd like to change about my bolter fx is the

    Since you can change the bolter tracer colors, would you mind making the turret and razorback bolter tracers the same color as the ones that the tacs and devs use? If I try to use the tracers from the tacs, it comes out of the center of the vehicles or turrets. You have to use the tracers made for the twin linked weapons to get it to look right.

    So, did you ever figure out how to get the Chaos Dread's twin linked bolter arm to fire correctly? We still need to get muzzle flash on those barrels and the bolter rounds to come out correctly, as it still looks at times like the rounds come out of the body.

    ----------

    And Promythyus, +1 for the idea of having a universal power armor (with both sm and chaos anims), universal terminator (with both termie and chaos lord termie anims) and universal scout animator - that would be PERFECT and there's no reason why relic didn't put them all together anyway. That way you can give any model any weapon setup and they will look good using it, without glitches or weird deformations of the weapon graphics (like scouts with heavy bolters right now).

  18. #518
    Did you ever try copy pasting the Dreadnoughts autocannon motion tree file into the HB folder?

    Anyway, i've decided to give all bolters the HB bolter effect, i would like to give them all a more explosive look but from what i can see after trying with several different effects the one in the screenshots i posted is the least obnoxious of all the explosive effects that i found, and as we've seen it's also stupidly big.

    Edit:

    Ok i've decided, this is the new effect for bolters and boltguns:













    As you can see it has a small flame effect and everything else is the HB effect, however abilities and special bolter weapons will have different effects, for example the Sternguard bolters(still not done) will have the obnoxious missile effect from the previous screenshots since they use:

    Quote Originally Posted by Lexicanum
    "Dragonfire Bolts are used by Sternguard Veterans and release a gout of superheated gas that makes a mockery of cover"
    Kraken rounds(the ability tactical marines have) will use the grenade effect, the master crafted bolter will use a "holy" effect some campaign weapons have, it looks kind of stupid imo but eh, it fits.

    My only complain now is that the common bolters will have that pathetic "tick tick tick tick tick" sound when firing.
    Last edited by Shuma; 29th Dec 10 at 10:08 AM.

  19. #519
    These BFX files were originally LUA files, as I recently discovered, so it's probably just another iteration of the same effect system used in CoH, DoW, maybe even since Homeworld. Unfortunately there is no easy way of reversing these files, as all useful information (variable names etc.) is lost upon burning. They are basically full of numbers which can mean absolutely anything. Having said that, I think it might be possible to provide some limited editing here, if overall structure of this file format can be figured out.

  20. #520
    Well that'd be awesome boss, anyway here's a small preview on Sternguards:




    Mainly of the bolter, i'll make a better more "veterany" armor for them and a new loincloth(that one is just the Librarian's) and i'll also edit the animations, mainly so that the scope is actually used and so that the loincloth animates properly, i'll also animate the cape with this animations, so the cape would now be usable with hammer, sword and gun and rifle/bolter/whatever.

    Edit:

    Whelp, time to animate:



    The extra accessories(banner, cape, etc) are for the animation process, but hey, he looks like a chapter master or something.
    Last edited by Shuma; 29th Dec 10 at 12:09 PM.

  21. #521
    Member LokenIstvanIV's Avatar
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    Everything is looking Great, Shuma! I personally liked the big booms of the bolter rounds. I am glad you are keeping them for the sternguard. Does that bolter in the last Pic have a box Magazine? it looks awesome! As always I am in awe of your work and appreciate all your time and effort to make DOW 2 a better all round game. Hope your still having fun making it all and yeah your right the Space Wolves make good fodder for Tyranids. Even though I like the Wolves I really can't stand Leman Russ, so keep feeding the Nids.

    Cheers


    Cheers
    Loken, Garviel, Loyal Space Marine Captain, Luna Wolves
    Staff Sergeant (Med Ret) USMC

    LokenIstvanIV


  22. #522
    Yeah it has a box magazine, anyway after i'm done with Sternguards which of this would you like me to do?

    Raptors.
    Dire Avengers.
    New Chaos Terminators.
    Berserkers.
    Real Rubrics.

  23. #523
    Dire Avengers. Horusheretic has everything else covered already.

  24. #524
    Member shadowninja0069's Avatar
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    looking good budy ty agin for the cape and loincloth fix,my blood angels thanks you as they are looking dam nice because of you.

  25. #525
    Horusheretic has everything else covered already.
    Well Horus isn't really releasing his models to the community yet, and i'm doing them anyway.

  26. #526
    Member LokenIstvanIV's Avatar
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    I would vote for Raptors. I'd really like to have a kick ass Raptor Model so I can Use em for My Fav traitor legion the Night Lords.



  27. #527
    Member EvilPie's Avatar
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    Nice armor shuma! cant wait to add your stuff to my mod, its like christmas without the stupid relatives!!!

  28. #528
    Sounds nice, but I liked the Rubrics as they are now.

    Oh, and could I please ask which programs are you using?

  29. #529
    meh i dont know but i still think the bolter looks a little awkward :/

  30. #530
    Dire avengers easily

  31. #531

  32. #532
    Well that's surprising, i didn't imagine them to be tied.

  33. #533
    To break the tie ... Dire Avengers.

  34. #534
    too big and obnoxious?
    It's 40K. No such animal exists.

    (Dire Avengers)

  35. #535

  36. #536


    Well this guys are almost done so i guess i'll start with the Dire Avengers, animations themselves are done, i just got to fix some issues make different armor for them and check some things. This guys have a new .hkanim called simply Sternguard, and this is why i have to test some things, the thing is that as i understand it, the .motiontree files tell the game how, when, etc to play animations now as i understand it the name of the .hkanim and motiontree files themselves don't matter, but the names of the files inside the hkanim files, ie the names of the animations themselves do matter, so in other words at the moment i can't change the name of x animation or add new animations to a .hkanim file because the game will not recognize them, so if i had simply added this animations and replaced the ranged_burst animations space marines use all of them would have the Sternguard's modified animations and some of them were changed to diferentiate them from the common marines, mainly the "aim" animations where you can see them aim through the scope of their bolter.

    tl;dr: Marines with bolters can now use a cape and loincloth but this animations are now in the sternguard.hkanim, for now. Depending on my testing either they will stay like that or they will go inside the space_marine.hkanim where all other animations are in.

  37. #537
    He looks nice. I like the new box magazine.

    Also, I would respectfully ask about the pauldron ornaments.

  38. #538
    great model

  39. #539
    He looks nice. I like the new box magazine.

    Also, I would respectfully ask about the pauldron ornaments.
    Sure, which ones did you want? The spiked shoulderpad trim in both shoulderpads?

  40. #540
    i like the shoulders, although i think the studs should be gold. or silver also im not a big fan of the helmet, i prefer the relic one or beakies or one of your mods but thats just personal preference

  41. #541
    Well they'll have different helmets in the squad like Tacticals and the others, but hey if anyone would use mk8 helmets it would be veterans. Anyway, the animations definitively work as i intended:







    Now i just got a little messing to do with models and textures, then i'll start with the Dire Avengers.

  42. #542
    Yes, those pauldrons.

    And I had the doubts about this Mark 8 Helmet design, and the final version turned out awesome.


    Also:

    Happy New Year!
    Last edited by DeusImperator; 31st Dec 10 at 2:37 PM.

  43. #543
    Well each member will be different in the squad, i finished the new loincloth for marines and removed the BT badge from this helmet's forhead so that it can be used more freely, Sternguard 1 is done:




    I'll do the spiked pauldrons next.

  44. #544
    Member shadowninja0069's Avatar
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    looking sweet there.

  45. #545
    Damn shuma, champion

  46. #546
    Wow that's really cool, reminds me of a grey knight.

  47. #547
    Member EvilPie's Avatar
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    speaking of which I know you have lots on you plate already but you said you would do a commander terminator helmet. Would you consider doing a terminator helmet grey knight termie style????

    ----------

    Any new terminator helmet style would be greatly appreciated....

  48. #548
    Thanks! The new Sternguard looks great, but that might be just me liking the templar style helmets.

  49. #549
    @Evilpie:

    Actually i was pondering that today, i haven't finished the Sternguards yet so i'll either do one after the Sternguards or after the Dire Avengers.

    @Deus:

    Don't we all?

    Anyway, ho ho ho, merry christmass and happy new year, i'll be releasing this today:

    Spoiler



    Bits and Pieces pack 2, now with spezz mahreens and dem tyranids, there's some texture mix ups going on but that's because of max, at least they look fine in game.

    Edit:

    And here they are:

    http://www.mediafire.com/file/rh1ra1...andpieces2.rar

    This are for modders btw.
    Last edited by Shuma; 1st Jan 11 at 11:01 AM.

  50. #550
    Member Tyron's Avatar
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    Shuma your photobucket bandwidth has exceeded
    Youtube of Dow2 Mods
    Lords of the Warp [Closed]
    Black Templar Campaign

    Tyron: Creator of:
    - Lords of the Warp
    - Black Templar Campaign

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