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Helghan Rage

  1. #1

    Helghan Rage

    A Killzone mod for CoH based on the first three games. Killzone, Killzone Liberation and Killzone 2.
    A conventional RTS and stick to the original formula of CoH, which means pretty long firefights, heavy weapons, repairable Armour and vehicles, off map support, etc (Not too realistic in other words).

    The Wehrmacht goes Helghast and United States advances into ISA

    Troop roosters will appear sooner or later.

    Its possible that the factions will be (boring?) completely mirrored at least as a start to work from.

    Units types are to be kept to a minimum. Maybe 1-3 basic infantry, sniper, support weapons. 2-4 vehicles per side, say jeep, armored personnel carrier and a main battle tank. There should be good game play reasons for adding any extra units with specialist roles.

    Regarding terrain - CoH already has a number of usable stuff what can not be used are the buildings and since its not possible to create custom ones that can be blown to bits i would settle without them. Beside that a couple of custom pieces and it would be viola.

    Ideas, suggestions? Bash away!

    Any creative peeps out there who is not up to their knees/waists/necks involved in various projects and real life?

    Thanks for reading!

    Colonel Mael Radec - Doctrine Specific character -Final with some nice CoH lightning


    Helghast Assault Troops - WIP




    Killzone 2 intro
    Last edited by pwtool; 17th Nov 11 at 5:16 PM.

  2. #2
    Member burtondrummerNY's Avatar
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    Holy crap, you've already made custom infantry? I'll play the mod when its done for sure. I'm certainly impressed

    Btw, what fx did you use for the eyes?

  3. #3
    Member ChickenNuggets's Avatar
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    Looks great, I hope this works out.

  4. #4
    Moderator Darkbladecr's Avatar
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    I worked with the Killzone mod for DoW till it got shutdown due to inactivity, post me a PM about your contact details (xfire/msn) and I'll see what we can do

    And yes, what FX are those eyes? Did you manage to port over FX from DOW?

  5. #5
    looks pretty damn good
    "I can haz cheezburgerz?"
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  6. #6
    Yea the Killzone characters do look pretty cool to see in COH

    @DBladecr, there is a red fx in OE (relic's FX files) I've always been suprised you havent used it for your tail lights in MC instead of the flare, coz even when the flares minimized alot, you can still see the flare's droppings. I cant confirm his is the same, but theres not too many red lights to choose from in OE. This is the one I use on all my vehicles......FX_Special\production_light_idle
    Attached Images
    Last edited by sirpsychoj; 5th Sep 11 at 2:41 AM.

  7. #7
    Moderator Darkbladecr's Avatar
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    right, I better update our red lights then

  8. #8
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    A lot of potential in this one. Those infantry are so awesome! Good luck with this project.

  9. #9
    Member sunray's Avatar
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    pwtool,

    Of course there is a lot of interest in such a mod. This thread has caused me to actually look at Killzone for the very first time !!! The mod would be great. But the potential for using these units in other sci-fi mods would be huge.

    As an example, I am currently attempting to make a very basic (personal) W40K Imperial Guard mod (only for myself to use), and I have been looking for some gasmask troops that I can use for Death Korps and Steel Legion troops. These infantry would be a great start. So the potential goes much further than just a Killzone mod.

    But after saying that, and after having a look at the game, I would definitely love to play a Killzone mod, and I look forward to you (and hopefully a great team to help you) completing this mod. Your work is excellent so far !!! Keep it up !!

    best wishes

    sunray

  10. #10
    Hi,
    Thanks for all the encouragement!

    I do use the standard CoH fx, namely light_glow_ring00 and light_glow_ring02. I have not found a way to use DoW FX but looking at the fx.lua files makes me think it could be created within the DoW FX Editor then edited by hand to work in CoH.

    Here is a fx.lua from CoH
    Code:
    fxtypes =  
    {
    	 
    	{
    		effect = "root",
    		fx =  
    		{
    			properties =  
    			{
    				 
    				{
    					key_num = 2,
    					knot_array =  
    					{
    						1,
    						1,
    					},
    					mode = 0,
    					name = "Radius",
    					time_array =  
    					{
    						0,
    						255,
    					},
    					type = "VARTYPE_VARYING_FLOAT",
    				},
    				 
    				{
    					key_num = 2,
    					knot_array =  
    					{
    						0,
    						0,
    						0,
    						0,
    						0,
    						0,
    					},
    					mode = 0,
    					name = "Offset",
    					time_array =  
    					{
    						0,
    						255,
    					},
    					type = "VARTYPE_VARYING_VECTOR",
    				},
    				 
    				{
    					key_num = 2,
    					knot_array =  
    					{
    						0,
    						0,
    					},
    					mode = 0,
    					name = "SpinX",
    					time_array =  
    					{
    						0,
    						255,
    					},
    					type = "VARTYPE_VARYING_FLOAT",
    				},
    				 
    				{
    					key_num = 2,
    					knot_array =  
    					{
    						0,
    						0,
    					},
    					mode = 0,
    					name = "SpinY",
    					time_array =  
    					{
    						0,
    						255,
    					},
    					type = "VARTYPE_VARYING_FLOAT",
    				},
    				 
    				{
    					key_num = 2,
    					knot_array =  
    					{
    						0.10000,
    						0.10000,
    					},
    					mode = 0,
    					name = "SpinZ",
    					time_array =  
    					{
    						0,
    						255,
    					},
    					type = "VARTYPE_VARYING_FLOAT",
    				},
    				 
    				{
    					key_num = 2,
    					knot_array =  
    					{
    						173,
    						173,
    						173,
    						255,
    						173,
    						173,
    						173,
    						255,
    					},
    					mode = 0,
    					name = "Colour",
    					time_array =  
    					{
    						0,
    						255,
    					},
    					type = "VARTYPE_VARYING_COLOUR",
    				},
    				 
    				{
    					name = "SpinRandom",
    					type = "VARTYPE_BOOL",
    					value = 0,
    				},
    				 
    				{
    					name = "RadiusEpsilon",
    					type = "VARTYPE_FLOAT",
    					value = 0,
    				},
    				 
    				{
    					name = "SpinEpsilonX",
    					type = "VARTYPE_FLOAT",
    					value = 0,
    				},
    				 
    				{
    					name = "SpinEpsilonY",
    					type = "VARTYPE_FLOAT",
    					value = 0,
    				},
    				 
    				{
    					name = "SpinEpsilonZ",
    					type = "VARTYPE_FLOAT",
    					value = 0,
    				},
    				 
    				{
    					name = "Duration",
    					type = "VARTYPE_FLOAT",
    					value = 0.75000,
    				},
    				 
    				{
    					name = "Loop",
    					type = "VARTYPE_BOOL",
    					value = 1,
    				},
    				 
    				{
    					name = "Billboard",
    					type = "VARTYPE_BOOL",
    					value = 1,
    				},
    				 
    				{
    					name = "DepthOffset",
    					type = "VARTYPE_FLOAT",
    					value = -1.02600,
    				},
    				 
    				{
    					name = "DurationEpsilon",
    					type = "VARTYPE_FLOAT",
    					value = 0,
    				},
    				 
    				{
    					name = "RandomTile",
    					type = "VARTYPE_BOOL",
    					value = 0,
    				},
    				 
    				{
    					name = "Lighting",
    					type = "VARTYPE_INT",
    					value = 0,
    				},
    				 
    				{
    					name = "InheritScale",
    					type = "VARTYPE_BOOL",
    					value = 1,
    				},
    				 
    				{
    					key_num = 2,
    					knot_array =  
    					{
    						1,
    						1,
    					},
    					mode = 0,
    					name = "AnimationRate",
    					time_array =  
    					{
    						0,
    						255,
    					},
    					type = "VARTYPE_VARYING_FLOAT",
    				},
    				 
    				{
    					name = "LOD",
    					type = "VARTYPE_INT",
    					value = 7,
    				},
    				 
    				{
    					name = "FollowTerrain",
    					type = "VARTYPE_INT",
    					value = 0,
    				},
    				 
    				{
    					name = "SpawnFx",
    					type = "VARTYPE_STRING",
    					value = "",
    				},
    				 
    				{
    					name = "Shader",
    					type = "VARTYPE_KEY",
    					value = "fxshader_additive",
    				},
    				 
    				{
    					name = "Blending",
    					type = "VARTYPE_INT",
    					value = 2,
    				},
    				 
    				{
    					name = "Texture",
    					type = "VARTYPE_STRING",
    					value = "biap/BIA_BIG_FLASH_RING_WHITE.TGA",
    				},
    			},
    			style = "STYLE_RING",
    		},
    	},
    	 
    	{
    		effect = "root>fxshader_additive",
    		fx =  
    		{
    			properties =  
    			{
    				 
    				{
    					name = "tex0",
    					type = "VARTYPE_STRING",
    					value = "textures\\bia_big_flash_ring2",
    				},
    				 
    				{
    					name = "TileX",
    					type = "VARTYPE_INT",
    					value = 0,
    				},
    				 
    				{
    					name = "TileY",
    					type = "VARTYPE_INT",
    					value = 0,
    				},
    			},
    			style = "SHADER",
    		},
    	},
    }
    Compare it to one from DoW
    Code:
    fxtypes =  
    {
    	 
    	{
    		effect = "root",
    		fx =  
    		{
    			properties =  
    			{
    				property_00 =  
    				{
    					name = "Duration",
    					type = "VARTYPE_FLOAT",
    					value = 0.57000,
    				},
    				property_01 =  
    				{
    					name = "Loop",
    					type = "VARTYPE_BOOL",
    					value = 0,
    				},
    				property_02 =  
    				{
    					name = "Blending",
    					type = "VARTYPE_INT",
    					value = 2,
    				},
    				property_03 =  
    				{
    					name = "Texture",
    					type = "VARTYPE_STRING",
    					value = "MUZZLE_SNIPER_RIFLE_FLASH.TGA",
    				},
    				property_04 =  
    				{
    					name = "Offset",
    					type = "VARTYPE_ARRAY_TIMEVECTOR3",
    					value =  
    					{
    						entry_00 =  
    						{
    							0,
    							0,
    							0,
    							0,
    						},
    						entry_01 =  
    						{
    							1,
    							0,
    							0,
    							0,
    						},
    					},
    				},
    				property_05 =  
    				{
    					name = "Length",
    					type = "VARTYPE_ARRAY_TIMEFLOAT",
    					value =  
    					{
    						0,
    						1,
    						1,
    						1,
    					},
    				},
    				property_06 =  
    				{
    					name = "Noise",
    					type = "VARTYPE_ARRAY_TIMEFLOAT",
    					value =  
    					{
    						0,
    						0,
    						1,
    						0,
    					},
    				},
    				property_07 =  
    				{
    					name = "Segments",
    					type = "VARTYPE_ARRAY_TIMEFLOAT",
    					value =  
    					{
    						0,
    						1,
    						1,
    						10,
    					},
    				},
    				property_08 =  
    				{
    					name = "Texture_U_Offset",
    					type = "VARTYPE_ARRAY_TIMEFLOAT",
    					value =  
    					{
    						0,
    						0,
    						1,
    						0,
    					},
    				},
    				property_09 =  
    				{
    					name = "Texture_U_Repeat",
    					type = "VARTYPE_ARRAY_TIMEFLOAT",
    					value =  
    					{
    						0,
    						0.99000,
    						1,
    						0.99000,
    					},
    				},
    				property_10 =  
    				{
    					name = "Width",
    					type = "VARTYPE_ARRAY_TIMEFLOAT",
    					value =  
    					{
    						0,
    						0.60000,
    						1,
    						0.60000,
    					},
    				},
    				property_11 =  
    				{
    					name = "Colour",
    					type = "VARTYPE_ARRAY_TIMECOLOUR",
    					value =  
    					{
    						entry_00 =  
    						{
    							0,
    							0,
    							0,
    							0,
    							255,
    						},
    						entry_01 =  
    						{
    							0.00418,
    							255,
    							255,
    							255,
    							255,
    						},
    						entry_02 =  
    						{
    							0.13158,
    							0,
    							0,
    							0,
    							255,
    						},
    						entry_03 =  
    						{
    							1,
    							0,
    							0,
    							0,
    							255,
    						},
    					},
    				},
    				property_12 =  
    				{
    					name = "Arc",
    					type = "VARTYPE_ARRAY_TIMEVECTOR3",
    					value =  
    					{
    						entry_00 =  
    						{
    							0,
    							0,
    							0,
    							0,
    						},
    						entry_01 =  
    						{
    							1,
    							0,
    							0,
    							0,
    						},
    					},
    				},
    				property_13 =  
    				{
    					name = "LengthEpsilon",
    					type = "VARTYPE_FLOAT",
    					value = 0,
    				},
    				property_14 =  
    				{
    					name = "WidthEpsilon",
    					type = "VARTYPE_FLOAT",
    					value = 0,
    				},
    				property_15 =  
    				{
    					name = "WorldAlignAxis",
    					type = "VARTYPE_VECTOR3",
    					value =  
    					{
    						0,
    						0,
    						0,
    					},
    				},
    				property_16 =  
    				{
    					name = "UseDepthTest",
    					type = "VARTYPE_BOOL",
    					value = 0,
    				},
    				property_17 =  
    				{
    					name = "SortOrder",
    					type = "VARTYPE_INT",
    					value = 0,
    				},
    				property_18 =  
    				{
    					name = "Detail_From",
    					type = "VARTYPE_FLOAT",
    					value = 0,
    				},
    				property_19 =  
    				{
    					name = "Detail_To",
    					type = "VARTYPE_FLOAT",
    					value = 1,
    				},
    			},
    			style = "STYLE_BEAM",
    		},
    	},
    }
    I'm still a bit critic about the contents of the project, it does not really add anything more then the killzone universe (which is cool!) but it comes at the cost of game play, less units, no buildings. With that said if its tweaked enough and the player gets the right feeling it might be as enjoyable as original CoH?

    Cool stuff Sunray, you may of course use them in any way you see fit! I do not know if its good that you where introduced to Sony's Flagship.. like the bastards need any commercial. None the less, cool game sweet graphics and designs.

    At current state I will continue to produce content for this (low pace) and await someone to take command and enhance the project.

  11. #11
    Moderator Darkbladecr's Avatar
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    If you are looking into porting fx, look at my posts here:
    http://forums.relicnews.com/showthre...nced-FX-artist

  12. #12
    Holy crap. This looks badass already!
    COH- My anti-boredom.

  13. #13
    Member Lord Wiffleby's Avatar
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    I'm torn. I want to slaughter the ISA, but your work is so awesome that I want to try and recruit you for 1949 as well. Anyway, I look forward to seeing this mod progress.

  14. Modding Senior Member Tabletop Senior Member  #14
    Iron Within, Iron Without Heretic's Avatar
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    Just a quick post to acknowledge Darkblades post - the original Killzone mod was largely put on hold because of possible legal issues within that engine, but I aimed today to do a little work on the mod, only finding this after I searched the forums for my original thread! So just an offer, if you wantec help at all, just ask. I don't have much time at all lately but the offer is still there. And also, those infantry models are superb!
    Iron Within! Iron Without!

  15. #15
    This is great ^^
    I wish i had the same Models for my Mod ;D
    This is very nice.

  16. #16
    Member rev_draconis's Avatar
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    Those infantry soldiers look great. I would definitely play this mod.
    And I have to agree with Sunray about the possible potential for the units themselves.
    Good luck and will be keeping an eye on this.
    Insanity is the exception in individuals. In groups, parties, people, and the times, it is the rule.

    - Nietzche -

  17. #17
    holy

    moly
    AKA Sad_eyed_Irony!!

  18. #18
    Member Twitchy's Avatar
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    I must say, I am rather impressed with this. Death to the ISA!

    !
    http://forums.relicnews.com/showthre...SE-STILL-ALIVE!)

    Check out my stream!: http://www.twitch.tv/myriax

    "Torch Bearer" AKA Leader of European Theater: 1944 Modification (NEW THREAD)

  19. #19
    Member Niftyeye's Avatar
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    Awesome models

  20. Modding Senior Member Company of Heroes Senior Member  #20
    Celéstial by heart Celution's Avatar
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    Looks great indeed, keep it up!

  21. #21
    but wouldn't the Helghan be british?

  22. #22
    Member Niftyeye's Avatar
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    Yes they would be, but unless you can change the British over to the axis team (for the voices) its probably a lot easier to have them as Wehrmacht/Panzer Elite

  23. #23
    Member Mistico's Avatar
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    Woow,those models look awesome! I'm definitely looking forward to playing this mod when it's done. Good luck!

  24. #24
    Member []inveigle[]'s Avatar
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    Damn I love mods.

  25. #25
    Thanks for the kind feedback all!
    Niftyeye, using the British voices is not a bad idea but they would require some heavy distortion to work well. I have a few lines from the original game ready to use but it might not suit all needs.
    I will attach a voice sample video.

  26. #26
    Moderator Darkbladecr's Avatar
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    Need to slightly adjust the rigging on the facemask tubing, other than that its pretty much perfect! Don't know how it looks with the walk cycle but should be amazing

  27. #27
    Member Niftyeye's Avatar
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    Thats cool, was just saying

  28. Modding Senior Member Company of Heroes Senior Member  #28
    Celéstial by heart Celution's Avatar
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    Sounds so frekkin epic. Nothing else I can say.

  29. #29
    Member JustDoIt8's Avatar
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    Some tips for the mod...

    pwtool, I have nothing to do with modding myself, but I am a fan of Killzone series and have a couple ideas about units that could be included in the game, specifically to the Helghast faction.
    First of all, have you considered using Helghast units from Killzone 3 multiplayer? I my opinion they offer better variety of armor and uniform. Breaking the plot of the series won't effect the gameplay and joy from it . In fact, multplayer classes are the most focused on specialization of any unit. Only thing is that there is no point in implementing infiltrators with disguise ability. Here are some of the pictures I've managed to find on this matter:
    254_large.jpg.
    5508302442_201302704b_o.jpg
    killzone_3_soldier_variants_by_tactican-d3axi2s.jpg
    I would be glad if you can get use of these.

  30. #30
    Member JustDoIt8's Avatar
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    Some additions : To make the weakest infantry of Helghast, it is possible to use smple riflemen.
    And just in case there will be room for improvement, an officer can be used as upgrade(shocktrooper). Just like comissar in Eastern front.
    1298943501910.jpg.


    A part of assault infantry(stormtroopers) can be performed by tacticians from Killzone MP. They look bulky in the armor and can be armed better then the others- perfect for the role of superior infantry:
    tumblr_ls3mlfXRtz1qd6q29o1_500.jpg

    Sniper is scout, obviously :
    47165рм щ49т6..jpg

    P.S I forgot to mention-your models are awesome. Impressive work! Nor just the red eyes but the trooper himself is beyond imagination. Did you take CoH models as a base or made it all by yourself?

  31. #31
    Member Niftyeye's Avatar
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    Nice find, Im definetly gonna follow this mod like a Dirty Pervert

  32. #32
    Member Twitchy's Avatar
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    Is anyone still working on anything related to this?

    It'd be a real shame for a good idea like this to bite the dust!

  33. #33
    Member General Kong's Avatar
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    wow im surprised i didnt notice this earlier! hopefully this is still being worked on
    Damn It Ravenor, im a chaos worshipper, not a loyalist
    They mapped for our sins: http://mapsofwar.info/
    Chocolate?

  34. #34
    Can anyone confirm that this is still being worked on? I'd kill for this mod.

  35. #35
    Member eliw00d's Avatar
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    Seeing as pwtool hasn't logged on since November, I think it's possible that it is at least inactive.

  36. #36
    Darn I was really hoping this would be complete by now and that he posted the Download in a different thread. :/

    Anyone know of any mods similar to this for CoH that are active/complete?

  37. #37
    Member Spooka's Avatar
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    pwtool PLEASE still be working on this mod and get back to us, you've dangled something very tantalising in front of us, please don't take it away!!!!!!!!!!

  38. Technical Help Senior Member  #38
    Its been 6 months since pwtool has logged in so I think the best thing would be to lock this to prevent further bumps. As much as I would love to see more on this mod, all we can do is wait patiently.

    @pwtool: If you do come back with news, please PM me and I will be more than happy to open this again.

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