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Necrons: The Ancients

  1. #251
    well here is a design of C'Tan shard of my own design, pardon my crappy sketchy drawing. But I wanted to focus on a "utterly alien appearance" I choose the shard abilities: "Lord of Fire" and "Pyreshards" so from that I got the idea "How cool would it be if I made a C'Tan look like a living dark altar of some-kind" The three entities attached to its body are the C'Tan itself as is the large flame itself. Which I wanted the flame to look sickly, but I failed at that. As a ranged attack, the entities would have a arc of fire similar to turret in DoW2. The attack animation would be they would pull or gather fire from the large center fire and fling the fire at enemies within range. I know this probably may not be able to even be modded in DoW 2 or might be extremely hard to do, but I think this would be a interesting C'Tan for the Cryptek or as epic level unit similar to Great Unclean One or Avatar of Khaine. You could make it to were the upgrades could drastically effect the C'Tan shard's appearance based on what powers the player choose to equip.


  2. #252
    Member Bloodravage's Avatar
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    Well I'll have some time in the next few weeks to work on more stuff so id like to start setting this up. I spoke with Promythyus on the 'adding in a new race' capability he was working on a while back but he feels it is pretty buggy still and doesnt work properly, and has not had much time as of late to work on things either. On that note, id like to start by adding in the necrons as being played seperately by adding them into another race, with one of the commanders being the necron lord, and when you select him, it will remove all of the normal units that would be available at this HQ and replace it with necron squads, with their own seperate abilities and UI. Before i do this, i would like to take a poll on which race they should be added into and which commander they would replace. I was thinking either imp guard inquisitor, eldar warlock, or maybe tyranid ravener alpha. im of course open to whatever else but lemme know. keep in mind, whatever race they are "added into" will indeed make them completely seperate from whatever race they are attached to. I have done this and tested it already with the tau, however ive used too many bits and pieces of dlc to release it publically, but it works

    Alright so which commander could we live without?

  3. #253
    Member General Kong's Avatar
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    I can Live without the Ravener Alpha anyway
    Damn It Ravenor, im a chaos worshipper, not a loyalist
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  4. #254
    Member shadowninja0069's Avatar
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    i say the tau ideah sounds like the best way to go.That way we wont loose other races.its just my opinion budy keep up the great ideahs and work all.

  5. #255
    Send a PM to Herm about getting some help from Relic for the new race thing. They said a while back that they might allow it or help out with it once they were done releasing new races, and it looks like they are done with dow 2.

  6. #256
    I too would vote for the Ravener Alpha if there's no other way to add the Necrons, anyway, i could lie and say that i've been bussy but no, i've just been wasting time, i'll get back to work on monday, i have been "working" on some stuff, but it's pretty much useless at the time, not finished, i'll also post it on monday.
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  7. #257
    Well it's tuesday not monday, but this is what i was working on:











    Alternate look for the Necron Lord, just cosmetic, hence, useless, but it did have a purpose, mainly i was trying some new stuff here, one big thing was making the emblem he wears, necrons are going to need badges in the future(right now the models don't support badges though), so i was figuring out how i'd make them, i think it came out pretty nicely in this case, another thing are the new hands(again), they're not perfect yet, but i think they're an improvement, and i was trying some other things with the textures.

    Either way, back to work. Since apparently we're now just going to have one commander, the Cryptek Lord is henceforth pushed back, i'll start work on the Necron Warriors instead, my necron warriors, the ones i've been saying i'd do for a while, i'll make my necron warriors(common, rare and epic versions), animate them, fix the half-assed rigging i did on Horus's Necron Warriors a while ago so that they animate properly, and if he wants me to make rare and epic versions for his necron warriors too, if he just wants the differences to be on textures then i can do that, if not then i'd have to wait for him to model the other versions, that's up to him.

    Anyway, that's my plan right now.

  8. #258
    Pretty much impressive and menacing dudes.... o_O

  9. #259
    Member Bloodravage's Avatar
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    Alright, I should have some time to get it working this week. All i need is the tomb complex, the necron lord, some warriors and possibly a monolith.

    Also, I have a basic understanding of the ucs enteries, however for this mod, im sure i would need to use a seperate ucs range, becuase ive noticed in the past using duplicates of the ucs causes them to get overwritten sometimes. Could someone tell me what range to use, or if they wouldnt mind, creating a range with some enteries for the complex, lord, warriors, monolith and lychguard? as long as we got models and animations i can get it working. thanks

  10. #260
    Member Tyron's Avatar
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    I'm pretty sure that making UCS's with Copes Tool is pretty simple, I use it all the time for my private mods...I could try the UCS's for you if you want them, all I'd need was the actual text you want and I could create the UCS's. I'm pretty sure the range doesn't matter as long as it doesn't use the ones in the original dow2.ucs file
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  11. #261
    Member Bloodravage's Avatar
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    ok i got the lord ingame. dont know wtf is up with the hq being stretched out tho



    the model loads fine in max and model editor. anyone have an idea why the hq is being stretched out? does this with or without motiontrees, markers, hkanim, or simbox.

  12. #262
    Weird, must be a problem with the bones themselves, not sure what though considering that looks fine in Max and the Model Editor, and changing the bones now would make it look distorted in the model editor and max... Hmmm, i really have no idea.

  13. #263
    Member Defenseplayer's Avatar
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    still pretty cool, i can't wait. Are you trying to kill me? it's so damn epic, it's almost to die for (at least for me)

  14. #264
    Senior Member horusheretic's Avatar
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    Reset the models Xform in max and re rig it. especially since its made out of a lot of cloned parts and such. I probably forgot to do it before i sent it over.
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  15. #265
    Member Bloodravage's Avatar
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    alright ill hold off on messing with it for now. on the plus side, i just removed the tyranid hq from the startup, and made an ability for the necron lord that spawns the necron hq instantly upon startup. can add all the squads into this making it completely seperate from the tyranids. Now all i need are the rest of the units
    Last edited by Bloodravage; 3rd Apr 12 at 2:31 PM.

  16. #266
    It looks badass stretched out like that
    Now you see, Here at the Imperium of Man. We only use, propane fueled Promethium. Thats a flame burning heretic i tell you Hwat!

  17. #267
    For defense, the Necron HQ should have a big Gauss Flux Arc crystal on top of it like the pyramid.

  18. #268
    Member Defenseplayer's Avatar
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    yeah, i know it was messed but it's still cool

  19. #269
    Member shadowninja0069's Avatar
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    you can stretch the bones in max blood looks like what happoened there .you should be able to use scale i think up and down and on the stretched parts to get it back to were you need it.hope that helps some and it stil looks cool though.

  20. #270
    Member Bloodravage's Avatar
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    Alright I wish I had some decent video capture software so i could get a vid of this but all I got for now is some screenshots of the lord ingame. Still have to work on setting up the special attacks and sync kills to work correctly.




    Last edited by Bloodravage; 8th Apr 12 at 2:26 PM.

  21. #271
    Member shadowninja0069's Avatar
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    looking great blood and all get fraps blood it works for any game its like 30 sec videos but they work nicley hope that helps.

  22. Forum Subscriber  #272
    hello necrons! awesome stuff guys

  23. #273
    Figured i'd post an update too, i'm currently making the animations for the necron warriors, but the model is pretty much wip right now:



    Except for the Gun which is the one Horus made, i'll fix the Necron Tomb Complex after i finish the Necron Warrior's animations.

  24. #274
    Member Bloodravage's Avatar
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    -Shuma, responding to your post from earlier. sorry my inbox is cleared out now.

    Well ive been unable to export animatons properly from 3dsmax due to an error with santos tools2, and ive only done a bit of animating, but as far as i can see from how the motiontrees are built, doing the base movements first and adding in others later on seems to work fine. Right now for the necron lord, in the motiontree im using for him, I copied the marine motiontree, thined out the list of folders from several to the 3 folders worth of animations you made, and i have those motions point to each of those folders and their animations. So if you just load what you have, and happen to make a new idle animation for the warscythe for example, i can just drop that in the warscythe folder, and add an idle animation to the base motion section of the warscythe motions table. Basically as long as the animation you create has the same bones as the rest of the animations in the warscythe folder, and of course the animation zeros back to idle animation 1, it can be added in at a later time fairly easy. Same can be done for any of the other potential animations for him to have.

    Also, it might even be easier and consume less time to use an existing models animation and just adding new ones into it instead of creating it all from scratch. Like for the necron warrior i did for example, I just used the wraithguard animation, acaled it down, and was in the process of just adding new animations to it, when of course i ran into the exporting issues im having. Just an idea

  25. #275
    Welp, time for a little update just so that people know this isn't dead, the Necron Warriors are "done", i made animations for them but it's the bare minimun because i want to get things done quickly so that we can release something before what's left of this community dies, in the future i'll make more animations for them, assuming of course this is still alive, the model above like i said, is kind of wip, although it has it's own textures and everything it's pretty much just a kitbash, and i'll make another someday.

    The Tomb Complex is still on limbo, no news on that front yet.

    Now, i'm working on Immortals, and i want a bit of input, right now i have the model unfinished, but it occurred to me that maybe the Immortals should stand out more from the common necrons, back when Dark Crusade came out the Immortals were pretty different, they were based on artwork from the Codex instead of the miniature, now, i liked that look but i remember everyone hated it, i also remember that everyone wanted Immortals to be Xboxhueg, so my question is, should i make Immortals bigger than the other Necrons?

  26. #276
    My opinion is, only slightly taller. Wouldn't want them to be some giant colossus.

  27. #277
    Yeah they wouldn't be giants, think about it like the size difference between a power armored marine and a terminator.

  28. #278
    Member General Kong's Avatar
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    True, and maybe keep the face being a seperate colour from the rest of the body

  29. #279
    Figured that now would be the right time to post an update, so here is the model for the Necron Immortal and a size comparison:




    He actually wont look quite that tall once it's done since he will hunch over in the animations, but there you, he's as tall as a Terminator, but not nearly as wide. Now i got to unwrap him, rig him, make his weapons and animate him.

  30. #280
    Member shadowninja0069's Avatar
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    one word shuma nice.

  31. #281
    Shouldnt the Lord be taller or just as tall as an Immortal?

  32. #282
    liked

    ----------

    Shouldnt the Lord be taller or just as tall as an Immortal?

    no,dont think so, termies ar bigger than FC's, so it's still ok like it is great work guys!

  33. #283
    I'm so glad I got the urge to google this today. The mod is looking great! I just started getting into the actual TT game now that there is a GW store in my city, and I went with Necrons.

    If you guys are still trying to decide on a 3rd (or 4th) commander, have you considered a Vargard? From what little is mentioned about them they are basically uber Lychguard. Vargard Obyron is an HQ choice and has the highest weapons skill (and attacks) of any Necron in the new codex. His model is coming out this weekend, too, but before that I always sort of pictured him as a beefed up, blinged out Pariah, for those who really want to include them somehow. You could make the Vargard the frontline, offensive commander and give the Overlord a more supportive role (resurrection orb, staff of light, gauntlet of fire). The Vargard's wargear and abilities could be more focused on straight combat and the Overlord could have Nemesor Zahndrekh's (add/remove certain rules to friendly/enemy units). It would be similar to the Eldar Warlock and Farseer commanders.

    "You destroyed an entire civilization just to prove that Evil is BAD?!" -Spiderman to the Beyonder

  34. #284
    how is the progress on this?

  35. Modding Senior Member Tabletop Senior Member Boardwars Senior Member Forum Subscriber  #285
    Retired Compliance Fairy Gorb's Avatar
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    Please do not bump dead threads or ask for updates: this is made apparent by reading our forum rules, as well as the subforum rules for Heretek Cabal.

    There is no need to reply to this post and the mod team will post whenever/if ever they have news to share.
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  36. #286
    Member Bloodravage's Avatar
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    I apologize for not updating this recently. For the moment, id have to say this isnt completely dead, but more along the lines of 'on pause'. I have switched over to working on the grey knights in my Destroyer 40k md for the moment because Shuma and Horus were taking a break for a bit, and their modeling experience was very much needed to keep this going. I believe they are both back atm, and after I release the next version of my mod, im sure I will be able to come back to this. I just dont want to have too many half finished projects laying around ><

  37. #287
    just please don't let it die

  38. #288
    Member Bloodravage's Avatar
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    Nah im too much of a 40k to let this die completely It just might be a little while still

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