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[FYI] Update: Nov 27/2009 ! DoW WiP Mods + Mod Quality List + Other..

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    Resident AI guy thudmeizer's Avatar
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    [FYI] Update: Nov 27/2009 ! DoW WiP Mods + Mod Quality List + Other..

    Section1: Current State of Dawn Of War Mods...

    Healthy Mods (showing signs of activity):

    o Adeptus Custodes Mod
    o Annihiliation Mod
    o Battle Fleet Gothic Old Forums
    o Chaos - DeathGuard
    o Chaos - Khorne WorldEaters Mod
    o Chaos - Iron Crusade [Iron Warriors] Mod (Relicnews)
    o Chaos - Thousand Sons Forums Old Official Forums Old Relic Forum
    o Chaos - Thousand Sons (El Perro's project)
    o Codex Evolutions (Relicnews)
    o Daemonhunters: Inquisition - Daemonhunt
    o Dark Eldar
    o Dawn of Empires Fantasy TC Mod (Relicnews) (Old Relicnews)
    o Depth Of Heresy
    o Dogs Of War (Relicnews) WarHound Mod Official Site Titans Mod Relicforums thread
    o DoW40K / C2C: Firestorm Over Kronus Older Forums Oldest Forums
    o DoWPro Old Forums
    o DoWXP DoWXP (Relicnews)
    o Harlequins - The Dance Macabre Old Forums
    o Horus Heresy Campaign - Visions of Treachery (Relicnews)
    o Horus Heresy Multiplayer Mod
    o Imperial Guard - Armoured Company and Storm of Existence
    o Imperial Guard - Brothers in Arms
    o Imperial Guard - Death Korps of Krieg
    o Imperial Guard - His Righteous Mod Old Forums Older Forums
    o Imperial Guard - Praetorians Relicnews
    o Imperial Guard - Steel Legions: Armageddon
    o Imperial Guard - Valhallens (Relicnews)
    o Imperial Guard - Voystroya First Born
    o Killzone (Relicnews)
    o Ork Clanz (Relicnews)
    o Skirmish Advanced AI Project
    o Space Marines - Blood Angels
    o Space Marines - Crusade of Penance
    o Space Marines - Dark Angels (Relicnews)
    o Space Marines - Deathwing Old Forums (Relicnews)
    o Space Marines - UltraMarines (Relicnews)
    o Space Marines - Space Wolves (Wolf Lords)
    o TableTop RoundUp
    o Tau
    o Tyranids Old Forums
    o Tyranid Painter (Lokkee's Project) (Relicnews)
    o Tyranids - SplinterFleet (Relicnews)

    Unhealthy Mods (not so frequent updates or none at all):

    o Call Of The Wild
    o Cerberus (Apocalypse)
    o Chaos - Black Crusade
    o Chaos - Lost and The Damned (Sparkys)
    o Chaos - World Eaters
    o Chaos - Wrath of Chaos: Endless Crusade Old Forums
    o Crusade of Redemption
    o Custodes of Holy Terra
    o Daemonhunters New Forums
    o Empires of Ambition (TC Mod)
    o Eye of Terror
    o Fantasy Warhammer
    o Heroes of the Imperium (Relicnews thread)
    o Honour the Astartes
    o Imperial Armour
    o Imperial Guard - Armoured Company / Cadian Inquisition
    o Imperial Guard - Deathworld Veterans
    o Necromunda
    o Risen 2012 (Total Conversion)
    o Space Hulk Space Hulk 2
    o Space Marines - Adeptus Aviatus
    o Space Marines - Black Templars
    o Space Marines - Black Templars 2
    o Space Marines - 13th Company (Space Wolves)
    o Space Marines - UltraMarines
    o Tanith First and Only
    o Total War
    o WitchHunters - Sisters Of Battle (Adepta Sororitas)
    o WitchHunters - Sisters Of Battle (Dawn of Faith) (link to DH mod instead)

    Discontinued Mods (sadly not with us):

    o Chaos - Mark of Chaos
    o Age Of Stars (A StarCraft TC Mod) Age Of Stars Forums!
    o Balance/Fluff Mod: The Best of Both Worlds (Relicnews thread)
    o Battle Droid (Star Wars TC Mod - Relicnews thread)
    o Chaos Theory (Relicnews thread)
    o Dawn Of Heresy (A Horus Hersey Mod) (linked to HH Multiplayer Mod)
    o Epic Legions
    o EXpanded(DowXP)
    o Factions TC (Relicnews Thread)
    o Frontline: Fathers of Order TC
    o Fairness Mod (Relicforums)
    o Full Scale Mod (Relicnews thread)
    o Genestealer Cult
    o Imperial Guard - Catachans/DeathWorld
    o Imperial Guard - Elysians Old Forums - Age of Squad/Night Shift
    o Imperial Guard - Warriors of Mars / Adeptus Mechanicus
    o Mineworks
    o Necrons
    o Necrons (Eclipse Of Existence)
    o Nomad: Fate Animalia (formerly Dawn Of Squirrels TC Mod)
    o Ork - GrotFest (Relicnews)
    o Pre Setup Battles Mod (Relicnews thread)
    o SkyNet - Dawn Of Man TC Mod
    o Space Dragons/Rhinoz Mod
    o Space Marines - Archangels
    o Space Marines - Fallen Angels
    o Space Marines - Space Wolves
    o Space Marines - WrathStalkers
    o Tiberium Sun - Dawn Of Twilight
    o Twilight of the Clans (Battletech TC/Mod) New Site
    o Vermin (formerly Shaven TC Mod - Relicnews thread)

    There are other mods but these are the major civ ones. All have links to sites of major interest unless otherwise shown.

    Any news or any assistance needed on the unhealthy DoW mods? I take it the unhealthy ones need a little more participation or recruitment in areas that are lacking. Understandable too that this is the Christmas season and some of us have exams. I do hope things pick up in the new year as its terribly exciting the work you modders are doing!


    ======
    Section 2: HELPFUL MODDING TIPS TO ENSURE QUALITY

    Update: Dec 24/2005

    This is a brief list of considerations your team need to prioritize to "beautify" and accomplish when putting out a superior product. Its a real basic QA list, one that should be discussed among yourselves:

    1) Keep unique file and _race names based on your mod (ie. tau_squad_research_1) and NEVER USE CAPS! NOTE: There are a couple of exceptions but in totality using any CAPS in any text especially for filenames is a big NO NO!

    2) Leave a little space between buildings (ie. value of 2.000) so large vehicles can pass between. Also helps the Skirmish AI properly negoiate large vehicles around without bottlenecking (a major problem in RTS games!). **UPDATE: Generally, only unit-producting buildings should have this 2.000 value. Generators and Turrets normally do not. However, its best to test to see how easy it is to bottleneck your vehicles and large infantry squads in their own base and then increase the buffer accordingly.

    3) Watch out for build/upgrade buttons that slide or appear out of nowhere. Keep buttons that are upgrades to another 'behind' the first upgrade button AND ensure to avoid "sliding buttons" and "pop-up" ones (buttons that miraculously appear in the bar when a prerequiste was satisfied). Exception: Tier2 Listening Post Upgrade Button should remain beside its Tier1 counterpart (grey-out, of course, until the Tier1 upgrade and other prerequistes are complete).

    4) Don't forget about the center-drop down taskbar button! (the one that when yer cursor goes overtop a skull appears). There should be documentation how to do this as it has been done to add your own custom button there. **UPDATE: This can now be easily done. Consult the forums for info from mod teams that have accomplished this. It does work now!

    5) Design your own custom UI taskbar based on your mod's theme. Be aware of design decisions regarding the mini-map, buttons, and info panels. A mod-themed taskbar adds considerable character and immersion to the faction the player is playing!

    6) Keep distinct units buildable to certain buildings to make teching more interesting (try to avoid duplicating units in other buildings as much as possible - makes getting to those buildings more unique).

    7) Always try to tweak/balance your faction/units against the existing vanilla ones (if you balance/tweak against the original DoW factions, then yer balancing against all other upcoming user-created factions!).

    8) Ensure gfx captions/images for your units/buildings are present.

    9) Ensure when near mod completion you include up to 8 pre-selected paint-camos (have an army painter competition among your beta testers to design the best paint schemes). Also ensure proper capitalization and spelling of these selectable schemes.

    10) As above, have a slew of Badges and Banners for your mod (perhaps ones that do or not relate to your mod's theme). Hold a creative competition and use the best of the lot.

    11) Watch out for missing unit weapon upgrade/reinforcing buttons on the taskbar (usually seen with the no. "1" in an empty box where a unit's weapon upgrade button is not present)

    12) If you use a custom HeavyCover icon for your unit, ensure it shows on top-right of unit during gameplay.

    13) Background colours to build/research icons should be of the same colour/hue (maintain colour consistency!).

    14) Don't forget about building animations when a unit or research item is being done.

    15) Add more variety to idle animations for both static base defenses and ListeningPosts.

    16) Add more variety to idle animations for your units (don't kill yourself doing this - its mostly a frill but does add tremendous immersion and personality to your models!).

    17) If at all possible, design new explosive/weapon/ability effects (time and labour-permitting) that'll add incredible new flair and uniqueness to your work!

    18) Adding new custom weapon/building soundfx and random voice-overs for your units is mostly a nessessity. Music is a mega-frill.

    19) FUTURE-PROOF your mod!! ("forward-think" your work and how other user-created faction mods will someday play against or alongside your own! Integration is the key to a healthy battlefield which adds considerable diversity of combat) NOTE: WE STILL NEED OFFICIAL DOX how to get mods together especially when the format .rgd was introduced.

    20) Skirmish AI comes afterward when many of the mod's elements are finalized - polish the mod first for humans then the AI follows naturally.

    21) Regarding Skirmish AI - until we hear otherwise in the upcoming expansion, the Skirmish AI cannot do the following at present:
    a) Garrison troops into transports and deploy them at an insertion point
    b) Use non-standard unit abilities like Scout's Infiltrate or Squiggoth's Rampage
    c) Use non-standard building abilities like Eldar Shroud/ Relocation (buildings that don't use an ability but rather a "passive addon" will use it as usual)
    d) Squads that can "focus-fire" on enemy targets
    e) Build turrets around Large Generators
    f) Engineers that can repair buildings (repairing vehicles should be doable but who has time to do that during a game? :-)
    g) Better AI communication/coordination with fellow AI allies

    22) Create an Uninstaller for your Mod that DOES NOT unintentionally deinstall another competiting mod! This can be quite annoying.

    23) Don't forget about Building Placement soundfx/animations. Its easy to concentrate on regular building soundfx (when you just click on it) but when a building is asked to be built somewhere there should be a sound and build animation (similar to the one, for example, when an SM player tells the Servitor to build in any area the pre-fab building drops from the sky and waits to be built).

    24) Winning conditions like Assassinate and Take & Hold should be coded into your AI before release. If not, when the player or AI tries to use this game mode, the game will crash.

    25) Watch out that you don't affect existing textures/colours in the vanilla DoW factions (ie. taking and using SM Dread textures for your own mod may actually affect the regular SM Dreads look without you knowing!).

    26) Ensure you have the correct weapon effectiveness description set within the unit's info panel. This tells people what the unit (with the current weapon upgrade) is good against. Options are: "Infantry", "HeavyInfantry", "Vehicles", and "Building" or write anything that applies.

    27) Building Damage Animations - this can be very easily forgotten. When any of your buildings are under attack they should show various damage effects at 1/3rd, 2/3rd, and destroyed stages. It can be as easy as more smoke rising or an extra flame discharging to denote level of damage.

    ===
    It will be updated from time-to-time. Hope you find it useful.

    ======
    Section 3: Outstanding War40k Units for DoW

    Update: June 05/2005

    Also adding this fabulous link showing all the units still outstanding to the game and someday may be added..

    Outstanding War40k units (for consideration in DoW!)

    ======
    Section 4: Warhammer40k Titans!

    Update: Oct 26/2005

    Just thought I'd throw this together for anyone wanting a good idea what all these 7-20story (tall office-building high) machines and beasts the size of city blocks!



    ======

    Section 5: See Below for 3d Recruitment Help for Artists!
    Last edited by thudmeizer; 27th Nov 09 at 9:08 AM. Reason: Nov 27/2009 Changes!

  2. Forum Subscriber  #2
    Member Cable's Avatar
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    Thanks for the heads up Thud.

  3. #3
    Resident AI guy thudmeizer's Avatar
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    Section 4: 3d recruitment for modellers, riggers, artists, and animator..

    This is becoming a major stumbling block for many DoW faction modders who are having issues locating good committed people in getting their specific faction mod "to come alive" in their work. Sure we can do the basics by sketching out the ideas for the mod, code a little, flesh out the tech tree, captions, cameos, voice overs/callbacks, etc etc but working in Gmax/3dstudio 6.x/7.x requires some expertise especially when texturing/animating the work.

    Plus.. most War40k factions come with 8-10 different buildings and 10+ new units to create so for those who don't have connections to good talent to bring their work alive I extend a site that can definitely assist:

    PolyCount.com

    Check out both the Message Forums (specifically the Work Opprotunites[Request] section) AND the HOSTED SITES section down the page on the left side on the main menu! There are some awesome freelance artists/modellers there and so much talent to draw upon!

    Its all about marketting yourself and finding the right people worldwide, setting expectations, ensuring they know what you want and how to get it done. Your approach to them is important + many of them probably never heard of War40k or the faction yer working in. I'm confident you can get your request across and get some models made, skinned, and animated!

    Mods like the Harlequins and the Cadians were looking so I thought I might probe a little. I couldn't believe the global talent available! WoW!

    So.. hope you find this useful as I'll find more resources for the community. It only makes sense: not every mod team has access to talent or the time to look around. We definitely need a "scout" to go out and find good people to place closure on your work.

    More resources found:

    HighEnd 3d

    CGtallk

    GetaFreelancer

    ConceptArt

    TurboSquid

    3dluvr

    Dpfiles

    Threedy

    Gamedev

    **Remember**
    Scan the sites, visit the forums, look to initially see if you can see 3D people around chatting AND then try to recruit! No harm done!
    Last edited by thudmeizer; 13th Jul 05 at 7:26 AM.

  4. Forum Subscriber  #4
    Member Cable's Avatar
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    Thud I am eternally grateful to you for posting this thread. I have myself a moddeller/texturer..... thanks man...

  5. #5
    Resident AI guy thudmeizer's Avatar
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    Glad I could help, Adam. This info is also for the other mod teams (ie. Harlequins, IG: Cadian?) to get their 3d work moving forward. To see all the Eldar Harlequins on the battlefield would be a superb treat! These sites (and more I will be providing) will hopefully allow those teams who don't have the connections or access to quality 3d talent to get that part of their mod started. I mean, its one thing to use the existing models in the game but imagine seeing all that concept work, coding, techtree, sound effects, ability/weapon effects, etc etc all come to life with actual models! I tell ya, its a thing of beauty!

  6. #6
    Gazbo
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    Thanks for the leg work Thud,
    I'm recovering from a nasty virus at the mo, so my health isn't great right now. I'll try and give these leads a more detailed look when I recover.

    I'd love to see some Harlequin 'backflips' in-game too...

  7. #7
    I'm making this thread a sticky because it's oh so helpful

    For the Greater Good!

  8. #8
    The 22nd Hyperspace Core Corsix's Avatar
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    Damnit, wish I had my own sticky...

  9. #9
    I'm gunna recruit me an army of modellers and textures, then tell them that I have no mod to make!

  10. #10
    Resident AI guy thudmeizer's Avatar
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    Hey! Respect the Modeler/Texture/Animator community! No abuse! Anyway, glad the board is back up after nearly 4 days! Hope it runs faster!

    I'll be updating this list as there are still lots of great War40k models that can be done!

    BTW, REMEMBER EVERYONE not to overload those boards with too many request! :bandit: I can imagine the world's modellers all of a sudden being bombarded by the DoW community. hA!

    EDIT: Actually, the board is slllooowwww.. Ugh! Takes forever sometimes to save messages.
    Last edited by thudmeizer; 7th Apr 05 at 7:10 AM.

  11. #11

  12. #12
    Hello All I have been gone for about 3 weeks. but I am back now and I was told this is a good to pick up some really talented modellers/texturists. I have visited a few of these sites and have no idea of what is what. I am looking for someone to make some models and texture them for me. for my mod actually. but I am not sure what to do on these sites. Could you clear this up for me a little. Thanks in advance.

  13. #13
    Resident AI guy thudmeizer's Avatar
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    Righty then..

    Firstly, READ THE SITE(s) and see if it has the user base you want to attract. I think this is mostly a given since they'll always be someone whose either a gfx artist or knows someone who is. Heck, you might luck out and find someone who once played W40k TT as the <insert faction here>. Imagine yer the Harlequins mod team, for example, and they find a 3d guru who once played as them many moons ago? How cool would that be?!

    Secondly, Register to the SITE and MARKET MARKET MARKET YOURSELF! Essentially, "KNOW WHAT TO SAY"! Keep it to a couple of paragraphs, explain your objectives, # of models to do (show a screenshot or two of existing GSW faction-related pics perhaps), texture/animator requirements, and you are looking for a committed hardworking team member. Provide a link to have them correspond back.

    REMEMBER: You *may* be competiting with other DoW faction modders who are also looking for 3d help so be kind and considerate. Not all DoW faction mods (ie. Harlequins) have immediate access to 3d modellers like they should so they need the help to market themselves. It just takes an hour or two to look at those sites, prepare what to say, write a generic letter and post it on the sites.. done!

    I'm just trying to get the DoW faction mods moving faster in anticipation for the expansion which is now under 6 months away! This is plenty of time to get lots of great work out and fully bring your mod to life!

    I do wish all DoW faction mods had a pool of idle 3d model/texture/animator gurus to draw on but as in life: "its not WHAT you know, but WHO you know". Networking yourself with talent/contacts usually far outweights all else.

    Good luck all!

    UPDATE: The site 3D total has some incredible url/email links to artists in their GALLERIES section. Each work mentions what program was used so if, for example, 3dsMax 5.x+ was used I'm sure those are the people yer interested in! AND THATS JUST THIS ONE SITE!

    Lots of resources to draw upon!!
    Last edited by thudmeizer; 12th Apr 05 at 7:12 AM.

  14. #14
    3d Total looks great !!!

    just look at this one :
    http://www.3dtotal.com/home2/gallery...s/big/1779.jpg

  15. #15
    Resident AI guy thudmeizer's Avatar
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    heheh.. I knew someone would eventually spot that! Of course that would slow the game to an entire crawl if a squad of those at its high detail was used. Esshh!

    Anyway, hope everyone in need of 3D talent is finding it. Hope ya all are looking around, marketting yourselves.. it should not take much effort.

  16. #16
    Member darkelf's Avatar
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    Now that is some good details.

    At first I thought it was a painted model at first, WOW.
    "We are the most civilised race in the world. We have more exquisite ways to kill than any other."
    Lord Vraneth the Cruel, master of Har Ganeth
    Formerly DarkelfLord

  17. #17
    Resident AI guy thudmeizer's Avatar
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    Yeaaa.. The global 3d modelling talent is incredible. Sooo many resources to draw upon!

    Hope all the DoW faction modders are taking advantage of these 3d resources! Noone should be going unwanting!

  18. #18

  19. #19
    Resident AI guy thudmeizer's Avatar
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    almighty_gir.. Weren't you already.. uhhmm.. taken? I'm sure you've acquired a zillion and fifty PMs by now! Anyway, no favourism of course but I would suggest talking to Gazbo at the Harlequins Mod - those models they are looking to do are very very nice. I think you'd enjoy the challenge + Harlequins are some royal kick arse females who can own all on the field of war! <blush!>

  20. #20
    Resident AI guy thudmeizer's Avatar
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    Two new fabulous sites for your 3d bidding!

    3dbuzz

    3d-palace

  21. #21
    IbramGaunt
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    I am a fairly new modeller but i have built a fair few things such as Lightsabers, a star destroyer, and my brand new Space marine Rhino. I will have a link to these pics as soon as my FTP is up and running. Thought a few people could do with a modeller!

  22. #22
    Resident AI guy thudmeizer's Avatar
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    Evening IbramGaunt.. Its hard for me to recommend what group to provide your talent to but try the Harlequins (PM either geodav or gazbo - geodav is the active person at present) but the Harlequins you'd enjoy doing especially with the amazing looking models that are possible with that Eldar faction.

    Their forum: http://forums.relicnews.com/showthread.php?t=52363

    Another is Cadian Inquisition. Up to you.

  23. #23
    IbramGaunt
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  24. #24
    nice model shame 1.its the old type rhino 2. its done with maya ple which is no good for DoW, just so you know DoW tools only support 3ds max but being a ut modder aswell i can move models from ple to other formats if your willing to help the harliquins let me know cheers geo
    UT40K:The Chosen - Warhammer 40,000 for UDK
    UT40K - UT3 Tutorials - Characters - Weapons - Vehicles - FaceFX
    UDK Tutorials - Basics - Vehicles - Characters - Weapons

  25. #25
    IbramGaunt
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    Yea I did it in PLE just because thats the only thing I had at the time. I have Maya Unlimited now.

  26. #26
    have a go at any work you want but don't forget DoW only supports max

  27. #27
    Resident AI guy thudmeizer's Avatar
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    Once you have 3dsMax v6.x/7.x and have experience with Character Studio yer pretty much set -> modelling, rigging, texturing, animated, importing..

    Btw, FYI to all.. I am about to imbark on an semi-ambitious plan to attract some outside 3d talent for the whole community! However, with priorities, I will be giving the Tyranid team the first choices then filter to everyone else. I am NOT leaving anyone out as persons like the Harlequins have asked me months back for help.

    I have registered to 20+ sites of interest and have created a first draft "recruitment" message to pool some of the world's best 3dsmax and texture artists together and get them excited over Dawn Of War. I hope to at least try to allievate the mod slowdowns caused by teams being unable to proceed when models can't be done.

    Keep ya posted!

  28. #28
    Resident AI guy thudmeizer's Avatar
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  29. #29
    Member Danimator's Avatar
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    Great idea and there are a lot of modellers out there, but they don't seem too interested in DoW for some reason, which is a shame (they probably make much more money making their fantasy women in scanty attire )

    Still I have already started talking to 4 different people about doing models for DoW and I am quite hopeful about two of them so I would just like to thank you for your conciderable efforts.

    It must have taken a lot of time as I have spent the whole day just looking around 4 of the sites you list.

  30. #30
    Resident AI guy thudmeizer's Avatar
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    heheh.. I think its all in the message you send to people.. then again, I went to no less than 30 high-end 3d sites and posted. Sofar, have 5 amazing 3d guys being assigned. More inbound.. all good.

  31. #31
    Resident AI guy thudmeizer's Avatar
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    Update:

    Added Imperial Guard - Armoured Company (from the guys who brought you Cadian Inquisition)..

  32. #32
    Archmagi
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    Ok, everyone. Looking for some modelers to help me out with the remake of the "Striking Scorpians" and their exarch as a replacement hero. Given time I would love to add all the older Exarchs as replacements also. If anyone is interested please let me know or contact me here.

    Tallsinglelooking@yahoo.com

  33. #33
    Sir On The Edge
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    One thing I would add is a little "(out now)" sign by each on that has been released. Even if it's only at beta faze.

  34. #34
    Resident AI guy thudmeizer's Avatar
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    Hmm.. but the thing is no DoW mod is really "finished" or "out now" - everything is WiP or "coming soon". Fully finished mods are months away around expansion time and thereafterwards.

  35. #35
    Obake
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    Thud, if someone doesn't elevate you to the position of one of the High Lords of Terra fairly soon, people need to be shot! I have never seen any one individual in a gaming community do so much work on behalf of so many others for no other reason than love of the game.

    In all seriousness............. :bow: we're not worthy!

  36. #36
    Resident AI guy thudmeizer's Avatar
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    I try my best. Call it: a super-passion for the War40k universe, the RTS genre, the code, and the community! Further, I haven't seen so much potential from a community especially acknowledging that all the work being done can be integrated together! Unlike other RTS games *cough* Generals/Zero Hour *cough*, in DoW it can all be brought together including the Skirm AI. So much fun stuff to come in the next months especially at expansion time.

  37. #37
    giskard
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    Thudo

    How are mate ?
    Well I hope.

    Obake popped by and mentioned DOW. Thought id see what was going on.

    Good work on the post btw.

    Anyway, you said.

    This is becoming a major stumbling block for many DoW faction modders who are having issues locating good committed people in getting their specific faction mod "to come alive" in their work. Sure we can do the basics by sketching out the ideas for the mod, code a little, flesh out the tech tree, captions, cameos, voice overs/callbacks, etc etc but working in Gmax/3dstudio 6.x/7.x requires some expertise especially when texturing/animating the work.
    This is a point I raised when an Max exporter was first mentioned. I recommended a stand alone exporter that could import the 3Ds file format which is widely supported in various 3D packages and easy to convert to or from without errors via third party programs.

    Users could have stuck with the 3D package they feel most confortable with and the end result would have been we have far too many model/texture artists instead of too few.

    Case point: See the freelancer mod community.

    The decision to go with a dedicated max exporter due to time constraints (Relics publicly stated reason) was a bad one and the results where predicted back in November last year.

    If a different decision was made back then you'd be looking at 3 chaplin models right now and trying to decide which one was best before emailing the creator to ask if you could use it.

    Giskard

  38. #38
    Resident AI guy thudmeizer's Avatar
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    Giskard! Buddy? Whats going on with Rogue Trader?!? We miss ya back at Revora!!

    Anyway.. so much going on but as for the issue on finding good 3d talent..

    Don't worry.. its been taken care of. Almost 4 months ago I canvased around 40+ high-end 3d websites and now the offers are coming in. The 3d talent out there is beyond fabulous so its being moved around to accomodate the mod teams. I will probably canvas again but the people keep replying so its selling itself.

    Drop by Revora sometimes to say HI! We'd love ya back: see, migrating to v1.30 wasn't so bad after all.. people made the change up almost in the same day the new mod tools came out! Would love to see Rogue Trader resurrected again!

    All my best!

  39. #39
    Obake
    Guest
    I'll only take the credit for putting a bug in your ear mate! Regardless, it's good to see you around! Too many models is a fate I think that many of us would be happy to deal with.

    My hope is that with the changes that Relic made to the mods under 1.3, things will stay as they are now and the things that aren't working (which Thud has outlined quite clearly in another thread) get fixed.

    With a new race from Relic, some re-balancing and the exceptional efforts of the mod community things should be quite interesting around here for quite some time.

  40. #40
    giskard
    Guest
    Thudo:

    I'll tell you what I told Obake over at Respawn.

    The problem of mods not working when an expansion is released is what we all expect. So I'll be watching WA for signs of Relic changing the mods again in the first few patches.

    Until then, i'll be avoiding any serious work on WA until I know for certain I am not wasting my time. I will not be modding DOW again though, but I am considering modding the expansion.

    Anyway about 3D artists.

    This is not really aimed at Relic specifically, its more of a universal point some very smart people seem to keep missing in what our lass would call a blond moment on their part.

    If you look around the net at various modable games you will see the games that get a lot of 3D artists and more importantly texturers are the ones that are supported by cheap or free 3D editors.

    The ones that get very little support are the ones that rely on Max, Maya and the others.

    This can be seen over and over again in game after game.
    The moment a Max plugin is released, you limit who can make the models to the top 5%.

    Given them a free editor or allow them to use a free/shareware editor and you get almost everybody and his dog trying to make their own models.

    Many noobs get started this way.

    Some folk may have noticed that if im asked if others can use my models for various game I usually say yes. The reason is, after a while there should be so many models out there we could all make our own super mod if the model makers agreed to share their work.

    For 40k that has to be the ultimate goal for anybody interested in the modding community and not just their own project.

    Unfortunately these changes to the mod system wipe clean all efforts made towards this end. Im sure you can understand why this despresses me so.

    Anyway, Its the Texturer artists that are always hard to find and why most 3D model makers never release anything. I tend to tell people that they must learn to texture their work if they want to get anywhere for that reason.

    Giskard

  41. #41
    I don't understand giskards point on 3d artists and the programms they use,since I always thought that there are programms that can convert, lets say gmax files in to .3ds files or how they are called!?
    Perhaps some kind of a list of people that will convert peoples freeware files for DoW might be useful...

  42. #42
    Resident AI guy thudmeizer's Avatar
    Join Date
    Sep 2004
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    North Toronto, Canada
    Giskard.. I'm not concerned about finding 3d people - they're coming to War40k just because it is War40k so staff won't be a prob and certainly won't be when the expansion reinvigorates the franchise. I think all should be fine: they'll always be people who want the challange and who will come out ontop over all adversions. Yes Relic may change things around and slow mod development a little but in the end things will get done. I have the confidence of this community to rise to the occassion although perhaps a little slower than some games.

  43. #43
    Resident AI guy thudmeizer's Avatar
    Join Date
    Sep 2004
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    North Toronto, Canada
    Update: Added Compiler's wicked arse Space Dragon's/Rhinoz mod (yeah yeah.. I know it should have been there many moons ago.. sorry.. )

  44. #44
    Resident AI guy thudmeizer's Avatar
    Join Date
    Sep 2004
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    North Toronto, Canada
    Update: Added new Risen link to new site!

  45. #45
    Ranzarok
    Guest
    Well, I'm a 3d artist interested in working on a MOD.
    My problem seems to always be finding coders. Hehe funny I guess, how it is reversed.
    I have always wanted to do a Space Hulk mod but finding the right engine and coders to work on it was the problem.
    Then I saw that some one is doing a Space Hulk mod (just stuck on the new patch from what I read)..doh!

    Hehe I guess I will wait to see what happens.

  46. #46
    Resident AI guy thudmeizer's Avatar
    Join Date
    Sep 2004
    Location
    North Toronto, Canada
    Why not join the Space Hulk team? Consolidate all your ideas into the one?

  47. #47
    Resident AI guy thudmeizer's Avatar
    Join Date
    Sep 2004
    Location
    North Toronto, Canada
    Update: Added Chaos: Denizens of the Warp's new Website!

  48. #48
    Resident AI guy thudmeizer's Avatar
    Join Date
    Sep 2004
    Location
    North Toronto, Canada
    Update: New Harlequin Site now up! Looking sweeeeet!

  49. #49
    Resident AI guy thudmeizer's Avatar
    Join Date
    Sep 2004
    Location
    North Toronto, Canada
    Update: Added the Mod Quality List as part of the Sticky! Did some minor re-arranging..

    Edit: Also added Uninstaller issues with mods deinstalling other mods by accident. Rather silly..

    Edit: Added #23 -> adding building deployment soundfx and animations to your Mod!

    UPDATE: Removed a few DoW mods from the Active list.. many seem dead.. However, all regular DoW faction mods seem moving ahead as per usual.
    Last edited by thudmeizer; 14th Jul 05 at 8:31 PM.

  50. #50
    Aralez
    Guest
    What about the new Skirmish AI mod ? (runs, ducks and covers)

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