I agree with MaestroRobertus : that's an excellent work you have done !!
#151
#152
take a look at the other models for inspiration. also im glad to see this mod isnt dead. (last time i looked on the site it said it was discontinued
I'm thinking of animating it myself, but need to know what animations I need to do, what to name them and how to specify them
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Tutorials_And_Helpful_Sites_Here <-link
Want a 3d model commissioned? I may do so. Pm me!
http://steamcommunity.com/groups/dow40k2-woa Join up for updates and view other members.
#153
As I recall, noone has ever come up with a full proof way to rig/animate in anything other than Max which is VERY VERY unfortunate as I know sooo many Maya animators its sickening.This whole community would be flooded by all sorts of help but fortunately it gets the help it needs.
But :omg: yer alive! Its been waaayy too long WD! You and MMX are MAJOR players in the DoW/WA/DC Titan game.. Lets get this going again!!
Winterdyne: Remember me - the guy that e-mailed you offering my services?
It's me - ed.
Your Warhound looks very good, & I'm offering to animate it for you, assuming you don't wish to animate it yourself.
So, what's the decision?
Leader & (a) modeler/texture artist/animator of the
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Closer-to-codex mod files - To expand your mod.
Codex Toolbox project - for furthur mod expansion!
One more thing:
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Sure let's see what you can do. I have your email address, I'll mail you. I'll need to send you the object in chunks for rigging - Max doesn't import layers from lightwave. There's only one place where it's tricky - the pipes leading from the torso to the head. These should be 'soft skinned'.
Oh great, someone else in ghost mode!
Anyways - who said that you HAVE to send it to me in lwo format?
Obj should work for me, & 3ds if there're no bones there.
I've rehashed the site at:
http://www.winterdyne.co.uk/warhound/
I need to go grab new shots of that map now and put together a gallery for the maps section.
Hi.
The model is good, especially that it's low poly.
However, there're some real issues that I must say:
The 3ds conversion messes up the UVW co-ordinates for some reason. Can I have the thing in obj format, or gimme the UVW co-ordinates as a different file please?
Also - I really need the titan's weapons to be separated out into their separate weapon types (Vulcan mega bolter, turbo lasers, plasma blastgun & Inferno cannon), for I can't separate them myself as they're stuck together in the scene to the object itself.
I know you can do this as you originally separated your titan into 3 separate objects in the 1st place.
So obj format with the weapons separated into the 4 actual weapons would be most helpful, otherwise I can't animate it.
This sort of thing should be in a PM or email.
There was a 'rotate UV's' option in the exporter I used (checked by default). Can try unchecking it. As I mentioned in the mail, the export I sent you is the complete object (not split up). For animating I'll send it split by primary bone groups (feet, shin, mid-leg, upper-leg etc), with the separate weapons.
I'm PM you then, though I think that some of my PMs aren't getting through to certain people here.
winterdyne, you are amazing! i cant wait to see what other titans you can whip up!
Co-Leader of the Table-Top Round Up Mod
Thanks for congratulating Winterdyne on this.
Might as well show some old screens from the TTRU mod 1.2 beta:
Winterdyne made the Model & texture, I did everything else.
One MUST hear the voices though!
I'm spending some time refining the warhound, and I have actually started on a reaver. It'll probably take me a long while to do though.
take your time, winterdyne. good titans like these take time, and we got all the time in the world.
#165
:omg: Incredible texturing work! Please keep at it!! Words cannot describe the outstanding details! Superb!!
#166
You MUST include a death_explosion that scatters and crushes the units this thing falls on!
Wow... I own an actual Chaos Mars Pattern Warhound, and the rendering you have on the waist and legs (similar to mine) is amazingly detailed!
Keep up the good work! DoW screams for more Epic units and flyers!
so what kind of stats can we expect for this beast?
40000 hp? Vehicle High Armour? 5000 DPS? 12 speed?:
#169
The stats of the TTRU warhound (the one displayed) are as follows:
14250 HP
vehicle_high armour
32 max speed & turning
2 weapon hardpoints
titan stomp attack!
The titan stomp is a special attack that sometimes occurs in close-combat.
It has a large area of effect, spawning from the centre of the foot that stomps.
It does severe damage, capable of destroying light vehicles & even terminators in one go.
Weapons:
Vulcan mega bolter - This weapon is able to kill approximately 12 standard Orks in 3 seconds. It has a fast rate of fire with a small blast radius to add on.
It's also able to destroy any kind of vehicle (rending), including Land Raiders, though is generally far more useful against infantry.
Inferno cannon - while it is in general less powerful against vehicles than the vulcan mega bolter, it can kill space marines almost as easily as guardsmen.
It also inflicts severe morale damage with its blast radius of fire. Like the mega bolter, it also has a good range.
Double Turbo laser - counted as twin-linked as it occupies one hardpoint. It's slightly more powerful than a twin-linked lascannon, but has the weapon range of a battle cannon & also has a fairly good blast radius to boot.
It's basically what you'd use to destroy fire prism spam & other long-ranged offensive vehicles.
Plasma blastgun - second-most powerful weapon in the modification.
It can potentially kill a bloodthirster in one shot (when near max damage of course), & easily incinerates any infantry.
Despite the fact that terminators have an invulnerable save in the mod, the weapon is so powerful that even at minimum damage their save is bypassed.
It has a slightly longer range than a lascannon, though not as long as the turbo laser.
It has a VERY long reload time (8 seconds), but is well worth it with its ordnance blast radius.
It requires a relic to be able to upgrade to this weapon. Best used against other super-units or super-heavy things.
Some should already know this as I gave out the beta of the mod to a select few 2 days ago.
#171
Please don't discuss the Tabletop Roundup mod in this thread. That mod has its own thread. Thanks. :-)
#173
ZR and other moddering working on the Titans: is the same attention to detail going to be given to the other Imperial Guard Super-Titans (ie. WarLord)?
Yes, I'll be putting exactly the same detail in.
#175
oh, sorry Winterdyne I saw the caption in Zany's post and thought this was part of the TTRU.
Fuggles - Just talk about current TTRU balancing issues in MY TTRU mod thread for the warhound. THere's a link in my signature to it. Please visit for your question to be answered.
I do not wish to animate the larger titans however. But I WILL want to animate the smaller ones, such as the Eldar Revenant titan variants, Ork stompas\Mek boy stompas, Ork gargants & assumably a Chaos warhound too.
Also throw in a Necron Pylon for the hell of it. That is what I wish to be 1st priority as plans for the Pylon in some other partnership with Mike's necron mod were made a while back.
Except that the original modeler & texture artist just cut me off for some reason... This was the very same person whom I animated his Necron Destroyers, for Mike's necron mod.
whats a necron pylon? i never heard of it. is it some kind of building? or is it like a titan unit?
This is a Necron Pylon:
http://www.forgeworld.co.uk/acatalog...ECRONS_26.html
I want that pylon, though I still think that an Ork stompa would be better seeing as Necrons have 2 uber units - the Monolith, & the Night bringer.
this mod seems to be big i cant wait untill it comes out.
i have put this on my favourites!
any pics of the reaver youre working on, winterdyne? and will it be bigger than the warhound, or will it be about the same size?
It'll be larger - though I'm trying to keep the footprint size similar or only slightly larger. Not easy! No pics as yet - I've only done some very early modelling of the legs and feet. I needed to learn how to skin properly to know how to put the rest together. Think I've got it now.
It should work out at roughly half as tall again as the warhound, not including the carapace weapon.
Ummm... There's a problem.
I'm not too comfortable with animating such a collossus model as a reaver titan. I'm better with smaller stuff.
I'm up for the smaller things like the Stompa & necron Pylon.
Sorry. The least I can do is give you my Shadowsword files, assuming you don't already have them of course.
Zany scroll the camera out more and pretend its smaller![]()
That'd be a good idea, except that fog would get in the way & I wouldn't be able to see anything else!
I don't actually think that the Reaver is Winterdyne's priority at the moment. More likely to lie dormant for a bit, & then get looked back on when finished.
I thought that more was currently happening with Winterdyne re-working my animations for his own liking, seeing as mine were a bit too robotic in his eyes.
As for the Pylon - not that much has happened for now. However, there is a model in progress.
I was talking about in max lol, in the ME you can disable fog, I'm not sure if you can in normal DOW
Or of course, I can just make it the same size as the TTRU mod warhound & let Winterdyne scale it.
Of course, he's learning to animate. I think that we should get the smaller things done, & then Winterdyne can learn from my work & then hopefully have enough knowledge to animate the reaver himself.
It shouldn't be much harder than the warhound.
isnt the reaver supposed to be bigger than the warhound tho?
The animation's not a problem. I've been animating for years in packages other than max. I'm pretty much up to speed with it now.
I'll post some divx avi's on the site soon.
Here's a couple of links to those animation tests. I'm still working through them, should start on the OE stuff in a couple of days.
Warhound Idle3
Warhound walk cycle
#191
:omg: I love you! I'd be crushed under 60tons of that ANYDAY!![]()
Actually, once I've got the Imperial Titans race finished, I'd *really* like it if you and your team could look at AI for it.
#193
AI won't be a prob: AI will use the Titan's abilities (if applicable) and upgrade various hardpoints (VERY APPLICABLE) as usual. Nothing will change. You would have to let us know what the context will be (ie. a new game mode where its you and your allies against 1-3 Titans walking down slowly from the top of the map). Muhahah! Ohhh the castastrophic bloodshed. :omg:
I plan on releasing a small titan team (with support) as a DC race.
Full complement will be:
2 warhounds, 1 reaver, 4 squads of scutarii, rhino transports, techpriests and servitors, skull probes for detection/scouting. Basically, very strong elite units, nothing in the middle and utterly mediocre infantry.
I'm actually thinking of not allowing upgrades on the titans when they're in play, as their primary weakness should be their tactical inflexibility.
This is what I'm thinking:
Titans are constructed initially as buildings. The building can be upgraded / finished with a choice of weapons. The building can accept a Titan Crew (bit fuzzy about how to do this so Crews may not go in). With a crew inside, the Titan can be deployed as a troop (building the actual unit). When deployed the construction building goes to being an empty scaffold. It can't be reused, but a titan of the appropriate type can dock (to offload/swap crew, change weapons).
The idea is to make the titan a very valuable investment of time (and resources) with a specific task in mind for it. The crew are to affect the abilities of the titan (engineer can repair shields, princeps increases movement, moderatus increases accuracy / damage).
I have to point out, I am scaling titans down a bit, and I am down-powering them, more in keeping with adeptus titanicus than titan legions / modern epic.
#195
Hmmm.. All this can be done in the DoW engine? Pilots? You mean they have to be able to "garrison" into the Titan and when they do they become various crew types in the Titan? Interesting. AI code won't support this as we cannot YET garrison units into transports/building. Larkin, however, is examining this possibility.
Understand about the "scaling down" - I know we'd all like 12storey walking buildings but to have EPIC scale we'd need wide-open custom maps. Just not practical. Try your best to keep em walkers tall and big as possible.
I do kinda perfer to have upgradable weapons with the Titans.. ALOT OF UPGRADES the user can choose to go into combat with but thats me. Adds more flair to the Titan so the user can customize it "within reason".
Yeah, those animations...
While I could've also animated like that, I chose not to as I wanted the Warhound to be placid yet somewhat disturbingly menacing.
In my animations, you'll notice that they're slower, & the weapons move very slowly & steadily, even in the idle ones.
About AI - I've already programmed & got functional AI for our TTRU Warhound. There're no abilities in it though, & I didn't bother having the AI to upgrade weapons as, well...
I couldn't be asked. I'll have to investigate on that, though I'm usually the one that gets the warhound in the 1st place on that map that Buster_wounds made.
Whatever happened to the Pylon?
What's priority - the Reaver or the Pylon?
I'm not talking about removing the upgrades, just not allowing them to be made whilst in combat - Pinning down an anti-infantry titan with vehicles that it's not particularly suited to combat (land raider and predator annihilators for example) should be a valid tactic, as should swamping a tank hunter with heavy weapon infantry.
To be honest, I'd prefer this sort of mechanism for most vehicles - with infantry you can see it as grabbing a gun from a box - fitting weapons to vehicles should be more inflexible.
Meh, just ideas. The main thing's the big stompy titans.
Edit: Zany, I'll be doing the pylon after finishing the warhound off.
Are you using my voices too for it?
Read my previous post please.
I haven't really thought about sounds yet.
I've got a fair few professional contacts in that regard (especially for voice work). Dunno - depends what I can get. Yours are ok, but not very clear recordings - I can't listen to 'em at full volume without perhaps incurring the wrath of an awoken 2 year old. Which isn't good.
I do really like the death sounds though- where did you get 'em? Did you make 'em?
PM me about sounds. I got them from a special source.
What do you mean about the wrath of a 2 year old? Most of my voices will annoy your kids you mean?
I don't suppose that I could also have these 'professional contacts' to improve, or rather - replace the voices on the Shadowsword for the Imperial guard?
I think that the voices could be better there.
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