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Warhound Mod

  1. #201
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    Unfortunately they don't work for free - most of them are occupied with tasks for my company for royalties. I might be able to get the odd soundbite here and there - send me the lines you want spoken and I'll see if anyone is up for doing them.

    Most of my time on modding is evenings- the 2 year old is asleep in the next room. I don't exactly have the best hearing in the world, you can probably guess the progression from there.

  2. #202
    nice progress, as for the 2yr old give a few years and you'll be complaining about the noise trust me i know
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  3. #203
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    So the kid is in the stage of 'the terrible twos?'

    I was told that when I had tantrums (I DID. I wonder if it had anything to do with ASD/late speech development on my side?), I was just locked in a room until I shut up.

    It worked.


    To topic:


    Well, isn't the dialogue good enough in my samples? That's the kind of script.
    Basically - exactly the words I recorded, such as "the unrivalled beast" etc...

    Say, MMX hasn't been here for a while now.
    Who's gonna do the stompa?

    Bear in mind that I'm willing to make & texture the model this time, as the surface is more rusty. I got knowledge from looking at the Battle Fortress textures & attempting to mimic them.

    What weapon options though? I'd want the stompa to start with a close combat weapon of a sort though, which is non-upgradable.
    Of course, on the other arm, there'd be a gun of a sort, which should be upgradable.
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  4. #204
    Retired modder compiler's Avatar
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    why did they open the door ...


  5. #205
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    Good joke, though one should not encourage flaming, especially since I have something to give you.

    Besides, it's off topic.

    So, the stompa?

  6. #206
    Member the-tempest's Avatar
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    Hey Zany, do you think you could post a few of your voice work for the Warhound? It'd be cool to hear what you've got going.

  7. #207
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    This' an old download that I posted before news of the Warhound being in the TTRU mod appeared.

    http://www.savefile.com/files/226896

    However, same voices in the titan, though of course - with more files to make it complete.

  8. #208
    Senior Member horusheretic's Avatar
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    What do you mean about the wrath of a 2 year old? Most of my voices will annoy your kids you mean?
    i would imagine that a 2 yr old would need his/her sleep, and you could imagine how much of a pain it is for a parent to get them back to sleep with all the crying etc...

    also great work.
    Tutorials_And_Helpful_Sites_Here <-link
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  9. #209
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    I'm very dubious about close combat weapons - more particularly their animation. Even something small (!) like a stomper, basically is designed for assaulting vehicles or buildings, not infantry... unless there's a way of only allowing melee against a particular range of opponents, I reckon it's best avoided entirely.

  10. #210
    Member the-tempest's Avatar
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    Your sounds aren't bad... it'd be cool if you put more emphasis on what you're saying. Right now it sounds like you are relying on how cool filters sound. If you really put your acting skills on the line, that and the filter will make for a way better sound! Good start though.

    For example, here are two I did for a Chaos Lieutenant a while back.

    http://media.putfile.com/Lieutenantmove
    http://media.putfile.com/Lieutenantcharge

    And a couple possibly for Inquisition Daemonhunt mod, Grey Knight Terminators..

    http://media.putfile.com/SelectDread
    http://media.putfile.com/Select1

    Scholar...

    http://media.putfile.com/Selectscholoar


    So keep working at it Zany. You sound like your off to a good start.

  11. #211
    Retired modder compiler's Avatar
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    @Zany : no flame intended, just wanted to make you see your post was off topic and thus irrelevant. Glad you got it and added some on topic text. And don't give me anything, thanks.

    Back on topic @ Winterdyne :you stated that you wanted to make a mod with reaver + warhound and Adeptus Mechanicus troops. Have you taken contact with the Adeptus Mechanicus mod to see if there could be some mutual help possible ?

  12. #212
    Member Kou Uraki's Avatar
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    does anybody know what the whole difference is between the lucius pattern and the mars pattern warhounds? the only thing i found different about them was their color schemes. am i missing something else?
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  13. #213
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    The-tempest: Your Chaos lieutenant voices sound pretty dumb IMO! I think I'd prefer to use Stim for Chaos voices.

    However, I liked your other Dread samples & scholar ones.

    Perhaps you'd like to correct my screwed-up shadowsword voice samples then? They're not that cool IMO at the moment.

    Compiler - Thanks for taking me seriously, but next time... Meh.
    But I DO have something that is *perhaps* beneficial to an old project of yours...

    Kou Uraki - The lucius pattern is the one that actually looks good IMO. The Mars pattern Warhound is the Epic 40K version, which is the one with the pod thorax & lack of interesting detail.

    Winterdyne - the Stompa Shouldn't be your project though. It's what I wish to pursue once I actually play & finish Dark Crusade. I want to try to make something big again.
    While I know you are of course better at texturing, & assumably modeling than me, I want to try this myself.
    Remember - I have the Battle Fortress for reference

  14. #214
    Member Kou Uraki's Avatar
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    i support you, zany . but why the stompa? arent they the weakest of the ork titans? i personally would prefer a mega gargant but i doubt anybody would make it due to its monstrous power. >=)

  15. #215
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    I have my own reasons for the Stompa.

    Mainly because it's probably more legitimate when built from the mek shop than a gargant.

    Hmmm, that's a point - We'll need a new building too!

  16. #216
    Member Kou Uraki's Avatar
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    just like the scorpion had its own building, you gonna need something real big to build the stompa. you should do the same with the warhound too

  17. #217
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    Yeah. A new building for Bigger Orky stuff.

    How can I improve this sample metal/paint texture?


  18. #218
    the_other_hive
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    add noise: value 20

  19. #219
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    Well, I was kinda hoping to avoid adding more noise. I already applied noise & then blurred it slightly.

    I was thinking more about the colours & metal-to-paint ratio.

    As it turns out, I've already made a start on the model.

  20. #220
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    Minor update:

    Not particularly good at the moment. Here's what I've got so far on the WIP stompa.
    Which version do you like the most?



    Alternative body texture:



    I MIGHT need someone to fix the textures a bit if I can't improve it much more.

  21. #221
    SparkE
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    There both good but IMO they don't look damaged enougth.
    If you look at other vehicles in the game currently there battered and bruised, so i think they should have some battle scars to fit in with their new friends.

  22. #222
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    zany on the mteal texture, on the layer containing the metal, add layer styleattern overlay and set it pattern: clouds, opacity: between 25 -45 percent blend mode: soft light (or you could try colour burn and set the opacity lower)

    That make it look like different types of light are reflecting off of it, also if you use layer style:bevel and emboss set the size to 0 - 3 and then use the texture sub layer style and set it to use the pattern clouds or if you have it the one with a gold seam and it will give the battered look if you set the depth to around 25 percent

  23. #223
    For an Ork vehicle of any kind those textures there are in no way appropriate...

    Sorry dude, but they dont look even remotely Orkish.

  24. #224
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    @Zany, please discuss your models in one of your own threads. Warhound Mod / Dogs of War is not TTRU. I'm glad you like my modelling work, but I do have my own objectives. That aside, if that's supposed to be the belly section it's far, far too rounded. There's no need to waste polys on that. 6 flats (half a 12 sided cylinder) should be sufficient. Curved surfaces are very difficult to texture properly, especially if you're going to add rivets and other small details.

    I'm also with everyone else - the textures aren't right. Model it first, then think about UVing it - that way you can add shadows to appropriate bits of texture - see the carapace sections on the warhound for reference. Also don't forget that to teamcolour it, the base map should be shades of grey (128 provides full colour saturation, 255 is white, 0 is black).
    This allows you to treat the process more like sculpting and painting a traditional model.

    As a point of advice - model the infrastructure (skeleton) first, so you know how the thing will need to move. Otherwise you'll be left with something that looks stupid (Final Liberation gargants, anyone?)

    @Kou - Mars pattern titans basically have more refined engineering on the armour - curved plates as opposed to thick chunky blocks. Fluff wise, Lucius pattern is a post-heresy pattern in major production, Mars pattern is pre-heresy and rather rare. Colour scheme's irrelevant, and more dependant on the owning legion.

    @Compiler - No, haven't approached them. I'm working my own angle on things at the mo. Might approach for an exchange of stuff if I like what they've got. :-)

  25. #225
    Retired modder compiler's Avatar
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    I don't know where they are in their production line yet, but if they made the scutarii and you are working on the titans, that could be a nice joint venture.

  26. #226
    warbossgunzmek
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    Ummm on number 162 can i just have that ?

    Also ummm my friend made a gargant mod if u guys wanna see it me and him just have it

    Last edited by warbossgunzmek; 4th Dec 06 at 2:48 PM. Reason: i wanted to

  27. #227
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    @ Winterdyne - I put the Stompa stuff in here because the idea was that you were gonna use it in your mod.

    Wasn't that the plan?


    Ok, as for critisism - I'll screw the textures for now & just finish the model. I'll take Skill's advice to cloud an overlay for the metals, & I'll add more battle damage to the metal rust & paint etc too.

    I'll move the Stompa stuff to the TTRU mod thread then. I'll post a link later tonight for those that don't know about the mod.

  28. #228
    Member Kou Uraki's Avatar
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    i must agree zany, those stompa bodies look awesome, but they just dont look "orky" enough. they gotta have some battle scars or scratched paintjobs on them. is that possible.

  29. #229
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    Oh, I forgot:

    SparkE & Kou - yeah, around some of the edges, I've applied some more metal battle damage as 'alternate highlights.'

    Ok, Time to shift the Stompa to the TTRU mod thread.

    For Continued discussion on the Stompa, VISIT THE FOLLOWING LINK:[B]

    http://forums.relicnews.com/showthre...40#post1977640

  30. #230
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    what about the Manta Missile Destroyer for Tau?
    From now on I think it's best I dont post in General Discussion ever again :)

    THERE IS NO S IN ELDAR

  31. #231
    How about breaking all the fluff rules and comming up with titan war machines for the Tau. It would only seem logical to do it since all the other races ,except for Necron, have them.

  32. #232
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    Correction - Necrons have the Pylon, the Abbatoir & the AEonic orb war machines.

    These aren't titans, but sure are very horrifying.

    As for Tau - do they even need any war machines?
    I wish that Dawn of War supported aircraft well, but nope - it doesn't.

    As a result, it's difficult to decide for Tau as all their big Forgeworld things are Aircraft.

  33. #233
    zurn
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    As a result, it's difficult to decide for Tau as all their big Forgeworld things are Aircraft.
    Can they be fast hover-units with quick-charging jump capability?

  34. #234
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    Still, that's annoying to use for players as it requires extensive micromanagement.

    Anyways, shouldn't this be discussed in Winterdyne's Dogs of War thread?

  35. #235
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    I think micromanagement for aircraft isn't too bad - if the numbers of them are small enough. The problems with aircraft are more to do with getting them to move / land appropriately which is next to impossible when something has the footprint size of a manta.

  36. #236
    Martin23230
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    What is the Abbatoir & the AEonic orb?
    I've never hered of them and forgeworld only has the pylon.

  37. #237
    ant!fied
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    Does this mod work for Dark Crusade? or is it just for DOW?

  38. #238
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    Martin - read the Epic Armageddon rules for the Necrons (they're downloadable somewhere). I think you'll find out that The Pylon isn't the biggest legitimate TT thing out yet.

    However, there aren't any official models for the Abbatoir, & certainly not the AEonic orb either.

    Ant!fied - this mod isn't out, & it won't be as Winterdyne has re-named it to Dogs of War, which is for DC...

  39. #239
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    Please ignore Zany regarding DC - I am currently working for WA (as I need the IG), with another version for DC. The mod is now part of Dogs of War.

    Also regarding aircraft - the primary problem is not the micromanagement, it's the unit footprint. There are ways round this but none of them work effectively.

    Neither the Abbatoir or AEonic Orb have any firm designs that I've seen. Anything I did in that regard, I'd have to design from scratch. I'd rather work on other stuff first.

  40. #240
    Member Kou Uraki's Avatar
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    what do these 3 war machines look like? i cant find any pics of them anywhere

    is this the accurate pic of the necron pylon?:



    if thats the correct pylon, then what exactly are the abbatoir and the aeonic orb?

  41. #241
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    I'd take the forgeworld model as kosher for the pylon.

    The abbatoir and aeonic orb have no official models, and I've only seen very basic experimental rules for them.

  42. #242
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    Please ignore Zany regarding DC - I am currently working for WA (as I need the IG), with another version for DC. The mod is now part of Dogs of War.
    What? Now I'm confused

    Kou Uraki - well, that IS a Pylon, though that one's really inaccurate to the forgeworld model as it's low poly.

  43. #243
    zurn
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    Also regarding aircraft - the primary problem is not the micromanagement, it's the unit footprint. There are ways round this but none of them work effectively.
    My first thought was make the actual footprint tiny, but just have the visual model look big. It might be a bit weird, though, having the aircraft have a virtual toothpick "stand" that it needs to find room for.

    Another thought is to have a huge offset to the footprint, so that it actually lies off-map. Of course, I'm guessing this completely doesn't work, as the footprint would have to actually be on the map, and the the destination orders would have to be offset too. So you make a double size map, with walls around the actual map and plain flat feature all around..........

  44. #244
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    I'd rather handle things by areas - and I think the DoW engine may be able to handle some of the functions required.

    First- we disallow direct control of aircraft, palming it off to a set of abilities on a building. The abilities represent 'missions' to aircraft the building controls - very much like the Epic 40k system. So if you have a 'Thunderbolt control tower' you can issue strafing run orders to a thunderbolt fighter. - both are abilities cast on an area on the map (and represented by a fighter swooping in and strafing the area). Deep strike (and dustoff) missions are also probably doable (using the return to building teleport feature in DC). The fun starts with anti aircraft orders = either for standard units like the hydra, or for interceptors. These really need to mark a radius on the map as defended, and cause appropriate damage on flyers being sent on 'missions' in those areas. I think temporarily spawning a unit is the way to go here.

  45. #245
    zurn
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    I agree, using missions would emulate the way tabletop does it, which feels right in a primarily ground-combat system.

    Anti-aircraft could be tricky, I wouldn't know where to start with that. If it makes it easier, you could have the damage applied to the aircraft-summoning building, rather than the "aircraft". Make the building non-repairable, or hard/slow to repair (make the hitpoint levels associated with aircraft and AA actions high), to give the AA some teeth.

  46. #246
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    so were can i ge t a titan mod then cos thay look so cool
    it is a good pain

  47. #247
    divineauthority
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    Ok the last time I brought up necroing I got told off, instead I'm going to be nice and helpful

    There is a proper mod being made by Winterdyne, it's called Dogs of War. There are no releases of it yet but work continues to be done on it and it looks amazing. You'll find a thread in the Mods In Progress section.

    There's also a titan in Zany's TTRU mod as far as I know (I don't actually have it). This is in the Completed Mods section.

  48. #248
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    The mod is now under discussion here:

    LINKY!!!

    Can a moderator now lock this thread so it doesn't get dredged up again? Thanks!

  49. #249
    Yeah, stop bumping up old threads please.

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