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[MOD] Codex Toolbox Mod: Salamanders Chapter skins added (see first post)

  1. #1
    Member Mirage Knight's Avatar
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    [MOD] Codex Toolbox Mod: Salamanders Chapter skins added (see first post)

    Grimnar42 and I would like to announce the formation of a mod centered around the idea of offering a central resource for code and visual content (models, textures etc.) that can be used by the rest of the modding community. We're not interested in competing with established mods, but rather in furthering the original game by providing playable community contributed content. Anyone is free to contribute whatever models and code they see fit for public use.

    Think of it as a toolbox by and for the community. The more content that's in it, the better for everyone here. It'll be a great way for modders with maybe one model or a unique bit of code to be able to get their material ingame in a cohesive mod or simply get exposure.

    Some things to keep in mind:

    - We encourage material that adds to the existing races in DoW: and DoW:WA such as improved models and code. Nothing specific to a particular army please.

    -Posting any content here makes it public domain, meaning anyone can use and modify it.

    -Submitting someone else's work for any reason will not be tolerated.

    Hope to see this thing really take off - so get posting!

    Current Submissions:

    Helios Land Raider
    - Courtesy of Medes and Zany Reaper

    Codex Gargantuan Squiggoth - Courtesy of Zany Reaper

    Codex Skins for Eldar Warpspiders - Courtesy of Sable.Drake

    Shadowsword Titanicus - Courtesy of Zany Reaper

    Salamanders Chapter skins for Space Marines - Courtesy of Feil
    Last edited by Mirage Knight; 3rd Oct 06 at 7:57 AM.

  2. #2
    Further to that is helping modders get their stuff working so anything code wise I am sure someone if not one of us can help
    "Never argue with an idiot; they just drag you down to their level, and then beat you with experience...."

  3. #3
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    I'll talk with {B}lack to see if we can add the thunderhawk transporter and the code for it so people can see how to setup new deep strike types and how to make the models for them, after we release a beta of the COR:BT mod i'll ask Az and {B}lack if i can release the method of creating mixed squads with entites that used diference stances (if you guys can't guess its actually really easy lol)

  4. #4
    Member Mirage Knight's Avatar
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    Awesome- thanks Skills

  5. #5
    I agree with skills .

    I need to finish up the transporter first and it needs a texture artist .

    And I might send this in:
    (I still need to do the unwrapping ).
    WARNING: OLD PICTURE!!!
    Last edited by p0seidon; 13th Apr 06 at 12:25 PM.

  6. #6
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    NP ill send it this when its done:

    Its a shotgun scout but the texture isnt finished yet and i might add two little ammo belts to him

    Also i was wondering wouldn't it be better to host this on some sort of site where people can upload stuff to use and then it can be updated continualy

  7. #7
    hellocookie
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    Like the shot gun.

  8. #8
    oh my me!
    thats a Prometheus isnt it?
    Im ordering my Forge would kit for one this weekend
    600 points worth of BOOM and fooosh with a few freeeem thrown in

  9. #9
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    Skills other than the textures is the scout ready to go because I would to play around with the coding for it. I have been waiting for a modeller to do the heavy bolter scout, missile launcher scout and shotgun scout.

  10. #10
    "Perfect Every Time" Uncle Benny's Avatar
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    Also i was wondering wouldn't it be better to host this on some sort of site where people can upload stuff to use and then it can be updated continualy
    @ skills: I use Filefront, you can just put a link in your sig, then replace the old file & update the link. I've been using it for about a year, and no complaints from me! :thumb:

  11. #11
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    The scout doesnt have any animations at the moment and i took off the sleeping bag because it was originally meant for the COR:BT mod

    davisbe: I meant a site for this whole mod bit like dowfiles where we can upload models etc not just link to then in a sig.

    Hedo: Already coded but you can use it for what ever you want once its finished as long as i get a name in the credits lol

    Mirage Knight: When we put these into the mod what files shall we give you, the .whm, .whe, .sgm, .ebp and all the .max files ?

  12. #12
    Also i was wondering wouldn't it be better to host this on some sort of site where people can upload stuff to use and then it can be updated continualy
    Working on it at the moment we have a forum set up here

    http://www.dowdomains.co.uk/forums/

    Still working out exactly how to organise it the site has file hosting (it belongs to Danimator) but it will be for modders only not public downloads I dont know how much traffic he can handle. We have to discuss with Danimator how to handle the file hosting and who updates what he is pretty busy in real life so might have to get someone to be in charge of organising the upload download area anyway first order of business in the forum will be how to structure it

  13. #13
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    Cool maybe could ask dowfiles to host a site, infact maybe if you ask nicely enough they might open up a DOW:Tool Box Files lol

    Grimnar: When we add stuff to we just make a new topic with the link?

    Also i textured the Shotgun stock, its wood now lol

  14. #14
    Member Danimator's Avatar
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    http://www.dowdomains.co.uk/forums/ has a 2 gig limit at the moment and it's used for other stuff as well so it would soon fill up.

    Medes uses links to savefile.com and this might be the best method. Use the forums to organise what's available and get feedback and use links to savefile.com on any download pages. See http://www.dowdomains.co.uk/forums/viewtopic.php?t=27 as an example.

    Any other suggestions (apart from me having to buy 10x the space ) are welcome.

  15. #15
    LOL buy 20x then ...(kidding)

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    Skills - of course all credit will be given.

  17. #17
    Member potemkis's Avatar
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    I have been waiting for a modeller to do the heavy bolter scout, missile launcher scout and shotgun scout.
    I'm currently working on the missile launcher and heavy bolter versions right now. Will post screenies A.S.A.P. Just working out on how to make them more "Codexie"

  18. #18
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    Take off the sleeping bag like i did the actual gw model doesnt have a sleeping bag,
    ok a quick pic of the shotgun dude, nearly finished texturing, i'll knick relics rigging and animate him soon:


    Anyone say that SM wouldn't use wood anymore will make me turn emo and cry

  19. #19
    Typhoon GX
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    They wouldn't use wood anymore....

  20. #20
    no arguments against wood, i have arguments against the vanish type! it should be darker if we are serioud.

  21. #21
    The Omniscient havoc's Avatar
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    I think that wooden texture would be fine, if darker. the same as metalic texture. And add some scratches to it. It will be fine..
    For instance:
    I made the shotgun for scouts in Archangels mod.
    Closer to Codex Modification [thread]
    DOW Logon Screens: [thread]
    Dawn Of War edited screenshots and wallpapers: [Art of War] [Thread]
    All My Retextures: [here] at [skins.hiveworldterra.co.uk]
    Dawn of War Professional [board] [site]

  22. #22
    Member potemkis's Avatar
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    I'm going to try and make the bag a random item or just make it so that it shows on the scouts without the heavies.

  23. #23
    I'm dancing like a monkay~ medes's Avatar
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    What the hell is happening here? Howcome everything is pouring into the CTC thread instead of this place? Please people, i'm begging you. Make use of this thread!
    I am hereby reviving it!! Breath! Breath goddamit!!

  24. #24
    Catachan
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    I might be willing to upload my models once I finish them for the DWV mod. Heck I am pretty certain that I will be willing to, I just need to finish them! LOL and I will upload them in .obj format as well, since I don't have MAX. . . Well I will upload them in that format if I don't manage to make that stand alone file converter. . .

    ~Catachan

  25. #25
    I have some things in mind I want to add to here but I need to think about it though.

  26. #26
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    Medes: I think the reason this thread is being more neglected than your CtC thread is because there doesn't seem to be much of a difference between the two. The CtC stuff you and the others come up with is practically all of the free-lance art content that we have access to. The majority of others seem to be working for a mod team whose aim it is to release a full working mod rather than single unit modules at a time. Or would rather not have thier works open for just anybody to grab up and put into whichever setting they like (which is of course thier right, I'm not trying start an argument about that).

    As for the code content, what exactly where you expecting? we have DarkElfLord's AE/LUA help thread, and the advanced modding section has birthed many AI scripts (cuttershane's for example). Ai for the majoity of major mods is handled by the Skirmish AI team, and Thudmeizer even has a tutorial on how to get the AI to use custom units and such.

    Perhaps I have misunderstood the purpose of this thread. It seems as though the point is to create a combination of all the best aspects of the CtC models thread and the RDN Wiki (and a few other tidbits) and put them together. Novel idea; the problem is we already have things that do this kind of thing for us, namely the CtC thread, the Wiki, and even this Forum itself.

    If you want to garner support for this toolbox, then we should actively recruit the people in those places to add to it. Havoc, potemkis, greenphearo, anf the rest of the Modelers/Textureres in the CtC thread are all examples of this. They seem to have latched onto your CtC thread because it was the best thing availible for them at the time (why go somewhere else, if there already exists a place for your stuff). Perhaps they should now be encouraged to post thier projects here instead of piggy-backing onto CtC . No offense is meant to these people, their efforts on behalf of the community is greatly appreciated; It only seems that this thread is dying because there are already places for people to go (like those mentioned) for this kind of thing.

  27. #27
    Member sunray's Avatar
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    Hi,

    This is my first visit to this thread. I normally head straight for the "C2C models: New stuff" thread. I didn't notice it was here, and what's more relavent, what the thread contained. I agree entirely with what GermanJonus has said. They all need to be actively lobbied to transfer over to this thread.

    The shotgun idea is excellent. Anyone thought of adding them to the IG to make hardened veteran squads? I know there is already the Storm Troopers, but hardened veterans are different.

    I will now be keeping a good eye on this thread !!

    regards

    sunray

  28. #28
    I'm dancing like a monkay~ medes's Avatar
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    @GermanJonus: Thats exactly what i'm talking about!

    I'm fixing up Zany Reaper's Land Raider Helios now. Once its done im gonna put a link here. Maybe Mirage Knight can put the links up on the first page aswell then hopefully that should encourage more people to contribute here.

  29. #29
    Member potemkis's Avatar
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    I honestly thought this thread had vanished.....

  30. #30
    Member Mirage Knight's Avatar
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    Medes:

    Will do

  31. #31
    I'm dancing like a monkay~ medes's Avatar
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    Tadaa!!


    Land Raider Helios by Zany Reaper
    Link
    http://www.savefile.com/files.php?fid=5885175

  32. #32
    Member Mirage Knight's Avatar
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    Link added to the first post - Thanks Medes

  33. #33
    I'm dancing like a monkay~ medes's Avatar
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    i suggest you update the thread title too. That should attract more people

  34. #34
    Member Mirage Knight's Avatar
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    Done

  35. #35
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    Most Excellent a new tank to test out. Thanks Medes, Zany Reaper and Horus Heretic.
    Last edited by Hedo; 9th Jun 06 at 7:04 PM.

  36. #36
    Member Mirage Knight's Avatar
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    Credit should go to Zany Reaper as well

  37. #37
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    I'm not stupid enough to tell you that I'm British!
    Thanks!

    But don't forget HorusHeretic! :vikingb: He's the one who provided me with the original (albeit very messed up) animations! And the Base model too of course!
    Leader & (a) modeler/texture artist/animator of the

    Closer-to-codex mod files - To expand your mod.
    Codex Toolbox project - for furthur mod expansion!
    One more thing:

  38. #38
    witek
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    I'am not sure that i am able to do this but i can try to translate all these IU info for the mods to polish if intrested PM me.

  39. #39
    telboy007
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    Just a quick point, the build time is currently 50. Peeps might want to increase that a bit before using it for mods, etc.

    Good stuff, worked well in-game.

  40. #40
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    The original build time seems fine by me! Nevertheless, I'll just have to download this updated version. My one is obsolete now as this one has a few re-done animations, stats etc...

  41. #41
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    Thanks Medes, Zany Reaper and Horus Heretic

    The Helios worked great. When it combat everything works as expected. The only glitch I could see was that when the missile launcher returns to it rest postion it is facing to the right instead of the front. This doesn't effect gameplay though just the cosmetic look of the unit. Great Work guys now all we need is the LR Crusader.

  42. #42
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    Must have been a bug I accidentally put in that I didn't know how to fix. Don't really care much anyways, it's quite subtle.

    Finally horusheretic got a little credit. Too bad he isn't here to see it!

  43. #43
    Member Mirage Knight's Avatar
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    Just want to let everyone know that if need be, I'm willing to share any code and content that I've personally worked on. That means that anything I've done in the DoW40K mod that's not attributed to anyone else can be considered open-source and available to anyone that wants it.

  44. #44
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    Ok then - would that include the marine Devastators too?

    I can't get my textures exported for some reason into rsh files. Therefore I can't test my dirt layers in the wtp files.

  45. #45
    Member Mirage Knight's Avatar
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    Technically that's Mede's work - and I believe he's working on new skins and a revised model, so you might want to contact him

    How did the Chimera's squad hold code work out in the end?

  46. #46
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    Actually, I'm afraid to say that I haven't tested them yet.

    You see - I've been working on a new Necron building for Mike's mod (& mine). It's a big turret. Not the Pylon unfortunately, though I'd love to model that.

    SO after I get these turret's tracking issues sorted out (so that the gun faces the right direction), then I can test the Chimera code. THanks for that though.

    Annoying tracking error made me have to made another max file where the gun was not stale, just to get the game to face it in the right direction! It's not even an animation either!

    Some of my mod supporters are goading me to download the fixed Helios medes tweaked. I guess I'll just get it now before I release another beta-version for my testers.

  47. #47
    Member greenphearo's Avatar
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    hi
    would any one like the Wolf Scouts as this is allmost finished


    Still a wip.
    Hope to be finished within a week

  48. #48
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    Aw dang it! It's too dark for me to see properly!

    However, they do seem custom though. New models right?

    No offence, but wouldn't these be better off in a Space Wolves mod? Isn't there one already out or in progress?

    I have a surprise for this toolbox, assuming I get it complete in the next few months.

  49. #49
    Senior Member horusheretic's Avatar
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    Im still here!!

    im just in the background....
    just think of me as a box of ideas lol

    any way, i got most of my maps done, reworked the storyline for my campaign and even learnt a little more about scar.

    any way the helios is looking good. although im still learning
    animations :/
    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.

  50. #50
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    Whoa Whoa Whoa HorusHeretic!

    The helios files you gave me were severely messed up in terms of animating. Sorry, but that's the truth.

    I advise you to use Santos' tools to extract our Helios that Medes & myself finished off & look at the changes we made to your animations.

    everything from the animation files must be in the ref file.
    Each little bloody annoying bone that's animated must be in the ref file, otherwise you get a static mesh at best, or an export error.

    Sorry to be harsh, but the fixing on those 30 max files was tedios & very boring.
    I'd like to help with more of these things, but I want you to improve your animation skills 1st before I finish anything off.
    That is assuming that you make anything with me.
    I'm kinda busy with other projects at the moment.
    The man one being the necron Destroyer.

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