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spad

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Quote[/b] ]Assault from the air...

[im]..[/img]

Notice that for some strange reasons, when you group several drop pods , sometime they are moving a bit strangely, like if the grouped pods were trying to fight against the script (fortunately they fail to escape from the script, but that can lead into a strange movement).

I can see from your screenshot some of those strange results are happening smile_o.gif

So try to not group drop pods, this way they should never have those strange trajectories (if you want them to fall straight of course).

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When the picture was shot, each pod was independant from the others, carrying 4 SM but maybe they were too close.

I also saw the odd effect, but things kept working lovely & nicely wink_o.gif

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Space Marine in PA :-8Ft

Space Marine in Tactical Dreadnought Armour :- id say 9ft to be on the safe side,

Now A land raider is 14ft tall, that taller than a double decker bus O_o, a dreadnought almost comes up to the height of a landraider.

That Imp Gaurd what is he Cadian or Tanith?

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That Imp Gaurd what is he Cadian or Tanith?

He is a proto-Tanith. I'm just starting to work on the cpp. Tanith first & Only may have, depending on the p3ds done, as troops and Veterans :

- Guardsman

- Grenadier

- Marksman

- Medic

- Saboteur

- Sapper

- Officer

- Sergeant

- Scout

- Flamer

- plasma gun

- Melta gun

- Missile launcher

- Heavy bolter

HQ :

- Colonel Commissar Ibram Gaunt

- Colonel Colm Corbec

- Major Rawne

- Chief Medical Officer Dorden

- Master sniper 'Mad' Larkin

- Brin Milo

- 'Try Again' Bragg

- Sergeant Mkoll

Among the Inperial Infantry pbo are the Cadian Shock Troops and the Armaggedon Steel Legion.

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Those Droppods look intense and the other units are looking great. Just to point out some things though...... The dreadnaught is missing the vision slit ( Probably just beacause you havent got round to it but just in case.) And the terminators..... have too much middle on them.... its hard to explain... they should have less waist the torso should be closer to the legs.. and am lovin the look of that titan... or what i can see of it tounge2.gif

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I think what wolfbite is trying to say is that the terminators' torsos are too long in relation to their legs. It's not as if a person could actually fit in and drive the suit as they are depicted in games workshop models or art either, but these seem to be particularly anatomically incorrect. The modelling is nice, but the head, shoulders and waist are too far from each other.

Looking on the Forgeworld site as a source yesterday, I also notice that the Lucius Pattern Warhound is quite disproportionate and I think it could use some more polies. You may have a different source, and the skin on it looks quite good, but compared to the Forgeworld set it seems a little plain.

Just to let you know, that my critiques and opinions aren't meant to impede and attack you. I'm just giving you comments on a subject that I consider one of the few that I have some actual expertise in. I've been on some other boards where artistic things can get a little hostile- don't want that to happen here.

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That Imp Gaurd what is he Cadian or Tanith?

He is a proto-Tanith. I'm just starting to work on the cpp. Tanith first & Only may have, depending on the p3ds done, as troops and Veterans :

- Guardsman

- Grenadier

- Marksman

- Medic

- Saboteur

- Sapper

- Officer

- Sergeant

- Scout

- Flamer

- plasma gun

- Melta gun

- Missile launcher

- Heavy bolter

HQ :

- Colonel Commissar Ibram Gaunt

- Colonel Colm Corbec

- Major Rawne

- Chief Medical Officer Dorden

- Master sniper 'Mad' Larkin

- Brin Milo

- 'Try Again' Bragg

- Sergeant Mkoll

Among the Inperial Infantry pbo are the Cadian Shock Troops and the Armaggedon Steel Legion.

COOL!

What abouts the dam baneblade?!

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i agree with plaintiff1 the warhound does look a little to boxy it needs to be rounded of a little and looks a little too small and boxy i have included a pic of a luchis pattern warhound hope this wont delay the release

im not critersicng anones work im just pointing out cuse i want this to be true to the warhammer universe

spad. good job on getting the dreadnougt guns on the right side Warhound pics

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I don't mind being critized, when critisism intends to be constructive as yours. wink_o.gif

Moreover, I'm only responsible for the cpps, so I'm not directly concerned about models. But I agree, nothing's perfect while we try to do our best within the limits of our curreent knowledge. My knowledge about cpps isn't extended as far as I would like even if I've learned a lot (thanks to countless errors whistle.gif ) since.

I hope that the day of public release such critics would flow from you about cpps, AIs behaviours and so on. So no need anymore to ask for pardon wink_o.gif

This said, let's keep answering.

I saw that some Warhound's pieces are 2 years old (late 2003) so I guess Spad's skills improved since. But you must understand that we have many p3d models and many many cpps to be done. To speak the truth, sometimes Spad himself drows me with flow of new p3ds rofl.gif

I don't know if Spad tried to make the Lucius Pattern Wolf class Warhound, but while I was looking for its complete display name instead of just "Warhound Titan", I also had a look at ForgeWorld and found it was the most looking alike model.

@ Warden :

I Love "Lost in Space" inlove.gif

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Hey folks,

i just wanted to tell you that i am very impressed by your work. first of all your units look very very nice and at least to me very authentic...

please keep up that fantastic work  notworthy.gif

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I don't like this mad_o.gif

.

.

.

I realy don't like this mad_o.gif

.

.

.

please

.

.

.

please

.

.

.

PLEASE let me play with this! inlove.gifinlove.gifinlove.gif

PS: I would suggest you release at least a beta before starting to optimize models whistle.gif

quiet_man

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well about me every day the space marine pack is improved and reworked and many units have a completely new textures and models then before.

so the real question is release? or not release? have someone the answer ??

Anyway I am one member and my opinion is not for all so in few words I can't do that.

but anyway about the space marines pack there are some fixes that I wish to add for example at the close combat weapons like chainsaw that I added in the last 2 days to the death company and the sword brethren.

I just reworked the chainsaw of the cadian sgt. it is useless because is only an object added to the dx hand.

Well I am not happy of the final result because the units at the mom don't even know how to fight in close combat so the fun may came only in the bolter explosion and some heavy weapon like plasma cannon and heavy bolter...

but all the units basically have the same weapons (requiem= bolter) so the question is do you guys would appreciate that or not ??

I think that the fun would come both from

1great close combat sessions(impossible now) and

2 from large amount of firefights

some units like Chaplains and assault marines won't be so fan in long terms of gameplay.

yes i got some great ofp times matching space marines against eldars but in the end there weren't a real balance in the game because requiem and high armour of the space marines can't be beat by the eldars ....and even challenge against a horde of eldars in the end space marines won everytime.

every chapter is pratically the same yes the elites are more accurate thanks to cpp spqr works but not so diff from the others.

Someone could help us about the close combat ??

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The way OFP works though, if you run around with a sword trying to kill people...you're dead.

Its not a sword sim. wink_o.gif

But, It does look better if they have 'em obviously, I just wouldnt worry so much about making the AI use them in close combat for a first beta as much.

I'd worry about getting rid of other bugs more.

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Terminator armour isn't quite that bad.. unless you take the models with their arms up very literally.

It's been a long time since I've had occasion or want to draw a terminator, as you will see by the old school tactical dreadnought armour design. I did it fast so excuse the sloppiness.

Anyways, here's a link to a proportioned terminator armour and how someone may uncomfortably fit in it. Also, note that on the models without masks, the head of the marine does not sit inside the helm. It sits behind it, with his chin beneath the breastplate.

bye bye linked pic

Also not that not everything links up exactly the way it should, but it is closer to being anatomically possible.

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Someone could help us about the close combat ??

some ideas how to increase value of close combat:

1. make heavy/advanced ranged weapons secondary (like standard OPF AT weapons) so you can not move with them and they need time to deploy (possible issue with AI not using them correctly?)

2. Increase time to switch to secondary weapon (if possible)

3. increase dispersion (see SEB-Nam mod)

quiet_man

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i was playing with the pc barbarian addon and i found that it could be reworked for our needs.

well there is only one problem if the model take a rifle and shoots the arms keep attacking and goes up and down .

so the question is : Is it possible attacking only with the left hand that is equipped with the sword ?? the dx hand should remain with the normal anim and carring the rifle while the left arms attacks huh.gif

don't know if you understand me.

the attack melee is ok but I need that the only left arm moves up and down in the attack animation..the left arm should work as normal carrying the gun .

sword4mv.th.jpg

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the attack melee is ok but I need that the only left arm moves up and down in the attack animation..the left arm should work as normal carrying the gun .

you need someone who knows how to do OPF animation

I assume the attack is done by a script which triggers a certain animation contained at the mod

"all" you need are animation for one handed attack with the other animated to "hold" the gun

quiet_man

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any volounteres??

In the end I am just a texturer so I need someone that could change this anim...if i succed in changing that I can release some stuff like the black templars. and boost the other pack to be released.

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Some quick ideas about close combat. (Sorry if I'm already voicing stuff that is already known)

Pistol Bolter and normal Bolter ammo should probably be valued to kill a unit within 8 to 10 or so shots. High dispersion may not work at such close range. (You can always uprate the unit's armour as well.. but that causes issues with other forms of combat) But limited ammo damage should (That's the whole point of armour isn't it?) This goes the same for HE splash damage. It makes for more frenetic combat too.

Whereas close combat weapons such as the Powerglove, Chain swords etc should have the incapacitating effect like conventional kinetic weapons of today. It should give people and AI a better opportunity to engage in Close Combat.

Anyway I can't wait to see what you guys come up with. Amazing stuff.

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I dunno. I don't suppose you can bipass the normal hit values by having a script that dynamically gives a bullet damage characteristics given a to-penetrate roll. Ie, if a bullet hits a unit, a script decides whether it penetrates given the unit and weapon attributes, and if it passes, it gets normal damage attributes. If it fails, it gets 0 damage attributes.

In retrospect, I'm sure this has been thought of before.. but I want to post it anyway.

Otherwise, it would be wise to take a weapon as a baseline and figure out the average number of hits it takes to give the character a wound, and the average number of hits it takes to reduce the character to 0 wounds based on the dice rolls.

Personally, I would rather see the feel of the universe captured in a realistic simulation sort of way, than a literal rules sort of way. If a bolter is supposed to fire explosive, rocket propelled shotgun shells, I would like to see the effect of those rather than a rehash of what the tabletop rules hint at.

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This is a good idea - it would solve the variations of ordance/armour classes etc.  

The only problem could be this script running for every instance a single round is fired and hits.  Big firefights may get rather laggy.  Hmmm.  Tricky one this.  confused_o.gif

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I thought that the fire effect anim should work only if you are a close combat unit not all the space marines will have this feature but only elite and Hq one. even if every space marine have at less 1 attack in assault given by one close combat weapon if we read the tabletop game.

I think it is the best solution i just need someone that could change the philcommando animation for the dx hand that is equipped with the weapon . help !

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i just tyried ofpanim tool but I didn't undestand how to change the pivots...

well guys this not so difficult for someone that knows how to change the anim..the animation for the left arm is ok but i just need a Static dx arm that is equipped with the weapon ...

just need this change and i'll release the black templars pack !!

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i have no idea how to use ofp animator i will use my psycic powers told give you enlightement (or a pint one or two)

well would like to see a land raider crusader among other thing

any news on archangel as we havent herd from him in a while

hope you guys wiil release it and some advice BACKUP ALL YOUR WORK cause i dont want to lose this mod as its so cool

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