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Close combat would be very cool, but I feel that it is not a major issue...I am more of a fan of massive shoot outs. I agree with the earlier comment that it would be cool to see a sooner release, with possibly an update coming later featuring close-combat, as if the right people get the addon, they might have a good idea of how to sort the whole animation problems.

I am extremely grateful to you guys for this massive project you are dedicating your free time to! If you need any testers, I am offering my services! This mod is a dream come true! And I can foresee this filling any time that im not at work! (sleepless nights here i come!! )

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Sorry, had been busy.

The animation may seem pretty easy, and the cpp complex, but if you have a firm grasp on the basic concept concepts, it will be pretty easy to do whatever you want.

1. Think of an animation as rotation of arm or arms using the built in cpp codes for class animation.

2. Think of using hidden selections built in the cpp codes to hide the arm/arms when not in use.

3. Think of using a script thru the eventhandler to use the arm in action.

a. create an extra arm in 02 and define it as newarm1.

b. add a rotation point to the biceps.

c. give it a texture and name it texture newarm

d. in cpp, define in the cfgmodel section the selections

e. in cpp, define in the cfgvehicle section the hiddenselections[]=?

f. in cpp, define in the cfgvehicle class eventhandler section how you want the arm to be activated-u must know the allowed types of events.eg;- fire ="(_this select 0) exec "/swordman/swordarm.sqs"";

g. create a script to switch between the hidden selections.

h. PS:- u can also activate the swordarm action thru the cpp cfgvehicle's class useraction via a menu command to use the swordarm if you want.

Ofp is fully flexible, but it may take you quite sometime to experiment to get it right. I believe that the fastest to way to do it is to understand the concept - rotation animation and watch how this built in code is used in ofp's models. Once you can understand and study how it is done, you wont need my codes or scripts to get it done. All the best.

PS:- please delete away my cpp from your posts..its err..an embarassment to me as it aint tidily done as it was created on the fly. Thanks.

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There are good animators out there, if they enjoy playing this cool mod and see animations missing, it will not take long until you have what you need.

whistle.gifwhistle.gifwhistle.gif

quiet_man

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we need animator for some vehicle like the imperial sentinelle or the wraith lord before the man

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I'd also like to see CQB units, and there are many systems already existing (CWMOD, General Barrons and MIG vampires, Prof Tournesol's,...) but there are currently things far more urgent to be done or improved (like drop pod sounding like a descending chopper icon_rolleyes.gif ). There will always be time to think about later wink_o.gif

Seems like Cadian Shock Troops haven't the direction sense skill in the woods... rofl.gif

stormsword18ei.jpg

.

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we need animator for some vehicle like the imperial sentinelle or the wraith lord before the man

huh.gif do you make all walking stuff as "man" units?

walking vehicle might be even weaker spot of OPF engine than close combat crazy_o.gif

quiet_man

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we need animator for some vehicle like the imperial sentinelle or the wraith lord before the man

huh.gif do you make all walking stuff as "man" units?

walking vehicle might be even weaker spot of OPF engine than close combat crazy_o.gif

quiet_man

...

whistle.gif

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how far is the beta?

do you have (need) someone working on CTI and DMA conversions? wink_o.gif

quiet_man

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how far is the beta?

firingsquad4bs.jpg

Heretic, the question never to be asked rofl.gif

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I know nothing about CTI or DMA, except that I use Sanctuary's DMA animations in OFP. For the bolt pistol, it's a one-shot use of CWMOD pistol animation (also from Sanctuary), as I find it cool for posing wink_o.gif

Why would you like to see sometinh done with DMA or CTI (whotzat ?) ?

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I've only had chance to briefly read through this thread. Just don't know what to say. The technical quality of the work mixed the creative talent behind it is of a level that could easily rival that of a professional outfit.

It also looks like you have made a few custom animations. In particular the one just a few posts above with the guy standing at the far right of the picture. Don't remember ever seeing that animation in flashpoint before. Looks like a really good custom animation. The amount of work that has been done is overwhelming. You clearly have a huge passion for this particular concept.

Of particular excellence are the units which have very slender limbs and stand rather tall. They look particularly impressive and I would imagine are very difficult to create.

I have two ideas:

1) I think a really good idea would be to make sure soldiers that have exposed faces would best be given custom face textures as the original flashpoint and resistance ones are starting to look a bit cliched now.

2) I'm not sure if this fits into your concept but if you wanted to have a very large vehicle/ship appear to be hovering a few 100 metres above the terrain, say for a cutscene concerning higher ranks before a conflict occurs, then perhaps you could make the vehicle as an object not a vehicle and have it's Land Contact LOD's a long way beneath it's actualy visual model which would make it appear as if it were dropping off units and directing the battle. As I already said the benefit would be that perhaps you could get units to walk around inside this object. I would have thought some fantastic cutscenes could be made this way at the beginning of a mission, where you could for example have two high ranking officers discussing the battle with a window down to the terrain behind them with loads of stuff going on.

Just thought I'd chuck that out anyway. I think this is going to be a really successful project which will have some beautiful additions to the game thumbs-up.gif

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I know nothing about CTI or DMA, except that I use Sanctuary's DMA animations in OFP. For the bolt pistol, it's a one-shot use of CWMOD pistol animation (also from Sanctuary), as I find it cool for posing wink_o.gif

Why would you like to see sometinh done with DMA or CTI (whotzat ?) ?

CTI Capture The Island

DMA Dynamic Mission Alliance (Dynamic Afganistan)

never heard about this??? huh.gif I don't know what to say.

for CTI take a look at http://cr-ofp.dyndns.org/

DMA and Dynamic Afganistan you can't miss at the "User missions" forum

this was meant as offer to do the work whistle.gif

at least CTI I expect to be interesting with WH40K

quiet_man

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I've only had chance to briefly read through this thread. Just don't know what to say. The technical quality of the work mixed the creative talent behind it is of a level that could easily rival that of a professional outfit.

It also looks like you have made a few custom animations. In particular the one just a few posts above with the guy standing at the far right of the picture. Don't remember ever seeing that animation in flashpoint before. Looks like a really good custom animation. The amount of work that has been done is overwhelming. You clearly have a huge passion for this particular concept.

Most static pictures use HennishHens, Flashpointgamer, Wilco and Hunter's static anims, still availables. The choice of positions is fairly large and should easily meet most demands.

Quote[/b] ]1) I think a really good idea would be to make sure soldiers that have exposed faces would best be given custom face textures as the original flashpoint and resistance ones are starting to look a bit cliched now.

Imperial Infantry has custom faces, randomly chosen at the beginning of the game, throught Eventhandler. But it as two drawbacks (in the present state) :

- if you have yourself a custom face, it won't be chosen. Only faces included in the addon would be chosen by the EventHandler.

- if there's no "head texture" behind the chosen face texture, when beginnig in a vehicle or a static weapon, the trooper is headless (or has an empty helmet)

As far as my knowledge isn't wide enough, actually I don't know other alternatives.

Quote[/b] ]2) I'm not sure if this fits into your concept but if you wanted to have a very large vehicle/ship appear to be hovering a few 100 metres above the terrain, say for a cutscene concerning higher ranks before a conflict occurs, then perhaps you could make the vehicle as an object not a vehicle and have it's Land Contact LOD's a long way beneath it's actualy visual model which would make it appear as if it were dropping off units and directing the battle. As I already said the benefit would be that perhaps you could get units to walk around inside this object. I would have thought some fantastic cutscenes could be made this way at the beginning of a mission, where you could for example have two high ranking officers discussing the battle with a window down to the terrain behind them with loads of stuff going on.

Objets with setheightsomething like that ?

inziair17wo.jpg

CTI Capture The Island

DMA Dynamic Mission Alliance (Dynamic Afganistan)

never heard about this??? huh.gif I don't know what to say.

for CTI take a look at http://cr-ofp.dyndns.org/

DMA and Dynamic Afganistan you can't miss at the "User missions" forum

this was meant as offer to do the work  whistle.gif

at least CTI I expect to be interesting with WH40K

I wasn't sure that you were writing about this CTI, as I'm not found of that kind of game, and nothing is planned about it. We are not at this stage... later if someone from the team would like to do it, or somebody else after the first addon release.

.

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Indeed...I have shown this to a few people who work for games workshop and they are itching to get their hands on it! You guys deserve medals!

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Can I ask how many of you there are working on this? Never in my life have I seen so much stuff of such incredible quality being offered from just one modification team.

Every picture you have posted has new vehicles which are of exceptional quality. In particular I like the wierd looking concept type vehicles like the hovering motorbike ones.

My next favourite thing would be your infantry units. I have seen quite a few WarHammer models and they're brilliant replicas of the real thing thumbs-up.gif

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I wasn't sure that you were writing about this CTI, as I'm not found of that kind of game, and nothing is planned about it. We are not at this stage... later if someone from the team would like to do it, or somebody else after the first addon release.

ok, let me know if you need me to help

quiet_man

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Is it possible to see some pics of the Rhino and its Variants when we have to wailt longer before we can serve the emperor.

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No the ramp doesn't currently close. It was just supposed to be a static object. And a dropship from this size could be piloted (the Mil Mi-26 already reach a limit, and it has the size of a tall building).

Quote[/b] ]Can I ask how many of you there are working on this?

Heu, 6-7 ?  huh.gif

Teaser, don't know; a video ? don't know how to make it  icon_rolleyes.gif

Today, I've spent all my spare time on workink on the uipictures. Maybe should I get cloned ?  rofl.gif

bloodangels11gl.jpg

bloodangels23kg.jpg

darkangels17kz.jpg

darkangels20mi.jpg

.

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ultramarines13mk.jpg

ultramarines20vn.jpg

ultramarines31ui.jpg

Big thanks to Folgore is back for his texturing work, giving us the oportunity to increase the variety of Space Marines units... wink_o.gif

Time to sleep goodnight.gif

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