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ArchAngel4507

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About ArchAngel4507

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  1. ArchAngel4507

    FOR WH40K fan

    Yes we will be doing a thunderhawk, and yes all of our aircraft WILL have multiple turrets. there are occassional bugs but 99% it works, hopefully 100% by the time we release it, anyway we have multiturrets fully on aircraft fully working currently for the barracuda, valkyrie and marauder. Also our walking vehicles will be NOTHING like those ones mentioned, they are vehicles, i.e u can get in and out of different positions, some such as the titan will have multi turret etc, and they have the walking abilities and look of a man, i.e. they will be rtm animated, not scripted rotation animations. This is also not theory, this has been accomplised in practice in game. Ill see if i can get the time to do up a video displaying this using an atat model i made to test this out on.
  2. ArchAngel4507

    FOR WH40K fan

    Ive experimented with tyranids, id love to do them but more than likely they will have to wait until ofp2 as h2h combat isnt ofp1's forté, the two initial infantry pack (tau and imperial guard) will however have h2h, which they will switch to when an enemy is too close to use ranged weaponry, as bad as it is, its still ok and better than not doing it at all.  Will be doing some custom animations though for units with specific close combat weapons, chain sword etc, which will do a random close combat animation, rather than just making one and having them do that all the time.  For normal infantry ill probably just keep them using the generic ofp rifle butt strike, ill definately do up some animations for the imperial guard to use their bayonet, and probably tau infantry to use a short dagger/sword, but as i said, probably not in the first release as rtm animating takes a considerable amount of time, and im the only one in our current mod team who currently knows how to do it  ... however if anyone wants to help in this department it would be tremendously appreciated.
  3. ArchAngel4507

    FOR WH40K fan

    Hi everyone, just thought id answer a few questions. The large transport's geometry can be done fairly simply, basically, using a varient of our new multiturret system which makes the multiple turrets pitch and yaw compatible, we can use multi geometry lods. This also gives the tremendous advantage of being able to determine where the transport has been hit, enabling us to make damage far more dynamic and realistic, example, if u shoot an engine enough, the engine will be destroyed and the transport will not have as much flying power or manueverability, if you shoot the bridge out the thing will crash etc. we can also display the effects of damage more realistically by having explosions, components getting blown off etc in the right locations etc. ok next, yes we will release a fulll complement of Tau Air Caste (i.e. Manta, TigerShark, Orca) as a seperate Tai Air Caste Pack, which is supprisingly close to being finished (its been set back a couple of months as i had a hard drive crash and lost the lot, i did have a back up, but thats 3 months old). The only thing left on these is wel probably the biggest, the scripts, as fast a scripter as i am, we've decided to bump up the amount and the complexity of the features our addons will have, accordingly these addons will have massive and very complicated scripts that will bestow and awesome amount of cool features to our addons, im not going to get into any of them here, as they are a suprise, but i will say, you will be impressed. Just to give an idea of what we are releasing and in the order of release: Imperial Guard - Imperial Guard Infantry Pack ( Cadian and Steel Legion); Imperial Guard Armour Pack (Cadian and Steel Legion, 12 Tanks so far for both!; Imperial Navy Pack (No specific legion, just generic Imperial Navy, around 10 Navy Craft - in 40k navy is airforce and space craft, i.e. space ships etc); Tau - Tau Fire Caste Pack (Infantry and Armour, normal Tau and Farsight Enclave), Tau Air Caste Pack (Manta, Tigershark and Orca - these 3 addons are probably the most complex and advanced addons we've ever made/ are making). Also on the subject of the Sentinel, Warhound titan ... i have developed a system to make them walk, using rtm animations, not crappy rotations One last note, thank you for all the encouragement and support, it would be far more difficult to make these addons if we thought we were just making them for our selves and would be the only ones that enjoyed them, so thank you all again. As spad said, any help offered is welcome, if you would like to really help us out come over to our forums (web address in my sig) even if its just to chat and give ideas on stuff, any and all constructive input is always welcome.
  4. ArchAngel4507

    Star Wars X-34 Landspeeder

    Hey Horus long time no see, i forgot you had all that tatooine stuff, nice job finishing it all off. Yeah the site these days is pretty dead, but i still work on stuff by my self in my free time, old habits die hard hey. Have even recently been working on the atst and atat with successful walking results, ill have to show you, still a few bugs but i wouldnt mind releasing them if you like to help me iron out a few things. Anyway, good to see you again. Miles Teg, the WH40k stuff is still being worked on as well, only by about 3-4 of us, theres a lot more stuff than you know of than just the cadian and tau betas, like the imperial armour pack, imperial navy pack, tau air caste pack, some worl has been done on a chaos traitor guard pack, problem is with a lot of ofp1 limitations, what were planning on doing is making most of the addons, get them working and tested in ofp1 then release them as soon as we can after the release of BIS's new ofp (cant remember the name) with the ability of multi turrets and physics engine, as most 40k vehicles have multiturrets, so it should be awesome. Thanks for the support, and just to let you all know were not quite dead yet, we've still got a pulse
  5. ArchAngel4507

    StarWars Addons by Acacyn

    The tools are completely different, BF1942 and BFV have their own official mod tools. Republic Commando is a lucas arts game, and like all lucas arts games, they use their own form of compiling and encryption, and as far as i know, lucas arts have never released mod tools for their star wars games, for the simple reason of them not wanting people using their intellectual property. Though im not 100% sure, find out what file format the files are compiled in and go to maybe planetunreal.com and see if any unreal mod tools there can decompile that format.
  6. ArchAngel4507

    StarWars Addons by Acacyn

    Thats some nice work your doing here Acacyn, if u need any help with lasers on vehicle or blasters for infantry i can tell you how thats all done, worked out all that stuff over 2 years ago, also, i played around with a script for your lamba class shuttle that makes the wings fold up when it lands, and fold down when it takes off, also animated the ramp, added a roadway lod and made it so u can walk around the vehicle when its landed also that way troops have to walk up and down the ramp to get in/out as the getin points are inside the vehicle, i did it all so i could play around with it in game with all our old star wars addons, and quite a lot that i made but never released (walking atst, stormtropper etc). If ur interested in any of what iv done just ask.
  7. ArchAngel4507

    Operation sci-fi center

    Yes the Guardsmen are based on the new Cadians.
  8. ArchAngel4507

    Operation sci-fi center

    Some screenshots r up on our news section of our site, ill post some more screenshots later in the week.
  9. ArchAngel4507

    Operation sci-fi center

    Just some news from me about our Upcoming Imperial Guard Pack, rather than typing something up, ill just post parts of the post i made at our forums: I've been working on the Imperial Guard Armour Pack, as well as an Updated Imperial Infantry Pack. The pack is going to take a little longer, as a few days ago, i was just playing around with a few things, and was writing down a list of what weapons to have for the infantry, and it hit me, i stubbled on a way of making a working Flamer (Flamethrower) for ofp. I know there are currently ones out there already, and iv known about them for some time. However, the current flamethrowers for ofp, all involve placing triggers and doing scripting in the mission editor. However, i have stubled on a method that requires no scripting by the user (its all done in the config) and no placement of triggers or any of that annoying crap, its simple, u place the addon in ur addons directory, run ofp, put the flamer guy in a mission or waht ever, and bobs ur uncle, u have a working flamethrower that works, i.e. it actually damages things. Iv also made a model for the flamer, so as out new texturer, if its not too much trouble, korvass, it would be a great help if we could get it textured. On further news, because of this development, the imperial armour pack will be delayed, as i now have plans to include the HellHound Tank (for those who dont know, a tank with a large flamethrower as its primary weapon). Iv also managed to get people who are damaged by the flamer to catch alight, and run around like crazy screaming there heads off (dont have the screeming sound effect yet, so if someone has time... would be great, doesnt have to be ur voice, if someones willing, just walk aup behind ur dad with a sowing needle and a microphone..... im sure u get the rest ). So far the large Imperial Pack (due in the next few weeks - month etc, sometime around Christmas would be nice, so if everyone gets into gear, u can contact me and i can assign u a task to help move this along) will the following: Infantry: Imperial Guardsmen - LasGun Imperial Guardsmen - Flamer Imperial Guardsmen - Long Las (Sniper varient LasGun) Imperial Guardsmen - Grenade Launcher Imperial Guardsmen - MeltaGun Imperial Guardsmen - Rocket Launcher Imperial Guardsmen - Sergent with LasPistol and CloseCombat Weapon Imperial Guardsmen - Tank Crew Armour BaneBlade StormSword Leman Russ Leman Russ - Exterminator Leman Russ - Demolisher Chimera HellHound Basilisk Griffon Air Valkyrie Just to let u guys know how the progress is going, on this MASSIVE pack: The Models for everything except the HellHound and the LR Demolisher are completed, The new look Imp. Guardsmen model is 80% done, ill post some screen shots over the next few days; The textures on 80% of the tanks are done, new textures that is, to match the new guardsmen, and 30% of the weapons are textured. Config.cpp files and scripts are 90% done.
  10. ArchAngel4507

    Operation sci-fi center

    lol, no matter, the version he has is the earliest beta version anyway, alot of work has been done since that one, more specifically on the walking animation. ill post a movie when i get the time.
  11. ArchAngel4507

    Operation sci-fi center

    Hey guys, just like to say thats not entirely true, im the creater of the multiturret script, it only works for ground and sea vehicles. as currently there is no way to set the azimuth angle etc of an object\vehicle, hence it doesnt work for aircraft when they change their pitch or roll angle.
  12. ArchAngel4507

    Star wars

    CanadianTerror yes i agree with u, textures can always be better, they're something that can always be improved, and i know this with my self, im never happy with my textures, theres always soemthing i want to improve with them, unfortunately we dont have a full time texturer, our textures are usually left up to the modellers to create, however Bishop and Spad, are both good texturers, but but their primary tasks are else where, its also one of the major delay's holding up our addons, as like i said, especially with some of the addons that iv mostly made, im never fully happy with the textures, they can always look better, its a matter of coming to decission of when is the texture good enough, cause its never gonna be perfect, how many times must it be re done, and improved before it's satisfactory.
  13. ArchAngel4507

    Star wars

    Llauma that's quite a good description, iv only got one in my 4000 point Ulthwé army, but ill tell u what, it "slaps" up alot of enemies! Unfortunately though, eldar and Tau wont play a big role, if any at all, in our first campaign. Eldar will deffinately in the second. Cant wait to start modelling Grav Tanks! Yes we've known about Cpt. Moore's droids since they were released,they're very good. However the First Star Wars campaign is based around the time frame of EP's 4-6, where u will slog it out as a Storm Trooper in a war against Rebel Forces, unlike most star wars games this has nothing to do with jedi, its about military might in the star wars universe, being apart of a Storm trooper squad, piloting an AT-AT, Causing havoc in ur Tie-Interceptor, the campaign will really express what its like to be a soldier in the star wars universe, and later on in the campaign it will take lots of Strategy, Tactics, and Logicistical thinking as u command an Imperial Battalion in a war against the Rebel Scum . In the 2nd campaign u will be a rebel, we r still deciding whether to make it the same story line, just from the rebel's perspective. To Aaron Kane, the Imp. Guardsmen Pack and the Imp. Armour Pack will be ready soon...
  14. ArchAngel4507

    Star wars

    Dont forget that Pack will include the Storm Trooper and the Rebel Soldier (not the Hoth/Snow Gear one, but the normal rebel soldier). Also, we've got some massive Warhammer 40k Packs coming up soon, One will be an Imperial Guard Armour Pack, which will include, the Chimera, Griffon, Basilisk, Leman Russ, Leman Russ Exterminator, Storm Sword and a few others. Also to be released soon will be an Imperial Navy Pack, which will include the 2 Lighting Figter Varients, the 2 Maruarder Bomber Varients, and the Valkyrie Dropship. And also coming VERY soon, is the Imperial Guard Soldier Pack, which includes the Imperial Guardsmen in Cadian Urban Camo, aside from the Lasguns, the squads will be able to take a Flamer, Meltgun, Grenade Launcher, and the Sergent with an LasPistol and a Close Combat Weapon. The Models for 80% of these ARE complete, the Tanks and other vehicles that have multiple gunners / turrets, will have multiple turrets (or should i say already do), there will be no need to play around with scripts in the mission editor, we've perfected a method of just simply adding the vehicle from the mission editor, and thats it, u have a mulit turreted/gunner vehicle! this isnt some fairy tale either, its already been done, and im personally adding them to all the addons that use it, and have already successfully implemented this feature onto sveral of the addons, i will post screenshots of these in action at our site over the next few weeks. This feature will also be implemented onto a number of addons in the star wars mod as well, which is coming along nicely, as for the addon pack, we are just touching up the textures to get them looking all nice and spiffy, and perfecting the manuevering and ai control of the A-wing and Tie-Interceptor (which is more difficult than normal planes seeing as ofp uses physics in its game engine, and star wars craft dont exactly comply with our current understanding of physics, just glad im and AeroSpace Avionics Student ) Anyway, thats just a bit of a progress report on whats going for us as of late, if anyone wants to know more or just wants to chat, feel free to come over to our forums anytime, we welcome everyone and any constructive opinions, thanks for all the support! it helps make our jobs much easier! Thanks
  15. ArchAngel4507

    Operation scifi

    Thats almost right sniper, the pack we are planning to release on new years day will contain the A-Wing, Tie-Interceptor (not fighter), Rebel Pilot, Imperial Pilot, Storm Trooper and Rebel Soldier. its a pack containing the 3 of counterparts from the 2 factions (i.e. the A-wing and Tie-int. are both the high speed AA fighters from both sides etc).
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