Epic Legions - Page 6

Epic Legions

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Holy shit, I suck at texturing, time to get serious... Compared to SpikedHelmet I look like a damn 2 year old with a crayon...

He's going to have some competition soon...


Edit: I never saw that question SpikedHelmet, wonder how I missed it... I am working on Forgotten Chronicles... It's going slow, I have like 3 months experience of modelling, 1 months experience of texturing, and even lower for scripting... So Until I get a little better at all of it, neither I nor Chrispin will bump our topic... Next time I post info on it, I will probably have infantry blowing tanks and all to smithereens.. Or not, texturing is slow, and hard... Scripting is slow, and Modelling is okayish..
SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

Post by SpikedHelmet »

Well, skinning that Chimera was surprisingly easy.. all I did was basically go about it like you go about painting a real Warhammer model. I picked a base colour (green), coloured it all that, and basically highlighted/darkened where I needed to, like around the edges and in panel lines and stuff, and also added some random very subtle highlighting and shadowing over all of it to give it a bit of "texture".
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Snipawolf
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Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Yeah, texturing is kind of easy sometimes.

And suprisingly, kind of like you described... I did the exact same thing when I (re) skinned my tank to see if I could beat your texture...

I am not done, but interestingly, Dark green and grey with some opacity changes can make an extremely large difference...

Can't wait to see how mine looks when I get finished :-)
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rattle
Damned Developer
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Joined: 01 Jun 2006, 13:15

Post by rattle »

Image
How's that for a starter? (please don't spank me because it's not w40k related)
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Guessmyname
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Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

Is good!

I really should try my hand at this texturing business
Crampman
Posts: 117
Joined: 22 Dec 2005, 12:17

Post by Crampman »

Sorry, this post was useless.
Last edited by Crampman on 12 Oct 2006, 12:57, edited 1 time in total.
j5mello
Posts: 1189
Joined: 26 Aug 2005, 05:40

Post by j5mello »

the dimensions on the Thunderbolt look a little off but i'd have to see it ingame rather than screenshots at odd angles :P

Other than that looks good. How much have u done for this?
Crampman
Posts: 117
Joined: 22 Dec 2005, 12:17

Post by Crampman »

Sorry, this post was useless.
Last edited by Crampman on 12 Oct 2006, 12:58, edited 1 time in total.
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Neddie
Community Lead
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Post by Neddie »

Intriguing.
j5mello
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Joined: 26 Aug 2005, 05:40

Post by j5mello »

Crampman wrote:Well, the Marauder and the Thunderbolt are a bit old, ond need to be partially remade (The Marauder needs to have a real weapon configuration : 6 autocannons (!!) in the nose and 2 assaut cannons in the tail; the thunderbolt is a bit too smalle, yes, but that's all.)

I'm working on neat-looking bolters, plasma shots ant autocannon shots, with the 'largebeam' system... :wink:

additionally u would have to discard those side guns as well as add the top turret and give it some missles to make it really like the Marauder Destroyer. On the other hand u could just simplify it and make a standard Marauder but u would need to tweak the tail geometry.

On the thunderbolt, shorten the rear nacelle as it seems too long. also make sure u make the wing mounted engine nacelles be able to move. That way u can have them do a cool vtol launch anim with smoke, flames, etc. In the fluff i have read they are able to do that.
Crampman
Posts: 117
Joined: 22 Dec 2005, 12:17

Post by Crampman »

Sorry, this post was useless.
Last edited by Crampman on 12 Oct 2006, 12:58, edited 1 time in total.
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Snipawolf
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Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

A: How the hell did ya make it?

B: Could that be used on MUCH bigger things?
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rattle
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Post by rattle »

It's "just" a beam laser (without beamtime) and different textures (using the texture1, 2, 3, etc. tags I assume). But that's pretty neat, I'll make use of that as well.
j5mello
Posts: 1189
Joined: 26 Aug 2005, 05:40

Post by j5mello »

Pickup the book Double Eagle. Its all about air combat in the 40k universe. IG vs Chaos. There is also a little work with anti-air tanks and such. All in all good read but it isn't cheap (then again i got the hardcover edition).


(now that i think about it nothing that deals with GW is cheap :? )
Crampman
Posts: 117
Joined: 22 Dec 2005, 12:17

Post by Crampman »

Sorry, this post was useless.
Last edited by Crampman on 12 Oct 2006, 12:58, edited 1 time in total.
j5mello
Posts: 1189
Joined: 26 Aug 2005, 05:40

Post by j5mello »

if i don't get a copy i wil hunt u down and kil.. i mean steal it
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Neddie
Community Lead
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Post by Neddie »

I rather need it as well.
raikitsune
Posts: 241
Joined: 09 Aug 2005, 15:41

Post by raikitsune »

while i have absolutely no connection to the Dev team i have many forgeworld models and have seen how their ballence acts in game (EG: Hydra flak tank, Maruaderer destroyer, Lightning strike Battlecannon bunker Executioner etc etc.) any while i don't suppose i really need this mod atall i'm still gonna throw my name in so as i can go "oh look at the pretty units"
pintle
Posts: 1763
Joined: 19 Dec 2005, 16:01

Post by pintle »

I would be VERY interested in beta testing this mod.

/me hopes assualt cannon spam isnt as effective as it is in tabletop
SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

Post by SpikedHelmet »

If I were a mod, Crampman, I would ban you. FYI.
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