A Mod Idea: Epic 40,0000, Spring Style
Moderator: Moderators
It was pretty good, but needs TauZoombie wrote:Its not entirely off topic, and looks cool too!
http://www.newgrounds.com/portal/view/274410

Ever seen Plastic Hammer? I love it.
both of these were good although i like Zoombie's a little better.Aun wrote:It was pretty good, but needs TauZoombie wrote:Its not entirely off topic, and looks cool too!
http://www.newgrounds.com/portal/view/274410
Ever seen Plastic Hammer? I love it.
another question is what other race r u doin. im gonna assume the orks cause they have the most to work with in terms of epic stuff but i wouldn't mind a definite answer.
also im lookin into a server to host this mod and maybe battletech as i know some people in CITS at my college and they say they might have some space for us

Heh, yeah, I'd love to see orks in there too. I used to play orks in Epic 40K (having previously been a Chaos player back in the days of Space Marine and Titan Legions). My Kult of speed contained sooo many conversions after I butchered a Mega Gargant. Sadly I never got round to painting them all, but those that are are in the NetEpic Gallery. This also doubles as a good source of photo material for modelling units in 3D.
Maybe I should start on some ork models...
Does anyone actually know how a gargant moves though? They have like two feet, no legs and a huge belly.
Maybe I should start on some ork models...
Does anyone actually know how a gargant moves though? They have like two feet, no legs and a huge belly.
-
- Posts: 241
- Joined: 09 Aug 2005, 15:41
i seem to have a recolection of a wobbling gateBenito wrote:Heh, yeah, I'd love to see orks in there too. I used to play orks in Epic 40K (having previously been a Chaos player back in the days of Space Marine and Titan Legions). My Kult of speed contained sooo many conversions after I butchered a Mega Gargant. Sadly I never got round to painting them all, but those that are are in the NetEpic Gallery. This also doubles as a good source of photo material for modelling units in 3D.
Maybe I should start on some ork models...
Does anyone actually know how a gargant moves though? They have like two feet, no legs and a huge belly.
- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07
I think they waddle.
Anyway, I'm having trouble with the weapons on this Leman Russ. Its the fire arcs. Try ingame and would see what I mean
http://www.fileuniverse.com/?p=showitem&ID=1718
Anyway, I'm having trouble with the weapons on this Leman Russ. Its the fire arcs. Try ingame and would see what I mean
http://www.fileuniverse.com/?p=showitem&ID=1718
Well at first glance, you aren't waiting for the turn to complete or returning 1 (or true) at the end of both the bolter aimweapon3/4 scripts. Is it me or is the lascannon not turning either? Not sure what's causing that...
The best way of debugging weapons is to go into FPS mode and watch the model in the bottom left as you aim/fire. It will also tell you the status of all the weapons. Just select the unit and hit C
Edit: Also you have not aimfromweapon3/4 to tell it which turrets to aim from. Plus your lascannon seems to be using the main turret as its aiming point, when it should be using itself?
The best way of debugging weapons is to go into FPS mode and watch the model in the bottom left as you aim/fire. It will also tell you the status of all the weapons. Just select the unit and hit C
Edit: Also you have not aimfromweapon3/4 to tell it which turrets to aim from. Plus your lascannon seems to be using the main turret as its aiming point, when it should be using itself?
Ooh, cool, the new model format has been released. Looks like we need a new excuse not to do anything 
I think I'll have a go at writing a Silo plugin to export to the new format. Although with the imminent release of Silo 2, I'm not sure how productive that would be, as it'll have a whole new SDK with it. Maybe I'll start with an OBJ to S3O converter or something...
Of course what we need now are people who can texture...
BTW, my hosting is now back up and running, and I've fixed most of the links in this thread.

I think I'll have a go at writing a Silo plugin to export to the new format. Although with the imminent release of Silo 2, I'm not sure how productive that would be, as it'll have a whole new SDK with it. Maybe I'll start with an OBJ to S3O converter or something...
Of course what we need now are people who can texture...
BTW, my hosting is now back up and running, and I've fixed most of the links in this thread.
-
- Posts: 241
- Joined: 09 Aug 2005, 15:41
- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07
I'm still alive. Though as to wether thats a good thing... 
I'm still debugging the squad script and am busy turning the models into 3dos - I plan on uvmapping them eventually, I just want them working ingame first so that I know that any problems that come up when I do go s3o I'll know where they came from. It also means that there's nothing worth taking screens of: I've just flatshaded the individual pieces in single colours because theres no point doing fancy 3do texturing if you're just going to UV it later.
And I'm also working on CZTA (which is coming along nicely by the way
), have school to go to and homework to do don't forget

I'm still debugging the squad script and am busy turning the models into 3dos - I plan on uvmapping them eventually, I just want them working ingame first so that I know that any problems that come up when I do go s3o I'll know where they came from. It also means that there's nothing worth taking screens of: I've just flatshaded the individual pieces in single colours because theres no point doing fancy 3do texturing if you're just going to UV it later.
And I'm also working on CZTA (which is coming along nicely by the way

- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07
Its a good thing I uploaded the WIP squad script at FU, I deleted or lost it by accident when I reorganised my workarea. 
I found what was calling all the errors in it. Basically I'm an idiot who missed out a } of all things. I now trying to find notepad plus is so that I can see where line 624 is...
EDIT: Of course! Notepad plus is on the laptop. Stupid stupid me. (goes looking for Notepad plus download)
Holy shit! This script is 2658 lines long!
Urgh. This is gonna take some time...
Do to the wonders of copy and paste and edit, I made this script in a about a quarter of the time. However it also copied two errors, a missing ; and a = instead of ==. This is gonna take a while...
GMN: (STERIOTYPICAL MAD GERMAN SCIENTIST VOICE) It vorks!*
GMN Falls off chair
*compiles!

I found what was calling all the errors in it. Basically I'm an idiot who missed out a } of all things. I now trying to find notepad plus is so that I can see where line 624 is...
EDIT: Of course! Notepad plus is on the laptop. Stupid stupid me. (goes looking for Notepad plus download)
Holy shit! This script is 2658 lines long!
Urgh. This is gonna take some time...
Do to the wonders of copy and paste and edit, I made this script in a about a quarter of the time. However it also copied two errors, a missing ; and a = instead of ==. This is gonna take a while...
GMN: (STERIOTYPICAL MAD GERMAN SCIENTIST VOICE) It vorks!*
GMN Falls off chair
*compiles!
- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07
hello.
Chimera variants almost ingame (had to stop work so that I could stop the PC complaining about lack of disk space). Bassilik and mortar emplacements 3do'd. Concealer (Unit I made up - its a radar jammer) 3do'd, scripted.
Redone the tank models. Whilst the main feature is that they're optimised (less polies and easier to texture), I have added extra detail. The back section now looks like that of a leman russ, and the lascannons and bolters have been improved, as have some of the variant turrets

Chimera variants almost ingame (had to stop work so that I could stop the PC complaining about lack of disk space). Bassilik and mortar emplacements 3do'd. Concealer (Unit I made up - its a radar jammer) 3do'd, scripted.
Redone the tank models. Whilst the main feature is that they're optimised (less polies and easier to texture), I have added extra detail. The back section now looks like that of a leman russ, and the lascannons and bolters have been improved, as have some of the variant turrets

- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07
Hmm, the new 'Russ has a scripting problem (and its come up before, not just in that but in a CZTA tank and a daft zombie unit I made for the random enemies script one random evening), none of the turrets will aim. The unit cannot fire, either in FPS or normal mode. The guns say they are aiming, but nothing turning. The script is the same, just some pieces renamed. All the weapon.tdfs have turret=1; in them and the appropriate scripts (AimFromWeapon#, QueryWeapon# etc).
http://www.fileuniverse.com/?p=showitem&ID=2125
http://www.fileuniverse.com/?p=showitem&ID=2125