Page 13 of 20
Posted: 31 Oct 2005, 06:40
by j5mello
while that works i was goin for more of a modern day howizter kinda feel for those units i pictured.
Posted: 31 Oct 2005, 07:34
by Zoombie
Its not entirely off topic, and looks cool too!
http://www.newgrounds.com/portal/view/274410
Posted: 31 Oct 2005, 17:23
by Aun
It was pretty good, but needs Tau
Ever seen Plastic Hammer? I love it.
Posted: 31 Oct 2005, 19:37
by j5mello
Aun wrote:
It was pretty good, but needs Tau
Ever seen Plastic Hammer? I love it.
both of these were good although i like Zoombie's a little better.
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

Posted: 31 Oct 2005, 20:09
by Benito
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.
Posted: 31 Oct 2005, 20:19
by raikitsune
Benito 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.
i seem to have a recolection of a wobbling gate
Posted: 31 Oct 2005, 21:01
by j5mello
it would walk like a really big really slow dreadnought i would think
anyone with DoW will know what i mean
Posted: 31 Oct 2005, 21:04
by Guessmyname
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
Posted: 01 Nov 2005, 20:24
by j5mello
its probably th same prob that benito was havin with the baneblade it has somethin to do with the angle numberin in spring. its on one of the earlier pages in this thread
Posted: 01 Nov 2005, 22:36
by Benito
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?
Posted: 13 Nov 2005, 12:15
by Benito
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.
Posted: 19 Nov 2005, 20:56
by j5mello
bump
Posted: 01 Dec 2005, 17:25
by j5mello
bump ( u guys still alive out there?)
Posted: 01 Dec 2005, 18:32
by raikitsune
j5mello wrote:bump ( u guys still alive out there?)
**pokes with sticks** yeh i wanna see progress damnit!

Posted: 01 Dec 2005, 20:18
by BlackLiger
Tau = OW, HE POKED ME! RUN AWAY!!!!!
Posted: 01 Dec 2005, 22:49
by Guessmyname
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
Posted: 05 Dec 2005, 22:45
by Guessmyname
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!
Posted: 08 Jan 2006, 04:08
by j5mello
/bump
Posted: 08 Jan 2006, 10:21
by Guessmyname
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

Posted: 08 Jan 2006, 19:28
by Guessmyname
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