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LordVonKain
Joined: Sat Oct 22, 2011 4:49 am Posts: 826 Location: England
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Concept armies. (WIP)
Just a simple mod for me to get into the modding scene (ini wise and later Lua) and best way for me to start is doing the Concept armies which i seem to see a lack of right now i'm starting on the Green dummies. these sprites are aimed to similar not as close as possible, since i may change some parts around to make them ideal to their suited purpose. for example for green dummies i may decide to make them the heavy siege part of the dummies side, Making them have heavier plated armour units at higher prices etc. Like with all of the mods i shall do, this will be community based, in otherwords you don't need permission to help edit or change things or if you feel to throw your version of the stuff in. in shorter version everyone can help if they want. Green dummies:i'll make them on par with the dummies but make them ethier cheaper and weaker but more of the miners , medic's or repair bots types (have much more effective tools used for mining or repairing stuff) and weak guard type units. or make them the Seige version of dummies (high explosive dummies with heavy weapons) Or i could make them be both. But lack any decent assault unit (the guards will only have close range weapons while the siege units will just have siege style weapons) the reason for this is mainly cause i don't really want to make the green dummies just simple re-colours of the current dummies. Green dummy rocket: almost a direct copy of Dummies rocket but has more armour plating due to the thicker body Green dummy: the basic labour unit simlier to the dummy in everyway (These will be in two types, A Digger and a Healer / Rebuilder both will come with a tool equpi for their role) Green small Turret: copy of dummies turret but lacks the shields to protect itself at the cost of a smaller price. Uzira: the Uzira are aimed to be special op's version of the coalition (or i can make them there own army up to the public to choose but the main role is roughly the same) these will specialized in dealing heavy damage on certain targets with High explosives, snipers and light assault rifles. these will roughly be the same as the coalition stat wise but will have much more cost and any special abilities if anyone with Lua experiance wishes to add stuff to them. Mu-ilaak: Not really sure on this hence why this will be the last one to be done.
Last edited by LordVonKain on Wed Nov 09, 2011 1:58 am, edited 2 times in total.
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Tue Nov 08, 2011 8:26 pm |
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Miggles
Data Realms Elite
Joined: Mon Jul 12, 2010 5:39 am Posts: 4558
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Re: Concept armies. (WIP)
For one, Uzira was a person, who made her army with MAGICAL MOON STONES OOOooooOOOoohhhHH. Secondly, she had a skeletal army that used muskets and ye-olde armor.
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Tue Nov 08, 2011 11:27 pm |
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Sims_Doc
Joined: Fri Aug 20, 2010 4:45 am Posts: 911 Location: No Comment.
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Re: Concept armies. (WIP)
Total Win, i've been hoping someone would make the Green Bots i've been trying forever to get people to make this.
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Tue Nov 08, 2011 11:32 pm |
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LordVonKain
Joined: Sat Oct 22, 2011 4:49 am Posts: 826 Location: England
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Re: Concept armies. (WIP)
Miggles wrote: For one, Uzira was a person, who made her army with MAGICAL MOON STONES OOOooooOOOoohhhHH. Secondly, she had a skeletal army that used muskets and ye-olde armor. I'm aware, but i love the designs there was so i'm changing it a bit. @Non: That said his only contained one dummy i believe, while this is going to be a full green dummy army with new stuff that not included in the concept art.
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Wed Nov 09, 2011 12:01 am |
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LordVonKain
Joined: Sat Oct 22, 2011 4:49 am Posts: 826 Location: England
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Re: Concept armies. (WIP)
i know non, but i was just saying a single dummy isn't really enough to be called a army (granted it did have 4 guns with it as well i think)
and i just finished with the dummy ( i didn't do much of the 2nd lot of arms and legs since i feel they're not really needed to be done in detail, however if people think it too much of a problem i'll get around to doing them up)
and just a note these will use the same Ini code as the dummies themselves cause 1: they're be the same in terms of appearances so walkpaths and such are done already for me and i'm a lazy twat to be honest.
the only differences would be the cost and stats but that mainly when i sort out if i should have them as the Seige force or the labour and guard force.
uploading the dummy mockup onto photobucket as i'm posting tihs.
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Wed Nov 09, 2011 12:17 am |
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LordVonKain
Joined: Sat Oct 22, 2011 4:49 am Posts: 826 Location: England
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Re: Concept armies. (WIP)
a Little bump, uploading a Small turret Mockup, not really keen on the gunbarrel though.
I'll finish up the sprite for the guns then i start doing offsets and ini's and upload a quick basic beta on this topic.
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Wed Nov 09, 2011 1:53 am |
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LordVonKain
Joined: Sat Oct 22, 2011 4:49 am Posts: 826 Location: England
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Re: Concept armies. (WIP)
another bump.
We really need a offset editer, My god i just tried doing the offsets and done it so bad ._."
On a side note the Greendummy alpha is nearly out just need to fix up this Turret.
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Wed Nov 09, 2011 11:24 am |
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Naxete
Joined: Fri Apr 30, 2010 2:12 pm Posts: 560
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Re: Concept armies. (WIP)
LordVonKain wrote: We really need a offset editer, My god i just tried doing the offsets and done it so bad ._." I tried to make that official in B21, nothing really happened, people just said "reload them inside actor viewer and shut up" but now nobody can say that anymore, because when you reload one actor in B26 when .ini are modified, game crashes. Congratulations Data.
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Wed Nov 09, 2011 12:44 pm |
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LordVonKain
Joined: Sat Oct 22, 2011 4:49 am Posts: 826 Location: England
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Re: Concept armies. (WIP)
the Alpha is out, But the turret offset is still ♥♥♥♥, i honestly gave up on it. Not like many people uses it xD. i could scrap it and use the Coaliton Turret as a base instead. But yea we really need a modding toolset filled with easy modding material and templates to be inserted into it.
EDIT: all green dummies related updates will be on the release topic, This topic shall remain for the other two armies.
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Wed Nov 09, 2011 12:50 pm |
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carriontrooper
Joined: Mon Apr 13, 2009 12:27 pm Posts: 813 Location: Yogyakarta, Indonesia. A slice o' paradise.
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Re: Concept armies. (WIP)
About offsets, here's what I found out:
SpriteOffset determines the sprite's 'point of reference'. So usually, these are negative of half the image's x and y. This way, the PoR is dead center from your sprite. It's counted from the top left corner of the sprite, if you want to experiment.
JointOffset is the spin axis, where the MOSRot will center its rotation. This is measured from the SpriteOffset PoR above, like most other offsets. Positive numbers mean right and down, negative means left and up.
StanceOffset, SharpStanceOffset, SupportOffset, MuzzleOffset, EjectionOffset, work like JointOffset. + = right and down, - = left and up.
ParentOffset means a certain point on the parent your attachable is attached to. Keep in mind that the attached MOSR is hanging on its JointOffset.
And don't ask me about walkpaths, I am terrible at it.
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Wed Nov 09, 2011 5:05 pm |
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trotskygrad
Joined: Mon Nov 14, 2011 8:58 pm Posts: 92
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Re: Concept armies. (WIP)
sweet.
though imo, you should make the green dummy rocket a little bit bigger than the rocklet.
Maybe ask to take the Dummy sprite from Pete&Liz's mod, I like it better, and having 2 versions of the same thing is annoying.
Also, turret should be a bit bigger, and more "mechanical" looking
I could resprite the turret and rocket if you agree to do the second point.
As for the entire balancing of the faction, I think that green dummies should be more suited to labor, as you said
better jetpacks, better impact resistance (like when you fall).
They look like they have metal bodies, so give them metal bodies. However their heads are plastic. Perhaps make the heads weaker than orange dummy heads (unless they're wearing a mining helmet or something) and their bodies stronger than orange dummy bodies.
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Fri Nov 18, 2011 4:56 pm |
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LordVonKain
Joined: Sat Oct 22, 2011 4:49 am Posts: 826 Location: England
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Re: Concept armies. (WIP)
Skyrim had consumed me so i'm not really doing much, But like i said in the first post, feel free to change anything and upload it, i'll can merge it into my version and i'll credit you, But right now i'm not going with what Data original wanted them. i'm using the concept designs but not the ideas. this is something i want people to make sure and understand. Either way I'm going with the Siege variant of dummies so the weapons they have for basic protection will just be a Handgun a SMG a Assualt rifle sniper and shotgun. the rest will just be High explosive material ranging from Rocket pads to C4 etc. Either way i'm not doing much (although i am going to give up on doing offsets for a long time so i may just don't bother with magazine drops etc etc untill i get around to sorting them out etc.) i may do that this weekend cause i got a feeling i may get bored of skyrim soon. also the Miner will Look different i'm only useing the current thing as a base for it shall be a lot weaker and have a Minor visor instead of a dummy helm, while the Green dummy is just a test dummy (exact copy of the dummy) they shall have a Heavy dummy, which is a dummy equip is much heavier armor and a better jet and comes with a free weapon only gainable with the Heavy dummy (a LMG version of the Nailer) EDIT: also im not really a massive modder so i dunno most of the stat's and stuff and how much i can change them before they break, so im starting simple and building on that. Right now this is just a copy of Dummies with dummies stuff in it untill i get around to seriously changing it (as it said this just 0.1, 0.2 will have more guns and a wrench and maybe a different sprite for the miner) EDIT 2: i forgot this is in the mod making page not the mod page, so here's the release current version viewtopic.php?f=61&t=26187
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Fri Nov 18, 2011 6:50 pm |
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Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
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Re: Concept armies. (WIP)
carriontrooper wrote: SpriteOffset determines the sprite's 'point of reference'. So usually, these are negative of half the image's x and y. This way, the PoR is dead center from your sprite. It's counted from the top left corner of the sprite, if you want to experiment.
JointOffset is the spin axis, where the MOSRot will center its rotation. This is measured from the SpriteOffset PoR above, like most other offsets. Positive numbers mean right and down, negative means left and up. For guns, JointOffset is where the primary/foreground hand goes, whilst SupportOffset is where the secondary/background hand goes, assuming you're using a two-handed weapon. No hand on the SupportOffset? ShakeRange and SharpShakeRange will be modified by the NoSupportFactor. SharpStanceOffset is, as far as I can tell, measured from the StanceOffset, which may or may not be based off the JointOffset in relation to the FG arm shoulder. Read this thread on Offset Determination. It was an absolute godsend for the 40K recomp.
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Sat Nov 19, 2011 2:02 am |
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Miggles
Data Realms Elite
Joined: Mon Jul 12, 2010 5:39 am Posts: 4558
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Re: Concept armies. (WIP)
LordVonKain wrote: Miggles wrote: For one, Uzira was a person, who made her army with MAGICAL MOON STONES OOOooooOOOoohhhHH. Secondly, she had a skeletal army that used muskets and ye-olde armor. I'm aware, but i love the designs there was so i'm changing it a bit. If you love the concepts so much, then why don't you follow them?
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Sun Nov 20, 2011 1:10 am |
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LordVonKain
Joined: Sat Oct 22, 2011 4:49 am Posts: 826 Location: England
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Re: Concept armies. (WIP)
The Concept art, i love. just not the idea of how they be used.
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Sun Nov 20, 2011 6:28 pm |
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