The HM[WIP] Tau Mod (WH40K) - [Alpha Released: 01/05/09]
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: The HMWIP Tau Mod (WH40K)
Pulse weapons first, then fusion weapons, then missile weapons, then kroot, then neutron, then whatever else you have. No need to hurry. By the way, do you have the sounds you get when you select the squads?
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Sat May 02, 2009 1:11 pm |
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war_man333
Joined: Sun Nov 11, 2007 1:49 pm Posts: 785
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Re: The HMWIP Tau Mod (WH40K)
411570N3 wrote: Pulse weapons first, then fusion weapons, then missile weapons, then kroot, then neutron, then whatever else you have. No need to hurry. By the way, do you have the sounds you get when you select the squads? I could get that, but I want you to specify what you want, because it's really confusing compiling all these sounds. Especially now because GoldWave could open .raws and save them as .wavs, that was quick. In Audacity you have to 'import raw' and then save, it actually takes more time. I'll get you all the weapon sounds then. It'll probably be done in less than 30 minutes.
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Sat May 02, 2009 1:26 pm |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: The HMWIP Tau Mod (WH40K)
Thanks, great. Miles, would you be able to balance out the sounds? I could make a sound testing template for you if you like...
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Sat May 02, 2009 1:29 pm |
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war_man333
Joined: Sun Nov 11, 2007 1:49 pm Posts: 785
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Re: The HMWIP Tau Mod (WH40K)
sounds - sent!
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Sat May 02, 2009 2:11 pm |
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Miles_T3hR4t
Joined: Mon Jun 04, 2007 5:55 am Posts: 1627 Location: Ohio
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Re: The HMWIP Tau Mod (WH40K)
411570N3 wrote: Thanks, great. Miles, would you be able to balance out the sounds? I could make a sound testing template for you if you like... war_man333 can do that, war_man333, please select the entire sample, amplify -3 Db, maybe -6 if its especially loud, this will reduce the max volume... save them that way, so that it's not blasting in CC... also in a few minuts, 411570n3 your gonna wanna check the swine flu thread...
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Sat May 02, 2009 2:22 pm |
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war_man333
Joined: Sun Nov 11, 2007 1:49 pm Posts: 785
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Re: The HMWIP Tau Mod (WH40K)
Miles_T3hR4t wrote: 411570N3 wrote: Thanks, great. Miles, would you be able to balance out the sounds? I could make a sound testing template for you if you like... war_man333 can do that, war_man333, please select the entire sample, amplify -3 Db, maybe -6 if its especially loud, this will reduce the max volume... save them that way, so that it's not blasting in CC... also in a few minuts, 411570n3 your gonna wanna check the swine flu thread... asdfsadfsadf, I just converted, rarred, uploaded, and sent all the sound files.
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Sat May 02, 2009 2:31 pm |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: The HMWIP Tau Mod (WH40K)
war_man333 wrote: http://www.megaupload.com/?d=PS54SDPK Sounds. Myep. Also, swine flu post = epic win.
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Sat May 02, 2009 2:40 pm |
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Miles_T3hR4t
Joined: Mon Jun 04, 2007 5:55 am Posts: 1627 Location: Ohio
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Re: The HMWIP Tau Mod (WH40K)
hey this is about to fall off of page 3, BUMPed.
what's been going on with this?
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Fri May 08, 2009 4:01 pm |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: The HMWIP Tau Mod (WH40K)
I've restarted work on it after finishing my ridiculous pile of work. I just need to do the last bit of code for the fusion blaster. Pretty much all of it's working. Just the last bit's pretty annoying. Anyway, feel free to continue making whatever you want, this should be done by the end of the week. If the bit of code well and truly decides it hates me then I'll ask you guys to do it I guess. EDIT: It's working... sort of... The particles bounce ridiculously, if anyone knows how to fix this tell me. Also, I need to balance out the things, so if you could download the .rte I posted a bit back and give me opinions that would be great. EDIT 2: Here's the link again. EDIT 3: Fusion blaster pretty much done. Made my own no bounce material for it. Release is imminent after some sound stuff and slight sprite edits.
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Fri May 08, 2009 4:11 pm |
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Miles_T3hR4t
Joined: Mon Jun 04, 2007 5:55 am Posts: 1627 Location: Ohio
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Re: The HMWIP Tau Mod (WH40K)
I have a strange urge to make a Missile pod, even though nothing can use it yet (canon wise anyway)
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Sun May 10, 2009 8:42 pm |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: The HMWIP Tau Mod (WH40K)
Make whatever you want really, anyone can test Lua already if you're willing to make a testing scene for it. The fusion blaster is working pretty well. I'm using the pretty much same coding concept as your original Miles. EDIT: Currently adding and experimenting with airresistance on fusion blaster. Redoing burst cannon and fusion blaster sprites. @Miles: What are the limitations on the sprite of the rail rifle? I could probably throw something that small sogether pretty quickly.
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Mon May 11, 2009 7:28 am |
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Miles_T3hR4t
Joined: Mon Jun 04, 2007 5:55 am Posts: 1627 Location: Ohio
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Re: The HMWIP Tau Mod (WH40K)
411570N3 wrote: Make whatever you want really, anyone can test Lua already if you're willing to make a testing scene for it. The fusion blaster is working pretty well. I'm using the pretty much same coding concept as your original Miles. EDIT: Currently adding and experimenting with airresistance on fusion blaster. Redoing burst cannon and fusion blaster sprites. @Miles: What are the limitations on the sprite of the rail rifle? I could probably throw something that small sogether pretty quickly. Air resistance + melta is a very bad idea, lasers do not blow in the wind or slow down over distance. they are pinpoint accurate. do NOT mess with air resistance, if you want to change the range just change the particle lifetime, and if you want to tweak the ammo strength again, tweak the particles. it's a melta, it does NOT get weaker with distance. the only weapons for the tau I can see getting weaker with distance are flamers, grenades, ordinance, Guess weapons, and maybe the plasma rifle (because balls of burning plasma is sort of something I don't study enough to know, i'll have to ask my roommate when he gets back in town) just remember, if you lower the mass and increase sharpness it will destroy less terrain, but if the mass*velocity is to low it won't be able to destroy doors which it must do. its a tricky balance, and keep in mind it SHOULD eat holes in bunkers, because thats just what meltas do, its what there made for. that and insta-pwning tanks.
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Mon May 11, 2009 3:49 pm |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: The HMWIP Tau Mod (WH40K)
Alright, all that's left to do is to redo some sprites and it's release time. It's no longer possible to shoot yourself with the weapons unless you're attempting to shoot at point blank range. Which is a bad idea with most weapons, but you're using the Tau, you shouldn't be in that range anyway.
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Wed May 13, 2009 1:35 pm |
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Miles_T3hR4t
Joined: Mon Jun 04, 2007 5:55 am Posts: 1627 Location: Ohio
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Re: The HMWIP Tau Mod (WH40K)
first, I just found out that the .wav files I export for some reason won't load in CC, some weird bitrate issue that I dont know how to fix. Open it in a wave editor and save it again, it should fix it, and if not, I have to import them into FL Studio and export as .mp3 (which sound effects can use .mp3, I did that with my mod for the mod making contest)
Second Did B23 mess up instance names/material names, or even how strong materials/stuff are?
3rd, B23 is out. We needs teh lua for things like the multiple ammo. I have no clue how to use lua, I suggest we... 'hire' someone who does.
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Wed May 13, 2009 2:35 pm |
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Metal Chao
Joined: Sat May 05, 2007 6:04 pm Posts: 2901
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Re: The HMWIP Tau Mod (WH40K)
I heard you needed someone who could do the offsets for your battlesuit actors. If provided with the sprites I will give it a shot for you, I suppose. Big things are usually easier to offset than small ones because it's easier to see where things fit.
Word of warning though, I've not had much practice on walkpaths. I'll do the offsets and give the movement a try if you want me to, but if the walking stuff proves too difficult then you might have to get someone else to do that bit.
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Sun May 17, 2009 5:13 pm |
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