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			| Ghundio 
					Joined: Wed Apr 08, 2009 1:06 am
 Posts: 9
 Location: NYC
   |   WIP Imperial Guard 5/12/09I've been working on an Imperial Guard mod. So far I have: Working Lasgun, With a working BayonetWorking LaspistolJust a guardsmen headGrenade Launcher spritesFlamer spritesHand Flamer SpritesKrak and Hand grenades are doneAutopistol sprites 
  If anyone could offer some advice about spriting the actual guardsmen that would be great. Oh and by the way, feel free to contribute anything: code, sprites, ideas Seriously, if anyone who can sprite wants to help me with the sprites I would be much obliged
 
 
    							Last edited by Ghundio on Tue May 12, 2009 10:02 pm, edited 5 times in total. 
 
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			| Wed Apr 29, 2009 12:26 am | 
					
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			| Disst 
					Joined: Thu Feb 12, 2009 1:47 am
 Posts: 1182
   |   Re: WIP Imperial Guard 4/28/09
 
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			| Wed Apr 29, 2009 12:31 am | 
					
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			| Ghundio 
					Joined: Wed Apr 08, 2009 1:06 am
 Posts: 9
 Location: NYC
   |   Re: WIP Imperial Guard 4/28/09Yeah, i saw this one and I didn't really like the way the guard felt, so I'm gonna try to do my take on it. The way I see it is that you should be able to swarm with the IG, so I'm gonna make cheap and disposable units so there can be a lot of them.
 
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			| Wed Apr 29, 2009 12:34 am | 
					
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			| 411570N3 
					Joined: Wed Jan 07, 2009 10:26 am
 Posts: 4074
 Location: That quaint little British colony down south
   |   Re: WIP Imperial Guard 4/28/09Fair enough, though I do believe they'd let you use some of their sprites if you asked them...But it's entirely your decision.
 
 
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			| Wed Apr 29, 2009 11:26 am | 
					
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			| Manbearpig 
					Joined: Sun Aug 03, 2008 4:08 pm
 Posts: 102
 Location: Finland Winland!
   |   Re: WIP Imperial Guard 4/28/09Ghundio wrote: Yeah, i saw this one and I didn't really like the way the guard felt, so I'm gonna try to do my take on it. The way I see it is that you should be able to swarm with the IG, so I'm gonna make cheap and disposable units so there can be a lot of them.Thank you! Thank you!     Your post is exactly what i felt! I can't wait for wip release or just regular!
 
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			| Wed Apr 29, 2009 1:35 pm | 
					
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			| 411570N3 
					Joined: Wed Jan 07, 2009 10:26 am
 Posts: 4074
 Location: That quaint little British colony down south
   |   Re: WIP Imperial Guard 4/28/09How far do you plan to go with this? Only the guardsmen? Only infantry? Tanks? Everything? 
 
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			| Thu Apr 30, 2009 11:19 am | 
					
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			| Ghundio 
					Joined: Wed Apr 08, 2009 1:06 am
 Posts: 9
 Location: NYC
   |   Re: WIP Imperial Guard 4/28/09411570N3 wrote: How far do you plan to go with this? Only the guardsmen? Only infantry? Tanks? Everything?Eventually I hope to do most of the Guard armory. For the Guardsman I still have to make the legs and then put him together. Tanks should be relatively easy once the base is made because most of the tanks are based of either the leman russ chassis or the chimera chassis.
 
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			| Thu Apr 30, 2009 12:27 pm | 
					
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			| 411570N3 
					Joined: Wed Jan 07, 2009 10:26 am
 Posts: 4074
 Location: That quaint little British colony down south
   |   Re: WIP Imperial Guard 4/28/09Yeah, and even then, the chassis themselves are quite similar from a coding point of view. 
 
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			| Thu Apr 30, 2009 12:38 pm | 
					
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			| Manbearpig 
					Joined: Sun Aug 03, 2008 4:08 pm
 Posts: 102
 Location: Finland Winland!
   |   Re: WIP Imperial Guard 4/28/09411570N3 wrote: . Tanks should be relatively easy once the base is made because most of the tanks are based of either the leman russ chassis or the chimera chassis.You should ask from maker of mammoth tank to use his code it was really good.
 
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			| Thu Apr 30, 2009 1:34 pm | 
					
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			| Miles_T3hR4t 
					Joined: Mon Jun 04, 2007 5:55 am
 Posts: 1627
 Location: Ohio
   |   Re: WIP Imperial Guard 4/28/09Adeptus Mechanicus The true face of badass. 
 
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			| Thu Apr 30, 2009 2:04 pm | 
					
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			| Manbearpig 
					Joined: Sun Aug 03, 2008 4:08 pm
 Posts: 102
 Location: Finland Winland!
   |   Re: WIP Imperial Guard 4/28/09Any ideas when first version is released? And make some imperial guard with radio it could be just a sprite but it would look awesome! ( well atleast when combined with mods where you can call airstrike     )
 
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			| Fri May 01, 2009 7:27 am | 
					
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			| Gotcha! 
					Joined: Tue Apr 01, 2008 4:49 pm
 Posts: 1972
 Location: The Netherlands
   |   Re: WIP Imperial Guard 4/28/09Ghundio wrote: Yeah I know my sprites are kinda lame  They look fine to me.  
 
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			| Fri May 01, 2009 7:42 am | 
					
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			| 411570N3 
					Joined: Wed Jan 07, 2009 10:26 am
 Posts: 4074
 Location: That quaint little British colony down south
   |   Re: WIP Imperial Guard 4/28/09Though the guys look a bit large and round for the cheapo, cost-cutting imperial guard... 
 
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			| Fri May 01, 2009 9:17 am | 
					
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			| Ghundio 
					Joined: Wed Apr 08, 2009 1:06 am
 Posts: 9
 Location: NYC
   |   Re: WIP Imperial Guard 4/28/09Manbearpig wrote: Any ideas when first version is released? And make some imperial guard with radio it could be just a sprite but it would look awesome! ( well atleast when combined with mods where you can call airstrike     )Im not sure when the first release will be, probably when i have a working guardsmen and some more working heavy weapons. About the radio, the guard calls it a vox caster and its usually carried on the back so I'm debating on whether I should have a unit that comes with a vox as part of its sprite or screw the cannon and just make it hand held.  Gotcha! wrote: They look fine to me.  Thank you     411570N3 wrote: Though the guys look a bit large and round for the cheapo, cost-cutting imperial guard... I see what you mean but I'm gonna see how it looks all together first and then polish it up.  And now I have a question about Lua and modding in general:     When B23 comes out will you be able to detect keystrokes that are separate from the main controls? And is it possible to add an attachable to Actor or really anything in the game using Lua. My Idea is that since the bayonet I made is a bit dangerous to the drop ship and the other actors, why not have the bayonet unattached until the player hits a button which either actually attaches the bayonet to the gun or replaces the gun with one without a bayonet.
 
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			| Sat May 02, 2009 1:16 am | 
					
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			| Manbearpig 
					Joined: Sun Aug 03, 2008 4:08 pm
 Posts: 102
 Location: Finland Winland!
   |   Re: WIP Imperial Guard 4/28/09I think the sprites look good as they are just keep up the good work! 
 I am just quite worried will this be ever released since this has been quiet for weeks now.
 
 
 And i hope that atleast 1st version will be released to build 22.
 
 
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			| Thu May 07, 2009 4:27 pm | 
					
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