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 W40K.rte: Imperium of Man [Standalone/Steam: R20.8b] 
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Joined: Sun May 08, 2011 2:20 pm
Posts: 40
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R17 Out!]
Bloody hell, this all looks amazing!
I might have to teach my self to sprite, seeing this sort of stuff motivates me to make cool looking pictures with battles going on and stuff.
Keep going guys! :D


Mon Mar 04, 2013 6:47 pm
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Joined: Sun May 30, 2010 5:30 am
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Location: Auckland, NZ
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R17 Out!]
All da finished gunz. I still need to do the rotating mags though.
Tell me if I've forgotten something.


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WH40K Bolt Firearms.bmp [18.05 KiB]
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WH40K Conventional Firearms.bmp [28.78 KiB]
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WH40K Las Firearms.bmp [22.22 KiB]
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WH40K Meltas and Explosives.bmp [25.62 KiB]
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Thu Mar 07, 2013 3:16 am
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Joined: Sun Jan 28, 2007 10:32 pm
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Location: UK
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R17 Out!]
Mmmmmm. I don't see a Lascarbine/M41 in there (note the carbine is actually shorter than the Lasgun, not just bayonetless), but otherwise I think the only things missing are, as you say, the rotating/animated mags - and the glowy plasma coil sequence (W40K.rte/Weapons/Plasma Weapons/Coils). Also the striped/whatever mags for a couple of weapons - incendiary/acid/kraken bolts, for instance. If you're looking at the current mag sprites, 'ap' is armour-piercing/kraken, 'in' is incendiary, and 'ac' is acid.

For the coils, you can add frames if you want to make a smoother animation. It'll be a simple tweak to adjust the rate of animation and the number of frames it uses.

Also, is that an underbarrel grenade launcher variant I see for the Autogun? :grin:


Thu Mar 07, 2013 5:44 am
Profile YIM
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Joined: Sun May 30, 2010 5:30 am
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Location: Auckland, NZ
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R17 Out!]
Sweet, I'll get right on those. And yes, yes it is. :grin:

EDIT: And here the mags are. I coulda sworn there was a lascarbine in there somewhere.


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Thu Mar 07, 2013 6:16 am
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Joined: Sun Jan 28, 2007 10:32 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R17 Out!]
Looking at the Las Weapons sheet I see - from the top;

    Laspistol
    Lasgun
    Lasgun w/ Bayonet
    Lascarbine or M41
    Hellpistol
    Hellgun
    Longlas
    Lascannon

The bayonetless lasgun looks slightly shorter but that's only because it's offset to the left by one pixel.

Rifle-scale lasguns are the M36 Lasgun (with bayonet), M36 Carbine, and M41 Auto. The carbine (should be) this fella here;
Image

Compare to the standard M36;
Image

Both about the same length judging by the illustrations I have handy, but are still distinctly different.

M41 is based off the full-auto lasgun used by the Guardsmen in Space Marine;


Slightly-less 'in-line' scope (not that they ever use it :roll: ) and a thinner barrel. Also note the slanted underside power cell compared to the flat cell used in the other lasguns.

Ed: ...where'd the Assault Cannon go?

Ed2: Also, need gibs for the un-painted Veng Launcher's ammo thingy, since there is a version without the gold trim that launches impact-detonating charges instead of remote ones.


Thu Mar 07, 2013 3:36 pm
Profile YIM
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Joined: Sun Jan 28, 2007 10:32 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R17 Out!]
Almost done splitting up gibs and such. 13 gib chunks for the lascannon is a bit much though! :roll: At least most of the las and bolter weapons have some shared parts though. Which is nice.

Have a decent idea of how I'm going to code the gibs in. Just make one template to define durability & materials, then have a bunch of copyofs that are nothing but filepaths and offset adjustments. Setting them all up in the gib editor after that should be fairly trivial.

Hardest part will probably be doing offsets for the actual guns and new mags. We'll see.


Tue Mar 12, 2013 4:18 pm
Profile YIM
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R17 Out!]
Yeah feel free to leave out some of the gibs I made, I went a bit overboard with them. XD


Tue Mar 12, 2013 9:30 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R17 Out!]
I compromised by merging some of the gibs into slightly bigger chunks - so the barrel is all one piece, for instance. Cut the number down to about eight gibs total.


Thu Mar 14, 2013 7:32 pm
Profile YIM
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R17 Out!]
Status update: I've split out and checked all the sprites for everything but bolter weapon gibs, and some new Assault Cannon mag sprites that Major should have ready for me in a little while.

Unfortunately my muse is fickle, and my time and energy are limited- but I do not intend to leave this work unfinished either. It will be done, though I don't want to set a deadline either.


Fri Mar 29, 2013 9:53 am
Profile YIM
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R17 Out!]
Hey hey hey.
More stuffs.


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Sun Mar 31, 2013 4:13 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R17 Out!]
Shiny. Nice job on the Melta-Cutter. :D

I'll get splitting the sheets finished up after my usual Sunday gaming session today, then set about some basic template work for the gibs before I dive into the offset work.


Sun Mar 31, 2013 10:36 am
Profile YIM

Joined: Thu Oct 11, 2012 12:25 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R17 Out!]
Make the dreadnought, and I will love you forever


Fri Apr 05, 2013 1:34 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R17 Out!]
On select it must have the classic "I have awoken" sound. And on heavy damage it should say "Even in death, I still serve"


Fri Apr 05, 2013 1:35 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R17 Out!]
Dreadnoughts are impractical in the CC engine, That and sprites are needed for it.

And i've been playing Romance of the Three Kingdoms so much lately. so don't expect anything from me xD.


Sat Apr 20, 2013 12:44 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R17 Out!]
Plus it runs into a big problem.

As for status updates; I've been pretty busy lately so I still haven't quite finished up the sprite-splitting work, but apart from new power weapon sprites and their gibs, almost everything is ready for me to start the recoding of offsets and new gibs.

Once that's done I'll do a 'test' release and hopefully get some feedback on offset positions. :roll:


Sat Apr 20, 2013 6:26 am
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