Legio Machina [WIP] [PRAETORIANS!]
Author |
Message |
Metal Chao
Joined: Sat May 05, 2007 6:04 pm Posts: 2901
|
Re: Legio Machina [WIP]
These are alright. I dislike how the first one is just a blue dummy though.
And how they've been plastered with glow as a substitute to shading.
|
Sun Apr 20, 2008 8:11 am |
|
|
Krumbs
Joined: Mon Aug 27, 2007 7:56 pm Posts: 1186 Location: Scotland
|
Re: Legio Machina [WIP]
Roy-G-Biv wrote: Neuro wrote: Awesome idea, konoshi! I hadn't given the dropships much thought. Thanks for the comments, guys Glad you're liking it Maybe you could make a Trojan Horse Acrab. You took the words out of my mouth. They look amazing, I can see you put alot of work into them.
|
Sun Apr 20, 2008 12:09 pm |
|
|
wutangfan1990
Joined: Sun Apr 29, 2007 6:11 pm Posts: 543 Location: The hood
|
Re: Legio Machina [WIP]
Whitty would be proud of your glows, good job.
|
Sun Apr 20, 2008 1:47 pm |
|
|
Roy-G-Biv
Joined: Mon Feb 12, 2007 12:46 am Posts: 1765 Location: ..............
|
Re: Legio Machina [WIP]
I don't see these glow at all. I see shading.
And I have Glows enabled.
|
Sun Apr 20, 2008 3:01 pm |
|
|
Sixteen
Joined: Sun Nov 25, 2007 6:29 am Posts: 400
|
Re: Legio Machina [WIP]
What is you definition of shading? They are a solid color. No shading.
|
Sun Apr 20, 2008 3:14 pm |
|
|
Czar Leopold
Joined: Mon Dec 17, 2007 10:19 pm Posts: 104
|
Re: Legio Machina [WIP]
Roy-G-Biv wrote: Awesome! A medival Times looking Faction! This IS a faction, right?
Hope the final version is awesome! Unless someone has already said this, in which case I apologise for being too lazy to read the thread, this is actually based off Roman leigionaries, although the style of some of the units looks more like high medieval or late medieval, which is a little bit confusing. I also wonder what a sorry state that society must have gotten into for people to mistake Latin for ancient greek and/or medieval europe. Egad.
|
Sun Apr 20, 2008 3:31 pm |
|
|
Neuro
Joined: Thu Apr 17, 2008 10:53 am Posts: 22 Location: California
|
Re: Legio Machina [WIP]
I've done glow? What? And they are shaded, perhaps my monitor is dark? They aren't shaded heavily because I wanted them to look bright, Legio Machina is an imposing force on the battlefield. I could probably go a little darker, though, looking back. I know the Machinator is pretty much just a Dummy re-colour Don't worry, I had intentions of changing it. That guy is how this force started (testing the colour scheme, trying out the Dummy's upright posture - it works really well for such a uniform, precision based force), so don't be hatin'! Everyone has to start somewhere, right? And I'm not really too bothered about keeping too close to Roman history. The Hastati is probably my favourite to use, and I admit I just wanted an awesome Spartan style guy, he stays, he's cool. Names can be changed for accuracy if it's really a problem. I'll definitely beef up the single-shot weapons, though. They aren't too effective against armour, so that's probably why they seem underpowered. They can kill the Soldier-Light guys in a couple of shots, but I think I was aiming for the head (probably as a result of them being underpowered ). Thanks for all the feedback! I'll start work on them again at some point, make a lot of changes to make them really stand out. I was wondering though - Can you attach actors to actors? I'd love to have a mounted unit!
|
Sun Apr 20, 2008 5:51 pm |
|
|
Roy-G-Biv
Joined: Mon Feb 12, 2007 12:46 am Posts: 1765 Location: ..............
|
Re: Legio Machina [WIP]
Well, limbs Are technically actors. So I'm Guessing, yes. Code: AddActor = Arm InstanceName = Soldier Arm FG A AddToGroup = Coalition Parts Mass = 7 Sharpness = 1 HitsMOs = 1 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = Base.rte/Actors/Coalition/ArmFGA.bmp FrameCount = 5 SpriteOffset = Vector and Wayyyyyyyyyyy More code.
|
Sun Apr 20, 2008 6:01 pm |
|
|
Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
|
Re: Legio Machina [WIP]
Roy-G-Biv, stop talking. Seriously.
Also, to the mod creator: It is in fact possible.
AddInventory = AHuman CopyOf = Whatever
The actor will "hold" whatever its inventory is, and the held infantry is capable of shooting, as well.
|
Sun Apr 20, 2008 6:51 pm |
|
|
Neuro
Joined: Thu Apr 17, 2008 10:53 am Posts: 22 Location: California
|
Re: Legio Machina [WIP]
Thanks, Grif! That's a relief, mounted troops will looks pretty damn cool.
Main post has been updated! No updated rte, since there have only been minor changes. Tell me what you think of the new Machinator, though!
|
Sun Apr 20, 2008 8:17 pm |
|
|
elrics_fate
Joined: Thu Apr 19, 2007 8:53 am Posts: 2
|
Re: Legio Machina [WIP] [minor update]
Great mod man you should make the Aquilifer a brain unit since in the battlefield if the flag bearer was taken out the battle was considered a defeat (right?) If nothing else its a good idea
|
Sun Apr 20, 2008 10:43 pm |
|
|
AtomicTroop
Joined: Fri Mar 16, 2007 1:28 pm Posts: 328 Location: Finland
|
Re: Legio Machina [WIP]
Neuro wrote: Can you attach actors to actors? I'd love to have a mounted unit! Grif wrote: AddInventory = AHuman CopyOf = Whatever Uh, you know, that wouldnt be attaching, that would be holding. Attaching as in "AddAttachable" is not possible, but it can be simulated via holding. It brings in some problems with it.
|
Mon Apr 21, 2008 6:45 am |
|
|
jwac4ever
Joined: Thu Jan 17, 2008 3:39 am Posts: 14
|
Re: Legio Machina [WIP] [minor update]
This is a fantastic mod I think, the actors and weapons arent overpowered so its fun fighting the default cpu actors and they all look pretty cool to boot, hope to see more.
|
Mon Apr 21, 2008 7:56 am |
|
|
REdFlameZero
Joined: Sat Aug 25, 2007 9:37 pm Posts: 184 Location: Syuracuse, Ny
|
Re: Legio Machina [WIP] [minor update]
... holy jesus on a cracker doing riverstomp.
Love the Pack. Love the Troopers. Love the Weapons.
Awsome
|
Mon Apr 21, 2008 9:45 pm |
|
|
Neuro
Joined: Thu Apr 17, 2008 10:53 am Posts: 22 Location: California
|
Re: Legio Machina [WIP] [minor update]
I'm having some annoying trouble with an ACrab... the legs keep sinking into the ground! They are outstretched and look fine in the air and in the actor viewer, though. It seems when I moved the foot Y vector up it helped, but then the legs were all bent up and it didn't walk too well. I've seen some great long-legged actors in other mods, what's the secret? How do I stop it sinking into the ground?
|
Tue Apr 22, 2008 8:07 pm |
|
|
|
Who is online |
Users browsing this forum: No registered users |
|
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot post attachments in this forum
|
|