W40k:Tau U-P-D-A-T-E !!!!   
	
        
        
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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: W40k:Tau U-P-D-A-T-E !!!!  
					
						^ This is epic coding theory Make sure you make a standalone version of each though, it should be easy enough, get rid of the sprite component of the smart missiles/rail cannon and just make the rounds/shells null.
  I still need the current railcannon sprite though... My main complaint about the current rail rifle is the glows and the circle blob thingies and the muzzleflash laser. My main complaint about the Pulse Rifle is the Strange double shot and the projectile. This covers the carbine also. I plan on respriting the rail cannon myself and then doing the carbine. If someone else does a satisfactory one first I'll probably just do something else. I also dislike the Pulse Pistol, it has a stock, which classifies it as a carbine, I liked the pulse revolver sprite, just change the Pulse Pistol sprite to the pulse revolver sprite...
  Having tested Vagyr's version I can say that it is easily worthy of posting here. Most of it still needs alot of work though... the Stealthsuit sprite is not particularly bad. It simply needs shading and proportion in some areas. And arms and fixed offsets. Focus on doing other stuff for now though... like a pathfinder and other weapons/fixing the current ones.
  Stuff I have committed to do: -Rail Gun Sprite first -Pulse Carbine Resprite after -Descriptions & Explanations on Demand whenever -Resprites of other weapons after and as I see the need of them 
					
  
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			| Mon Feb 23, 2009 8:50 am | 
			
				
					 
					
					 
				    
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				 vagyr 
				
				
					 Joined: Sun Jan 11, 2009 10:54 am Posts: 365
				 
				 
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				  Re: W40k:Tau U-P-D-A-T-E !!!!  
					
						it is not just vagyr's... it contains the stealth suit from naXx 
					
  
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			| Mon Feb 23, 2009 12:45 pm | 
			
				
					 
					
					 
				  
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				 Bladecat4 
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					 Joined: Thu Feb 05, 2009 6:39 pm Posts: 413
				 
				 
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				  Re: W40k:Tau U-P-D-A-T-E !!!!  
					
						The rail rifle is non-mac compatible in all versions. Can someone possibly fix that? 
					
  
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			| Tue Feb 24, 2009 8:21 pm | 
			
				
					 
					
					 
				  
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				 fightbot1232 
				
				
					 Joined: Wed Feb 25, 2009 2:50 pm Posts: 13
				 
				 
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				  Re: W40k:Tau U-P-D-A-T-E !!!!  
					
						Hey, i dunno about youre prob but i hope you find the answer koz this mod could be awesome....     
					
  
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			| Wed Feb 25, 2009 3:21 pm | 
			
				
					 
					
					 
				  
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				 Miles_T3hR4t 
				
				
					 Joined: Mon Jun 04, 2007 5:55 am Posts: 1627 Location: Ohio
				 
				 
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				  Re: W40k:Tau U-P-D-A-T-E !!!!  
					
						Im gonna re-make the rail rifle, and I'm gonna do it in the following way :
 
  Fire a solid slug MOS-R of some kind, probably an AEmitter, that has a gib impulse = to 1 less than mass*Velocity. This ensures that it will gib after it has its velocity reduced to about half when going through terrain, but will instantly gib on other MOSRs.
  It will gib into some sharp particles with zero velocity so that whatever they hit, will be pelted with sharp particles with a short lifetime. I'm gonna do the same thing with the rail-gun in a moment to make sure that I can set them to have no momentum.
 
  Also, your not actually getting my sprites for the XV88-2 until I release it. the rail-rifle I will post, all it will be is a scaled down version of the rail gun.
 
 
  ALSO : all info below copied from imperial armor. also I found my codex.
  FULL Revised list of XVs XV 15  (Old stealth suit) XV 22  (Experimental stealth suit) XV 25  (Standard stealth suit) XV 8    (Crisis suit) XV 88  (broadside) XV 88-2 ( Broadside 2, Minor visual improvements, slightly smaller body, weapons positions changed) XV 81  (Special Issue Command Crisis suit : shoulder mounted smart missiles + 2 hardpoint weapons) XV 84  (Special Issue Command Crisis Suit : Same as XV 8 BUT +15 points for markerlight & Target lock) XV 89  (Special Issue Command Crisis suit : Save becomes 2+, Assault move 1D6, XV8, +25Pts) XV 82  (Shas O Rymar : Double Barrel Plasma Rifle, Advanced shield generator, Flechette Discharger, Ejector System, HW Drown Controller,  Target lock. = 160 + Drones + Bodyguard)
  Only Commanders, and the bodyguards of Shas O May use the XV 81, 84, or 89, One per army each excluding bodyguards which may contain duplicates.
  The Double Barreled plasma rifle is Range 24" Str 6 AP 2, Assault 2. The shield generater grands a 4+ Invulnerable save The ADVANCED shield generator save INCREASES to 3+ Invulnerable save ONLY in close combat.  The flechette discharger is exactly like the vehicle upgrade of the same name (whenever the vehicle is hit in close combat, roll 1D6, on a 4 5 or 6 the attacker takes a wound. I dont know if they get a save)
 
  Edit:  I will make the XV 88-2, the XV 8, the XV 82, and the XV 89.
  When I do, I will release them as individual mods. I will give permission to ADD them to this mod, as long as they aren't changed, unless otherwise specified. In those cases, Simply replace contents of the file as, for example
  the XV 88-2
  Find XV 88-2.rte/ Replace all with Tau.rte/XV 88-2/ and drop the entire thing into tau.rte, and get rid of .rte. 
  thats all you have to do to include one mod in another, and I don't see how people think thats so hard or impressive. 
					
  
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			| Fri Feb 27, 2009 11:57 am | 
			
				
					 
					
					 
				      
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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: W40k:Tau U-P-D-A-T-E !!!!  
					
						Meh, if everyone's too lazy to do it themselves then I'll do it. I've done it with some minor mods, the Minor Mod Compendium, the Single Release AAL stuff and some mod Archives. Compared to those, a pack of fully functioning current build .rtes will be a piece of cake... Also, I'm quite sure the picture lists have most of those and the description lists completely list them with pictures... so, if everyone's too lazy to go back a page or so then I'll post the links up again... 
					
  
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			| Fri Feb 27, 2009 1:00 pm | 
			
				
					 
					
					 
				    
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				 Miles_T3hR4t 
				
				
					 Joined: Mon Jun 04, 2007 5:55 am Posts: 1627 Location: Ohio
				 
				 
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				  Re: W40k:Tau U-P-D-A-T-E !!!!  
					
						I finished 99% of the code for the rail rifle.
  I need sounds for the rifle. I need sprites for the rifle. (Trying to get mate to do it... good art) I need sprites for the magazine. I need a ?x3 pixel ammo sprite (I'm thinking of doing it myself.)
  I need to ask how tough it is. 2-3 shots kill doors. To much or not enough? Depending on hits, it might only do one damage, but 90% of the time it makes things just explode.
  I also launched a Gargaunt at a velocity of 1000 because it started flipping really wierd, but that only happened to 1 of 12 gargaunts, and thats an error in the gargaunt, i've done that with the shotgun too. 
					
  
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			| Sat Feb 28, 2009 1:57 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: W40k:Tau U-P-D-A-T-E !!!!  
					
						I have decided to do an entire review of current sprites. Expect updates but sporadically and quite possibly not soon. The rail rifle is nice, I like that. Everything else must be resprited *loads shotgun which somehow corresponds to preparing to sprite*. I will also be doing my best to change some of those smoke effects and also the firing sprites... don't expect muzzleflashes though...
  @Miles: I would probably think that about 2 hits would destroy a door, but 3 sounds about right as well.  Tweak to your desire. 
					
  
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			| Tue Mar 03, 2009 10:00 am | 
			
				
					 
					
					 
				    
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				 Miles_T3hR4t 
				
				
					 Joined: Mon Jun 04, 2007 5:55 am Posts: 1627 Location: Ohio
				 
				 
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				  Re: W40k:Tau U-P-D-A-T-E !!!!  
					
						Its not very big, and I'm to lazy to rar something for just lines of code. Currently this uses the sprites of the flack cannon, and has all of its offsets, other than that, Here is the rail-rifle  Ammo for the rail RifleCode: AddAmmo = Round    PresetName = quarks    ParticleCount = 4    Particle = MOPixel       PresetName = Quark       Mass = 0.15       RestThreshold = 500       LifeTime = 2       Sharpness = 50       HitsMOs = 1       GetsHitByMOs = 0       Color = Color          R = 0          G = 0          B = 100       Atom = Atom          Material = Material             CopyOf = Bullet Metal          TrailColor = Color             R = 0             G = 0             B = 100          TrailLength = 1    Shell = None    FireVelocity = 5    ShellVelocity = 10    Separation = 10     AddAmmo = AEmitter    PresetName = TSSMass    Mass = 200    AirResistance = 0    GlobalAccScalar = 0    OrientToVel = 1    Sharpness = 3    HitsMOs = 1    GetsHitByMOs = 0    SpriteFile = ContentFile       FilePath = RAIL.RTE/NULL-ish.bmp    FrameCount = 1    SpriteOffset = Vector       X = -2       Y = -2    EntryWound = AEmitter       CopyOf = Dent Metal    ExitWound = AEmitter       CopyOf = Dent Metal    AtomGroup = AtomGroup       AutoGenerate = 1       Material = Material          CopyOf = Military Stuff       Resolution = 1       Depth = 0    DeepGroup = AtomGroup       AutoGenerate = 1       Material = Material          CopyOf = Military Stuff       Resolution = 1       Depth = 1    DeepCheck = 1    AddGib = Gib       GibParticle = MOPixel          CopyOf = Quark       Count = 15       MinVelocity = 10       MaxVelocity = 10    GibImpulseLimit = 100    GibWoundLimit = 1               AddAmmo = AEmitter    PresetName = TSSSkip    Mass = 0.0000001    OrientToVel = 1    HitsMOs = 0    GetsHitByMOs = 0    SpriteFile = ContentFile       FilePath = Base.rte/Null.bmp    LifeTime = 1    FrameCount = 1    SpriteOffset = Vector       X = 0       Y = 0    EntryWound = AEmitter       CopyOf = Dent Metal    ExitWound = AEmitter       CopyOf = Dent Metal    AtomGroup = AtomGroup       AutoGenerate = 1       Material = Material          CopyOf = Military Stuff       Resolution = 2       Depth = 0    DeepGroup = AtomGroup       AutoGenerate = 1       Material = Material          CopyOf = Military Stuff       Resolution = 4       Depth = 1    DeepCheck = 1    AddEmission = Emission       EmittedParticle = AEmitter          CopyOf = TSSMass       ParticlesPerMinute = 0       BurstSize = 1       Spread = 0.0       MaxVelocity = 130       MinVelocity = 130       PushesEmitter = 0    EmissionEnabled = 1    EmissionsIgnoreThis = 0    BurstTriggered = 1         AddAmmo = Round    PresetName = TSSRail    ParticleCount = 1    Particle = AEmitter       CopyOf = TSSSkip    FireVelocity = 30    ShellVelocity = 0    Separation = 0
   MagazineIt has infinite ammo and is tamper-proofed. Code: AddAmmo = Magazine    PresetName = TauPorno    Mass = 20    HitsMOs = 1    GetsHitByMOs = 0    SpriteFile = ContentFile       FilePath = Base.rte/Devices/Cannons/CannonMag.bmp    FrameCount = 1    SpriteOffset = Vector       X = -4       Y = -3    EntryWound = AEmitter       CopyOf = Dent Metal    ExitWound = AEmitter       CopyOf = Dent Metal    AtomGroup = AtomGroup       AutoGenerate = 1       Material = Material          CopyOf = Bullet Metal       Resolution = 2       Depth = 0    DeepGroup = AtomGroup       AutoGenerate = 1       Material = Material          CopyOf = Bullet Metal       Resolution = 3       Depth = 1    DeepCheck = 1    JointStrength = 200    JointStiffness = 1    DrawAfterParent = 0    RoundCount = -1    RTTRatio = 0    RegularRound = Round       CopyOf = TSSRail    TracerRound = None    AddGib = Gib       GibParticle = MOPixel          CopyOf = Quark       Count = 100000       MinVelocity = 1000       MaxVelocity = 1000    GibImpulseLimit = 1    GibWoundLimit = 1   
   The Actual Gun which is un-important for nowCode: AddDevice = HDFirearm    PresetName = Tau Rail Rifle    Description = Tau Rail Rifle. Strength 7 AP 2. Experimental rifle given to pathfinders for testing. Once testing is complete this will be moved to standard issue to all firewarriors. This version compiled by Miles_T3hR4t    AddToGroup = Weapons    Mass = 15    HitsMOs = 0    GetsHitByMOs = 1    SpriteFile = ContentFile       FilePath = Base.rte/Devices/Cannons/Long.bmp    FrameCount = 2    SpriteOffset = Vector       X = -18       Y = -5    EntryWound = AEmitter       CopyOf = Dent Metal    ExitWound = AEmitter       CopyOf = Dent Metal    GoldValue = 0    AtomGroup = AtomGroup       AutoGenerate = 1       Material = Material          CopyOf = Military Stuff       Resolution = 4       Depth = 0    DeepGroup = AtomGroup       AutoGenerate = 1       Material = Material          CopyOf = Military Stuff       Resolution = 4       Depth = 10    DeepCheck = 1    JointStrength = 75    JointStiffness = 0.5    JointOffset = Vector       X = -8       Y = 3    DrawAfterParent = 0    StanceOffset = Vector       X = 6       Y = 6    SharpStanceOffset = Vector       X = 9       Y = 2    SupportOffset = Vector       X = -2       Y = 5    SharpLength = 400    Magazine = Magazine       CopyOf = TauPorno       ParentOffset = Vector          X = -3          Y = 4    Flash = Attachable       CopyOf = Muzzle Flash Shotgun    RateOfFire = 80    ReloadTime = 100    FullAuto = 0    FireIgnoresThis = 1    ShakeRange = 0    SharpShakeRange = 0    NoSupportFactor = 0    ParticleSpreadRange = 0    ShellSpreadRange = 0    ShellAngVelRange = 0    MuzzleOffset = Vector       X = 19       Y = 0    EjectionOffset = Vector       X = -1       Y = -1
 
   
					
  
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			| Tue Mar 03, 2009 11:46 am | 
			
				
					 
					
					 
				      
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				 Miles_T3hR4t 
				
				
					 Joined: Mon Jun 04, 2007 5:55 am Posts: 1627 Location: Ohio
				 
				 
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				  Re: W40k:Tau U-P-D-A-T-E !!!!  
					
						Oh yes and I forgot one thing
  Null-ish.bmp It MUST be 3 pixels tall, right now I just have a 3x3 green square, as a place-holder. I'll be making a detailed bullet when I have time. Right now after finishing posts, I'll be eatting dinner and watching mythbusters. 
					
  
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			| Tue Mar 03, 2009 11:48 am | 
			
				
					 
					
					 
				      
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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: W40k:Tau U-P-D-A-T-E !!!!  
					
						Schweet... I'll try and get you a revised firing sprite of the rail rifle but I think the current rail rifle looks alright... here it is for convenience. I'm currently working on the rail gun. I'm probably going to make a normal version and an XV88-2 version, they look quite different.
  EDIT: I just decided I suck at lighting crossover at the moment. Maybe some other time. 
					
							
  
							
    							Last edited by 411570N3 on Tue Mar 03, 2009 12:58 pm, edited 1 time in total. 
    						 
						
  
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			| Tue Mar 03, 2009 12:36 pm | 
			
				
					 
					
					 
				    
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				 vagyr 
				
				
					 Joined: Sun Jan 11, 2009 10:54 am Posts: 365
				 
				 
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				  Re: W40k:Tau U-P-D-A-T-E !!!!  
					
						uuum... would any1 be interested to make some sprites for a tank(naXx was going to make them but hes is missing for a week)??? i have made a code(by doing a modification on the ivar code)... and i found a way to make it look like it is hoovering. sooo... is there any1??? 
					
  
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			| Tue Mar 03, 2009 12:58 pm | 
			
				
					 
					
					 
				  
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				 Miles_T3hR4t 
				
				
					 Joined: Mon Jun 04, 2007 5:55 am Posts: 1627 Location: Ohio
				 
				 
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				  Re: W40k:Tau U-P-D-A-T-E !!!!  
					
						411570N3 wrote: Schweet... I'll try and get you a revised firing sprite of the rail rifle but I think the current rail rifle looks alright... here it is for convenience. I'm currently working on the rail gun. I'm probably going to make a normal version and an XV88-2 version, they look quite different.
  EDIT: I just decided I suck at lighting crossover at the moment. Maybe some other time. Give me the offsets and crap like that, and i'll do it tomorrow, and have the rail rifle finished.  I'm still working on the 88-2 but i've taken a break because I suck at actors and didn't wanna start that yet. I WILL have to make the 88-2 BEFORE adding homing missiles, because.... Missile-pods sit on the shoulders, I need to figure out how to make the gun-offsets and the actor, rotate the gun at the right place to put the smart missiles on the shoulder, no matter where you aim. I'm gonna have to make the gun's offset 0,0 on the shoulder aren't I?  
					
  
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			| Tue Mar 03, 2009 11:17 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: W40k:Tau U-P-D-A-T-E !!!!  
					
						Meh, I really can't do the firing animation of it... anyone up for it? I promise not to shoot anyone for doing it badly... this time Anyway, the idle sprite is above if anyone wants it.
  And yeah, you probably are going to have to put the offset on the shoulders...
  EDIT: Call it a not quite finished present. DOUBLE EDIT: Call it an as finished as I can be bothered to make it present. Also, my version of the pulse pistol, y'know, as an actual pistol instead of some random carbine thing -_-" 
					
  
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			| Wed Mar 04, 2009 5:36 am | 
			
				
					 
					
					 
				    
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				 vagyr 
				
				
					 Joined: Sun Jan 11, 2009 10:54 am Posts: 365
				 
				 
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				  Re: W40k:Tau U-P-D-A-T-E !!!!  
					
						INSPIRATION!!!http://www.forgeworld.co.uk/acatalog/QUATERMASTERS_STORE_TAU_15.htmlthe website for the tau products... it has ALL the offisial models... very usefull...  
					
  
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			| Wed Mar 04, 2009 4:46 pm | 
			
				
					 
					
					 
				  
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