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Glowsticks
Joined: Sat Jul 10, 2010 5:19 pm Posts: 543
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Re: Warhammer 40000 Mod Compilation [Updated Again!]
Update with trenchlegs.
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Sun Oct 23, 2011 10:14 pm |
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LordVonKain
Joined: Sat Oct 22, 2011 4:49 am Posts: 826 Location: England
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Re: Warhammer 40000 Mod Compilation [Updated Again!]
that look a lot more better.
oh, i can feel my inner nerd getting excited to purge enemies of the emperor with those Kriegsmen.
Oh and if you don't mind if i borrow one of your krieg helm so i can convert it into a nurgle helm? when i get around to doing plagemarines (or traitor guards that follow Nurgle.)
Edit: i have a quite interest question to raise now, i wonder if it possable to have a item that can be "manned" by an actor?
i.e have a turret Actor that can only be used and Manned by another actor.
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Sun Oct 23, 2011 10:20 pm |
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Glowsticks
Joined: Sat Jul 10, 2010 5:19 pm Posts: 543
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Re: Warhammer 40000 Mod Compilation [Updated Again!]
I do believe you can mount weapons to points/have turret stands. There's a mod with a weapon mount ability by akabla out now (trappers). ANNNNNND KRIEGSMEN SPRITES: Attachment:
Krieg.rar [31.26 KiB]
Downloaded 184 times
(multiple helmets included) I didn't plan on coding them cause' I'm garbage with offsets but if it comes to it I can. And sure go ahead and use that helmet to your hearts content.
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Sun Oct 23, 2011 10:34 pm |
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LordVonKain
Joined: Sat Oct 22, 2011 4:49 am Posts: 826 Location: England
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Re: Warhammer 40000 Mod Compilation [Updated Again!]
Thanks,
as of now i'm doing the Multi-melta, already done the melta bomb.
Curious should i bother with a Autogun? cause they are used quite often by Heretic milita as well as PDF's (planetary defence force)
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Sun Oct 23, 2011 10:41 pm |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: Warhammer 40000 Mod Compilation [Updated Again!]
Guys wtf do you sleep? I just skipped two pages of endless text, except for the part of Ork-Gothic. Pretty cool he noticed this!
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Sun Oct 23, 2011 10:55 pm |
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LordVonKain
Joined: Sat Oct 22, 2011 4:49 am Posts: 826 Location: England
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Re: Warhammer 40000 Mod Compilation [Updated Again!]
i live in england, it's only ..about 11pm here, and sometimes i stay up till about 3 am to 4 am.
In short i need a damn job.
edit 1: combi weapons added as well as the Melta bomb and Multi Melta
Attachments:
File comment: Multi melta Melta bomb and combi weapons
Work.zip [10.95 KiB]
Downloaded 163 times
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Sun Oct 23, 2011 10:56 pm |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: Warhammer 40000 Mod Compilation [Updated Again!]
I see a lot of spriting activity in here.
ANYWAY! Everyone working on sprites, decide which ones will you use and send them to me along with a brief explanation of how they should work. Please do not send me one billion of different messages with one sprite each, I'd prefer if you sent me only one PM with 100 sprites.
Thanks.
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Sun Oct 23, 2011 11:55 pm |
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LordVonKain
Joined: Sat Oct 22, 2011 4:49 am Posts: 826 Location: England
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Re: Warhammer 40000 Mod Compilation [Updated Again!]
done a Nurgle tratior guard Draft thanks for Glowsticks Kreigsmen, problem is it just a re-colour kriegmen, anyone got any suggest how to change it? Likewise with the nurgle Lasgun. and i'll send you all of the guns that i done so far with a brief description of what it meant to do.
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Mon Oct 24, 2011 12:10 am |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: Warhammer 40000 Mod Compilation [Updated Again!]
Can I make the bayonet in that gun work?
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Mon Oct 24, 2011 12:13 am |
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LordVonKain
Joined: Sat Oct 22, 2011 4:49 am Posts: 826 Location: England
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Re: Warhammer 40000 Mod Compilation [Updated Again!]
if you want,
but the heretical Lasguns are more of a WIP since i rather have each traitor guard having different style weapons with different uses.
i yet to do all of the parts both Traitor guards (only done the what is on the image itself)
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Mon Oct 24, 2011 12:19 am |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: Warhammer 40000 Mod Compilation [Updated Again!]
Guess I'll just wait until ALL the spriters (which are a god damn huge quantity by now) to decide which ones they want to use.
Then we can have the coding-talk.
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Mon Oct 24, 2011 12:22 am |
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LordVonKain
Joined: Sat Oct 22, 2011 4:49 am Posts: 826 Location: England
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Re: Warhammer 40000 Mod Compilation [Updated Again!]
indeed,
however i should have the Traitor guards sorted out by tomorrow or later this late/early morning. (For me at least) it depends when i decide to head off to bed.
Still debating what i could add on the Nurgle traitor he looks.. a tad too bear just looking like that.
edit: i think it just be faster if i upload everything i done so far into one folder.
Attachments:
File comment: Lascannon, Multimelta combi weapons Melta bomb, Valk drop ship, Stalker bolter and heretic Template.
Work.zip [27.73 KiB]
Downloaded 161 times
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Mon Oct 24, 2011 12:28 am |
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Senor Herp
Joined: Fri Oct 21, 2011 7:55 am Posts: 22
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Re: Warhammer 40000 Mod Compilation [Updated Again!]
Have some more awful sprites for you, folks. Had a go at making a Tarantula. Still haven't gotten the hang of outlining in a manner that keeps it defined without bloating or overwhelming the image, but it's not as terrible as the last version and I managed to do some halfway decent shading to try and give it shape. It's just too green. Green of all shades everywhere, which leaves it a bit confused looking, although that's harder to notice at higher resolutions, and it isn't defined well against any background since I wasn't left with much room to make outlines and probably won't be taking another crack at it for a while methinks, maybe tommorrow. But at least this one is properly sized, compared to the existing heavy bolter which I hacked all the bits extraneous to the barrel and action- a sentry gun doesn't need an external trigger, carry handle, or laughably huge one-piece ironsight don't you know- before stapling it to the plebian mockup here. I don't think it's very happy being attached to my model... I'm actually worried it might be too small overall- besides the problem it raises in outlining- as well. But the scale isn't exact, and CC isn't about that, so I'm probably just being a git in worrying about the scale. And of course the pieces still need null backgrounds, but since GraphicsGale has the lovely feature of not allowing you to overwrite your own sprites by accident I, in my short time spriting, tend to save adding the null background for last so I can be a bit more free in adding new pixels, and left it off for the convenience of those with similar functions on if they choose to directly edit these... Sprites, if you can even call them that. Could try adding an outline, but, it'd need some upscaling or the outline would just overwhelm the sprites themselves. I think maybe that I need to do the general outline FIRST, and then fill in with color and shading, rather than the other way around. Just a note; I had a tricky time working with the existing heavy bolter model and modifying it for use by the Tarantula, as it seems to be copy-protected. I found workarounds without resorting to rebuilding the sprite pixel by pixel or trying to crack a protection I don't quite understand, but whatever's been done to the file makes it rather hard to create new pixels while you have the file open, and it extends to other files you're editing at the same time; you'll have to copy and paste or clone the pixel(s) you want to mess with by way of a drag-select tool. Of course that might be exclusive to GraphicsGale or just my incompetence again; anyone who knows what they're doing should probably be able to remove it with ease or workaround it more easily. Still. If anyone has trouble using the modified model- which I probably should've just asked for a non-protected version of rather than trying to muck about with it as is- ring me up and I'll try and explain it better. It's not completely secure, but it can slow one down. A reference picture, so you can all laugh at how I mucked it up. EDIT: Bah. Something funked up with the post and a chunk of a sentence got transported into the middle of another. Fixed now, so if anyone was wondering what was up in the second paragraph, it should be far less offensive to the English language.
Last edited by Senor Herp on Mon Oct 24, 2011 1:03 am, edited 1 time in total.
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Mon Oct 24, 2011 12:52 am |
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LordVonKain
Joined: Sat Oct 22, 2011 4:49 am Posts: 826 Location: England
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Re: Warhammer 40000 Mod Compilation [Updated Again!]
Hm,
I would suggest putting the Base/legs in a different colour as well as expanding them (as they should be in the referenced picture)
also i would colour the whole sprite darken black or something along those lines, The heavy bolter doesn't mix will with the green.
i would also suggest putting some Detail on the turret itself (just a few lines to look like it's been fitted together with metal plates rather than a plastic model appearance.)
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Mon Oct 24, 2011 1:01 am |
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Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
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Re: Warhammer 40000 Mod Compilation [Updated Again!]
Asklar wrote: Can I make the bayonet in that gun work? If you do, make it 'triggered' (ie; press a key to stab dudes) rather than always on via emitters. Don't want the AI hacking its own legs off. Will sort out the Korps in a bit.
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Mon Oct 24, 2011 1:05 am |
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