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 W40K.rte: Imperium of Man [Standalone/Steam: R20.8b] 
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Post Re: Warhammer 40000 Mod Compilation [Updated Again!]
Cant use search due to it being in russian but you could ask Djaved to search for it


Tue Oct 25, 2011 2:22 pm
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Post Re: Warhammer 40000 Mod Compilation [Updated Again!]
Jack Trades wrote:
P.S. Could someone fix feet offsets for Karskins?


S. R. Kasrkin. I know it sounds weird but that's how it is.

As for the offsets; everything's fine as far as I'm aware.

As for the Blood Pact Guardsmen, get them a Chaos Marine as a commander/brain and I'll get them added.

--

Chaos topic on Russian forums is here; http://cortexcommandru.3dn.ru/forum/61-1524-1


Tue Oct 25, 2011 7:03 pm
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Post Re: Warhammer 40000 Mod Compilation [Updated Again!]
We should replace all the commander units with terminators :3


Tue Oct 25, 2011 7:13 pm
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Post Re: Warhammer 40000 Mod Compilation [Updated Again!]
Oh god.

This mod really got out of my hands.


Tue Oct 25, 2011 7:23 pm
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Post Re: Warhammer 40000 Mod Compilation [Updated Again!]
The op needs to be changed to a picture of asklar standing in a lightning storm by a computer yelling " ITS ALLLIIIVE ITS ALLLIIVVEEE! AHAHAH"
._.


Tue Oct 25, 2011 7:25 pm
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Post Re: Warhammer 40000 Mod Compilation [Updated Again!]
Asklar wrote:
Oh god.

This mod really got out of my hands.


All because of a stupid flamethrower. :oops:


Tue Oct 25, 2011 7:36 pm
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Post Re: Warhammer 40000 Mod Compilation [Updated Again!]
Now actually, I can never say the mod was mine. But the mod compilation was.

Now it's not.


Tue Oct 25, 2011 7:43 pm
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Post Re: Warhammer 40000 Mod Compilation [Updated Again!]
Does it really matter?

I mean this compilation of a number of mods all mixed up into one for the community to enjoy.


Tue Oct 25, 2011 7:48 pm
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Post Re: Warhammer 40000 Mod Compilation [Updated Again!]
Yes, because now they are modding my mod.

It was fine when Arcalane began tweaking sprites and things. But then, everyone invited themselves into modding this. I could perfectly understand if you guys asked for permission or something, just like Arcalane did.

But now all the work I did with the mod is useless.
I'll see if there is a way to give the authorities and stuff to Arcalane.


Tue Oct 25, 2011 7:55 pm
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Post Re: Warhammer 40000 Mod Compilation [Updated Again!]
See it as having a legacy. Without you there wouldn't be anything.


Tue Oct 25, 2011 8:07 pm
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Post Re: Warhammer 40000 Mod Compilation [Updated Again!]
I'm just going to not reply towards that discussion since i been having too much tedious drama which may influenced me to be a ♥♥♥♥.


@ wooden suggestion at the chaos sprites, Personally i don't really like them although it could just be the image they used are JPG rather than PNG.


Tue Oct 25, 2011 8:17 pm
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Post Re: Warhammer 40000 Mod Compilation [Updated Again!]
Yeah probably is JPG really do make things look bad
And This mod has really boomed Im just glad i helped with the mac stuff :D


Tue Oct 25, 2011 10:39 pm
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Post Re: Warhammer 40000 Mod Compilation [Updated Again!]
Did the laziest, most shite outlining job possible in a brief moment of free time, or at least the most shite aside from no proper dark outlining at all as before. And yet still it looks far, far better at higher resolutions, although it's a sideways movement at lower ones; I'm going by the true resolution of my comp (1680*1050) mind, since that's how I play, so my perspective a bit skewed in comparison to other players. Still looks somewhat better at about 50% zoom, however, so those playing at the INTENDED highest resolutions shouldn't find it too offensive either. It's more defined-looking I think than the outlineless copy. And a little bulkier. But the side feet still look really off due to the way I initially sprited them, lighter on the inside and darker on the outside. The way I did it in some places to help define the turret chassis' shape worked decently, but completely screws all perspective on the feet and the rest of the base, and now that the feet are there, I'm not sure how to fix it aside from scrapping the current base. And a new base may end up clashing with the current chassis. Still, far more salvageable than the past version.

Thoughts on the latest abortion, gents? Or, really, tweak of an abortion? Better, worse? Maybe any suggestions for something else a bit less complex that needs spriting to bugger up somewhat less horribly? And quite honestly, before I continue with this offensive career, I must ask if I'm doing something terribly wrong in only using the pallete's default colors- I've not been able to eyeball any nonstandard ones in any of the great spriter's works, though how they would do what they do with those restrictions escapes me- and if in fact I could be tweaking the colors by hand so long as the CC pallete was what was loaded? Because if that was the case this entire time I'm really going to feel quite silly.


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Wed Oct 26, 2011 12:05 am
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Post Re: Warhammer 40000 Mod Compilation [Updated Again!]
I have a suggestion for you herp,

Use the Coaltation Gatling turret as a base, and expand using that.


Wed Oct 26, 2011 1:55 pm
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Post Re: Warhammer 40000 Mod Compilation [Updated Again!]
Whilst I remember; no, the Dread wasn't hurt by the lasbeam passing by, I whacked it with the first shot (hence the ammo counter being at 4) and it fell over forwards. It's an interesting idea but I don't think I'll experiment with it, just like I won't be making the plasma guns blow up in your face if you get unlucky.

Although I might make them overheat/jam. Might. Not sure.


Wed Oct 26, 2011 6:11 pm
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