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| Map Development Discuss your developing maps. Release beta tests and get useful feedback before the final release. If your map is fully complete or is a late Beta, then it can be uploaded directly to our Maps Section. Otherwise, attach the map to your post. This is NOT a forum to ask questions about the Editor! |
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06-17-2012, 08:08 PM
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#31 (permalink)
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Sanity Is For The Weak!!!
Join Date: Aug 2009
Posts: 652
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Quote:
Originally Posted by DarkElfe
In version 3.5a bug that I mentioned earlier was gone and I was able to view the map. It is not pretty bad (at least favorably on an array of cards for Warhammer, now walks on the Internet). One small "but": the model Bloodletter. Why do not you use it here:  Or simply put in economy of a place in a map?
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Isn't that a DoW2 rip from XGM?
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06-17-2012, 08:13 PM
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#32 (permalink)
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Farewell Rui
Join Date: Feb 2009
Posts: 2,388
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idk if those were dow rips or if ironmaiden was that good, apparently ironmaiden was that good
after all, not EVERYTHING from xgm is a rip, it's just not a very trust worthy site because the russians generally don't tell you if something is ripped or not
alsooooo would probably be a bad idea to use a model of that quality, anyway, primarily because it wouldn't fit in with the assisting models AND i think its filesize would be too big anyway
additionally, why is there only enough space in the map for 3 races? are you using THAT many imports?
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06-17-2012, 08:13 PM
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#33 (permalink)
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User
Join Date: May 2012
Posts: 105
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Its a rip? >.<
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06-17-2012, 08:19 PM
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#34 (permalink)
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Sanity Is For The Weak!!!
Join Date: Aug 2009
Posts: 652
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Quote:
Originally Posted by Wazzz
idk if those were dow rips or if ironmaiden was that good, apparently ironmaiden was that good
after all, not EVERYTHING from xgm is a rip, it's just not a very trust worthy site because the russians generally don't tell you if something is ripped or not
alsooooo would probably be a bad idea to use a model of that quality, anyway, primarily because it wouldn't fit in with the assisting models AND i think its filesize would be too big anyway
additionally, why is there only enough space in the map for 3 races? are you using THAT many imports?
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Huh funny thing is I'm making a 40k map, with no XGM models : D
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06-17-2012, 08:32 PM
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#35 (permalink)
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Farewell Rui
Join Date: Feb 2009
Posts: 2,388
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i wish warcraft had more models that catered to a futuristic setting, but it's not really all that needed to make a good map at least :3
is your map going to be similar to this one, only in the 40k thingydo?
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06-17-2012, 09:01 PM
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#36 (permalink)
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Sanity Is For The Weak!!!
Join Date: Aug 2009
Posts: 652
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Quote:
Originally Posted by Wazzz
i wish warcraft had more models that catered to a futuristic setting, but it's not really all that needed to make a good map at least :3
is your map going to be similar to this one, only in the 40k thingydo?
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Na its more like a mix of DoW1 and DoW2 + some GW stuff.
I'm using unarmed models with weapon and other attachments that resemble 40k to cut down on size.
Planned races: Space Marines, Chaos, Orks.
Here is a nice preview of some spehss mahreens.
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06-17-2012, 09:30 PM
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#37 (permalink)
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User
Join Date: Jan 2005
Posts: 4,633
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From what can I see, that model uses ingame textures, so it could hardly be a rip.
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06-17-2012, 11:24 PM
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#38 (permalink)
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The sage behind the hat.
Join Date: Dec 2011
Posts: 263
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And! Another Awesome map. Please do NOT release this at my finals. PLEASE!
Anyways. Good game, overall 4.5/5 until full beta.
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06-18-2012, 07:39 AM
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#39 (permalink)
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User
Join Date: Oct 2009
Posts: 40
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Which I have shown model not pipped! IronMaiden made its itself and as here it was already noticed it on ingame textures. To convert models from DoW2 it is too unprofitable by way of the size of models received as a result of models. For the information, Space Marine authorships Burning_Dragoon5 together with all textures weighs 571,6 KB, and ripped Space Marine from IronMaiden weighs 387 KB exactly (and it looks better). A difference I think is obvious. Well, and about versions on ingame textures I in general am silent.
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06-19-2012, 03:25 PM
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#40 (permalink)
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DΣӅТḤ
Join Date: Jul 2009
Posts: 2,640
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Quote:
Originally Posted by Mechanical Man
From what can I see, that model uses ingame textures, so it could hardly be a rip.
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The animation and mesh is a rip.
I don't plan on using that to replace the current model, I used it prior to uploading this map, and the animations were irritating, it just didn't fit.
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06-19-2012, 07:03 PM
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#41 (permalink)
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User
Join Date: Dec 2011
Posts: 1
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Quote:
Originally Posted by RiotZ
The animation and mesh is a rip.
I don't plan on using that to replace the current model, I used it prior to uploading this map, and the animations were irritating, it just didn't fit.
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This model is not converted from the DOW2,because it is different than in DOW2, and has a different animation
Sorry for my bad English
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06-19-2012, 08:23 PM
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#42 (permalink)
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User
Join Date: May 2012
Posts: 105
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Hmm rip or not... speaking of replacements for models;
I'm making a larger scale strategy map with more rpg elements, it borrows a lot from warhammer (although not based on it).... anyways, this style could suit you well;
Yeh, I'm using attachments to make models more chaosy :) thats just an example of my "chaos" lord which is an edited Hatelord with an attached Hatchet Eye Dranosh
For units I'm using the Villager Man with lots of different attachments to make the variety of Marauders (each spawn gets a different helm/weapon, some get armor, some dont, some have shoulder pads, some dont...)
lots of stuff you can do with attachments :D including better looking empire and orcs, saves space too (you can use villager for both marauder and chaos warrior, etc)
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06-19-2012, 08:40 PM
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#43 (permalink)
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DΣӅТḤ
Join Date: Jul 2009
Posts: 2,640
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Quote:
Originally Posted by ResidentV
Hmm rip or not... speaking of replacements for models;
I'm making a larger scale strategy map with more rpg elements, it borrows a lot from warhammer (although not based on it).... anyways, this style could suit you well;
Yeh, I'm using attachments to make models more chaosy :) thats just an example of my "chaos" lord which is an edited Hatelord with an attached Hatchet Eye Dranosh
For units I'm using the Villager Man with lots of different attachments to make the variety of Marauders (each spawn gets a different helm/weapon, some get armor, some dont, some have shoulder pads, some dont...)
lots of stuff you can do with attachments :D including better looking empire and orcs, saves space too (you can use villager for both marauder and chaos warrior, etc)
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Very true. I was considering making it all randomized to make it like tabletop, but I couldn't manage to get the system to work right. I will definitely consider using more attachments. But I need some good ones that are very Warhammer-feeling, I haven't seen any.
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06-20-2012, 12:54 PM
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#45 (permalink)
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DΣӅТḤ
Join Date: Jul 2009
Posts: 2,640
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*Bump*
ResidentV is working on a new terrain version for Chaos Steppes... Currently I'm working on the Empire's icons.
Once I have the map back I'll be changing the Chaos Lord model, possibly the Marauder model.
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