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Dieselpunk Heavy Weapons

Submitted by Zess
This bundle is marked as pending. It has not been reviewed by a staff member yet.
When bayonet charge is not enough.

Cannon with crew was maded by request of SonsOfSami, who also kindly provided me a cannon model, which which was used as a base for kitbash and animating.
Infantry is a result of kitbashed HerrDave's models and textures.
(i have permission)
Custom animations was maded by me.

UPD 1.
1. Fixed death animations for cannon
2. Changed wheel texture for cannon
3. Some fixes for normals and cannon attack animations by SonsOfSami

UPD 2.
1. Added portrait animations for cannon
2. Fixed selection for cannon
Thank so much for help Лорд13 and 8gabriel8 from XGM.guru (more precisely, for clarifying the obvious things for dumb not very clever me)

UPD 3.
1. Old texture replaced by new one, partially drawned by myself.
2. Small design changes for cannon model.

UPD 4.
1. The cannon model is changed again.
2. Fix the turning point and the start of the projectile for cannon.
3. New gas masks and backpacks, updated texture.
4. Fix "Morph" animation for HMG.
5. Small fixes
Previews
Contents

Dieselpunk Light Cannon (Model)

Dieselpunk HMG (Model)

Dieselpunk Mortar (Model)

Dieselpunk Cannon (Icon)

Dieselpunk HMG (Icon)

Dieselpunk Mortar (Icon)

  1. SonsOfSami

    SonsOfSami

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    Excellent work on the cannon, good sir!
    The only problems i see now are:
    -Death animations are looping
    -The white outer part of the wheels could use a better wrap
    -Some normals are reversed
    Other than these, I really like it!
     
  2. Duke

    Duke

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    I love you
     
  3. Mechanical Man

    Mechanical Man

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    That is really some heavy artillery
     
  4. GhostOfPast

    GhostOfPast

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    It is possible to have an alternate Cannon which have his attack first then reloading ? It would be more coherent for maps which focuses on gameplay instead of realism. I'm not against the older design but it disturbs the reliability of attack events.
     
  5. Zess

    Zess

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    Ok, why not
     
  6. Hazop

    Hazop

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    Whats the anim back swing point so the firing of the cannon dosent play after the projectile left the barrel?
     
  7. SonsOfSami

    SonsOfSami

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    Setting Animation damage point to about 1.350 works for me, I don't think the back swing actually affects when the projectile comes out.
     
  8. John Melvic

    John Melvic

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    Wow! These models are quite stunning! Could you even imagine how well would these models do in a dieselpunk campaign?
     
  9. Deolrin

    Deolrin

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    A robot\cyborg unit, similar to Wolfenstein's Super Soldiers, would not go amiss in this style. :thumbs_up:
    Great work on these and on the infantry. They look rather unique, even though they are based on Herr Dave's work.
     
  10. Ether

    Ether

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  11. Hazop

    Hazop

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    Wtf is that abomination! PURGE IT IN THE EMPERAH'S WRATH!!
     
  12. Ether

    Ether

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    How can the emperah kill that thing that comes back from death, over and over again? :D
     
  13. Hazop

    Hazop

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    D:
    By the emperor................. I know! Let Tyranids Assi- wait fuck that would be worse.. I know! Put it against Orkz in a never ending war like the tyranids!
     
  14. Ether

    Ether

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    Even the orks and all the legions would not resist 'this' foul beast's infinite war stomps!;

    send your men home muahaha
     
  15. Hazop

    Hazop

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    Nah tiz fine! I can raise a billion guardsman in a matter of a day, problem solved! A million dead? 2 million to replace them!
     
  16. Wayshan

    Wayshan

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    This is just ridiculously beautiful. Wonderful work ^^
     
  17. Frostfaust

    Frostfaust

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    I really like the slow, but steady, evolution to the Death Korps of Krieg. xD
     
  18. Zess

    Zess

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    Heh, well, you're right, and this idea came about like "I want bayonet attacks, angry guys in gas masks and all this fancy stuff WW1-WW2. But let them have some medieval armor this time."
     
  19. SonsOfSami

    SonsOfSami

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    I like those new gas masks, they look really great.