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Blood Ravens banner as flag have you that too? Fix inside.


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#21 thudo

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Posted 10 January 2018 - 08:17 PM

Hmmm there should be no conflicts though as how does a DW flag and texture path remotely conflict with a SW one? All the paths are linked to their respective _race name AND a hard texture path so I don't quite understand the issue? :unsure:


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#22 Roderick

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Posted 10 January 2018 - 08:19 PM

Not sure how was made but it was the conclusion I got when I didn't find any texture for the banner in the SW mod and then I found the one which appears in the deathwing folder of the Obj_points mod.


Edited by Roderick, 10 January 2018 - 08:22 PM.


#23 thudo

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Posted 10 January 2018 - 08:36 PM

Check the whe then the whm in the OP master art file. If it somehow calls DW and SW together then there is a prob as I have absolutely no idea why they would conflict because they are both different a) _race names and b) texture paths. Something is obviously messed up if that is the case as why would SW mod call anything remotely with the long defunct Deathwing Mod? That needs investigation as SW is a fully active and now pro-level project while DW never made it passed alpha.


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#24 jonnscc21

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Posted 11 January 2018 - 01:30 AM

Who had the dw alpha?

#25 thudo

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Posted 11 January 2018 - 01:32 AM

Its around.. somewhere.


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#26 jonnscc21

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Posted 11 January 2018 - 01:39 AM

Deathwatch or death wing I should have said

#27 Gambit

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Posted 11 January 2018 - 12:08 PM

I have created an Ordo Xenos: Deathwatch Alpha build, if you are interested in that.

We have WH (two versions), we have IDH (with two branches now, including the Grey Knights), and the only Inquisition branch we lack is Alien Hunters.

That is why I started it.

And wanted to make it THE mod.

 

So, I came up with a very interesting system - studying and replicating tech from your enemy (based on studding battle remains and collecting gene samples), and use it against him in the form of abilities, researches, weapons, etc.

The amount of SCaR work I put there is unfathomable :grad: And it is 100% done.

It is SUPER complex, thus you will not understand what is happening in the background - the code works but there is no AE to support it.

 

And then, brother DW (the dedicated modeller) experience a serious RL case, so he was not able to continue...

 

Hence, still Alpha.


Edited by Gambit, 11 January 2018 - 12:09 PM.

-In search of Papasmurf...

#28 Roderick

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Posted 11 January 2018 - 12:10 PM

>We have WH (two versions)

 

huh?



#29 jonnscc21

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Posted 11 January 2018 - 12:17 PM

Yea I have the one on ModdB ??

#30 jonnscc21

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Posted 11 January 2018 - 12:21 PM

Speaking of Deathwatch I have a issue finding the thread gambit how do you still build your base when u click of the hq

#31 ombrephenix

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Posted 11 January 2018 - 10:22 PM

:smilehuh: "OP" It's always in the planning of my work. The "Basilisk" had more collateral work than expected. (3 vehicles in the model, 15 maps of textures, requiers to update the textures of other vehicles impacted by the new art design.) It will also be the basis for building the new model of a new heavy weapons platform. (To replace that of the Praetorian Mod.)

 

Omb I think would be the one to easily crack it open and update it.

 

The main difficulty of the update of OP will be to edit all the animations. This is the part that is for me the most tedious of my 3D work. Whenever the "ref" (3d model) is modify I must edit all the animations. I have to redo all the animations one by one. it imposes a work on the 3d reference model rigorous (Updates, optimizations, patches, anticipations) I can not afford to work on two project at the same time.

 

 I finish "Basilisk / Medusa / Mortar", fix the art design of the vehicles impacted by the works on Basilisk and make corrections "AE / OE" of some models of Mod. Then make the download for the update of the Praetorian Mod, including my current work of global optimizations on the Mod. (WIP several layers of work planned over the long term)

I planned to start work on "OP" after updating the Praetorian Mod. (Implies that 2018 is the year of my first work on "OP".)

 

We need to integrate the specific objective point object made by Ombrephoenix for Praetorians or disable the visibility for the flag and let the statue to have the banner texture.

 

This is the reason that requires me to do myself "OP". It may be difficult for another member to understand the "OE / AE" design of the Praetorian banner. I still have to try to make a fix of the "OE" or improvement of the Art design .. (Return of the banner after destruction of the structure or "FX").


 

 



#32 Roderick

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Posted 11 January 2018 - 11:37 PM

oh yes, the return of the banner is something to be addressed. You did a good job there.



#33 thudo

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Posted 11 January 2018 - 11:52 PM

Sooner OP gets updated, vetted, and released the better since it impacts ALOT of projects right now that have been waiting for.. years... <:)  Thank you sir!!!


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#34 thudo

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Posted 13 January 2018 - 05:55 AM

:ohmy:


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#35 jONES1979

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Posted 13 January 2018 - 07:34 AM

NOTE: The texture (rsh+wtp) used on the banner pole of specific race  - must be the same texture(by path) used in race's infantry models, and it must be the subject of "teamcolor" applying

 

Breaking of this rule will cause the problem, when strategic point ingame shows the default banner instead of teamcolored. Such that was in DA mod long long ago.

 

Most reason of breaking this rule goes from kitbashing made by people who do not understand how the game-engine works, who leaves important parts of the "foreign" donor model unchanged.



#36 Roderick

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Posted 13 January 2018 - 03:15 PM

jONES, by default banner do you mean the grey banner?

 

In Renegades we have currently a rsh file with the Alpha Legion texture and I did the wtp with the "_banner" layer but the banner pole refuses to "read" the teamcolour banner. 


Edited by Roderick, 13 January 2018 - 03:15 PM.


#37 thudo

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Posted 13 January 2018 - 03:47 PM

@Jones.. For sure but that aside can we get those OP updates as requested asap? It makes a huge difference especially when I noticed it was long applied to Craftworlds and, man, it makes a huge difference!


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#38 Kasrkin84

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Posted 13 January 2018 - 07:24 PM

In Renegades we have currently a rsh file with the Alpha Legion texture and I did the wtp with the "_banner" layer but the banner pole refuses to "read" the teamcolour banner. 

 

Does the RSH file point to the correct WTP file path?


Edited by Kasrkin84, 13 January 2018 - 07:24 PM.


#39 jONES1979

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Posted 13 January 2018 - 10:43 PM

jONES, by default banner do you mean the grey banner?

 

 

 

Ah, NO

Here, by "default" banner I mean race's specific TEXTURE, but referenced in 3d model in race banner and stored in OP_SS art folder under race's path



#40 jONES1979

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Posted 13 January 2018 - 10:50 PM

@Jones.. For sure but that aside can we get those OP updates as requested asap? It makes a huge difference especially when I noticed it was long applied to Craftworlds and, man, it makes a huge difference!

Not possible currently from my side, cause I have no time for modding completely.I yet have about 50+ black-library books, purchased, delivered and unread

Also I've lost most of interest because of amount of dull/sad mods released in last few years, and have no motivation anymore. The only upcoming things which deserves attention are Darkness Within, Dawn of Glory and models of Ombrephenix. Everything else is disappointing.


Edited by jONES1979, 13 January 2018 - 11:01 PM.





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