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Alien Hunters - Deathwatch Development


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#101 Roderick

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Posted 10 September 2018 - 07:00 PM

that's a HUGE step



#102 Gambit

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Posted 10 September 2018 - 10:55 PM

OK, those guys are on fire!!

Have a look at some new Imperial "technology salvaging" from Tau.

(Remember, we are after the mechanic of analysing enemy technology, purifying it, and using it in the Emperor's name for SINGLE missions).

Kekoulis'es magic:

0_20180911001812_1.png

 

0_20180911001821_1.png

 

 

AND some WIP video:

 

Remember, this is a simple showcase with no FXes or complete textures, but you get the picture :twisted:


Edited by Gambit, 10 September 2018 - 10:56 PM.

-In search of Papasmurf...

#103 Kekoulis

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Posted 10 September 2018 - 10:58 PM

 

Remember, this is a simple showcase with no FXes or complete textures, but you get the picture :twisted:

I do not understand the last one? Isn't it textured and has fxes?

The target laser is clearly visible in the AP,isn't it?

 

I knew as should have gone with a different laser colour!


Edited by Kekoulis, 10 September 2018 - 11:00 PM.

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#104 Gambit

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Posted 10 September 2018 - 11:26 PM

Well yes, the weapon is fully functional and the firing FXes are complete. :thumbsupcool:

But I saw that the scope FX is missing, so I presumed that the video was taken before all the FXes were added.

Isn't it so?


Edited by Gambit, 10 September 2018 - 11:26 PM.

-In search of Papasmurf...

#105 Kekoulis

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Posted 10 September 2018 - 11:35 PM

No.For some reason OE didn't load the fx even though I had it extracted.It works just fine in-game though.

Whatever.Maybe I should have gone with blue.


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#106 thudo

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Posted 10 September 2018 - 11:41 PM

Astartes Railguns! :good:


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#107 Gambit

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Posted 11 September 2018 - 01:05 AM

No.For some reason OE didn't load the fx even though I had it extracted.It works just fine in-game though.

Ah... I see.

See, I was wondering why the FXes were 100% OK in the Army Painter, but not in the OE...

Most Relic Tools need updating :sad2:

Wait ad see the FX Editor... VERY buggy.

 

Astartes Railguns! :good:

The idea is for the DW to utilise and use the Alien technology AGAINST them! :twisted:


-In search of Papasmurf...

#108 thudo

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Posted 11 September 2018 - 06:53 PM

Much like the Callidus! Absolutely! Ordo Xenos would have squads/sergeants/commanders/maybe even vehicles with alien tech being used against itself... ergo, why I love dat Deathwatch!


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#109 Gambit

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Posted 11 September 2018 - 08:19 PM

And with my SCaR code, with the Gene Repository and all those goodies I have coded, the gameplay will be ... unprecedented :thumbsuphappy:


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#110 fuggles

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Posted 11 September 2018 - 09:37 PM

Did anyone ever get that unfinished assassin, the psychic one whose name escapes me. Big head, had a null field...?

#111 Roderick

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Posted 11 September 2018 - 10:00 PM

Yes I have the culexus head! in the body of a modified eversor I think. Not animated or rigged but textured nicely. I can work on the texture to get the best resolution or detail possible.

 

Shouldn't this thread/conversation moved or started in private as the rest?

 

Reminder, although I guess they know, that sergeants or melee marines can and should use necron phase swords.


Edited by Roderick, 11 September 2018 - 10:02 PM.


#112 Kekoulis

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Posted 11 September 2018 - 10:02 PM

Yes I have the culexus head! in the body of a modified eversor I think. Not animated or rigged but textured nicely. I can work on the texture to get the best resolution or detail possible.

I remember you mentioning that before.The rig can be arranged,but for the animations,will have to get creative. ;)


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#113 Roderick

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Posted 11 September 2018 - 10:05 PM

The rig is granted having either the vindicare or the eversor body with another head. Some animations can be reused while the psy attacks deserve something special. I think you can search images of the culexi attacking in some funny poses-

 

I was keeping it for when it was requested. I need to make a texture for the head alone because the textured model isn't using a texture with a standard format size and it won't be readable by the game.


Edited by Roderick, 11 September 2018 - 10:07 PM.


#114 thudo

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Posted 11 September 2018 - 10:09 PM

Culexus Assassin.. Yummmmmmmmmmmm...


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#115 Kekoulis

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Posted 11 September 2018 - 10:36 PM

The rig is granted having either the vindicare or the eversor body with another head. Some animations can be reused while the psy attacks deserve something special. I think you can search images of the culexi attacking in some funny poses-

 

I was keeping it for when it was requested. I need to make a texture for the head alone because the textured model isn't using a texture with a standard format size and it won't be readable by the game.

When the right time comes brother. ;)


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#116 deathwatch78

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Posted 13 September 2018 - 03:09 AM

Well I thought I would save gambit some time The Apothecary is around 60 percent done just needs texture and fx work but done with animations. Since we are turning the game upside down I will post some videos of stuff already done just a glimpse.

 

Apothecary

 

all buildings are drop based so no building stuff since we are using no builder unit the servitor in the video is just while I was testing in dark crusade actual gameplay is top secret.

 

Power Drop replacement for plasma generator

 

Power Drop Being dropped in game remember the building process wont be in actual mod..

 

Thunderhawk dropping tanks

 

 

Thunderhawk dropping troops

 

 

Remember there is alot we are not showing....



#117 fuggles

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Posted 13 September 2018 - 06:40 AM

Looks amazing! If you had some of those weapon drop pods they would make great turret alternatives for a mobile army.

#118 Roderick

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Posted 13 September 2018 - 09:06 AM

I think there was already in Codex mod a droppable SM turret



#119 fuggles

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Posted 13 September 2018 - 09:11 AM

Yeah, but has anyone done a deathwind or the missile one? Maybe ua. Otherwise minimal work, relatively, to make a deepstriking pod.

#120 thudo

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Posted 13 September 2018 - 11:43 AM

Magnificent! Great to see your fantastic work once more, DW! Been a long while..


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