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#81 Solinx

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Posted 16 October 2006 - 08:26 PM

You're probably not the only one to do that :p

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#82 Lauri

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Posted 16 October 2006 - 09:11 PM

if you mean making a Shinobi thing, then HE's the one who's gonna make it :p
if you mean "putting it on hold", well, there some mods out there who does :p

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#83 General Otmin

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Posted 27 November 2006 - 01:54 PM

Well now with ROTWK coming out I'll be starting up my mod again. I might change the futuristic part of the mod back to swords and arrows but idk. When the exp pack comes out I'll be starting the werewolf faction so I'll hopefully be releasing some screens of new models. so until later

:thumbsupsmiley:



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#84 General Otmin

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Posted 29 November 2006 - 01:42 PM

For the werewolf faction how would you guys feel about the ice werewolf's model (skin changed) binded to the mountain giant's skl for the boulder throwing effect? I thought it sounded like a pretty cool idea but I want everyone's opinion about it.

I'm also putting together a brand new techtree for the mod (including a giant raven unit I have done and just need to fiddle around with the binding of it). I'll be getting the exp pack tomorrow so I'll be able to continue with the werewolf faction work and maybe use some unit's skls for the factions.

Just for anyone new or anyone who forgot there will be 4 factions (names may be changed later): Vampires, The Vatican, Spirits, and Werewolves.



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#85 General Otmin

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Posted 02 December 2006 - 10:56 PM

ok well here's the first werewolf update. I made a copy of the Shade Wolf unit and decreased his height and made him buildable. Now I just have to change his skin and remove the effects. The werewolf in the pics below will, of course, be a hero. I decreased his size from 1.6 (Shade of Wolf size) to 1.0. I think it looks much better.

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  • wolf.gif
  • wolf1.gif



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#86 General Otmin

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Posted 06 December 2006 - 01:52 PM

Quick question. Is there a way to get the models from ROTWK for the Knights of Dol Amroth? I've already extracted all the models but when I open the model for the knights they show up as that little clump you get after you bind...

Edited by General Otmin, 06 December 2006 - 01:56 PM.



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#87 Pixel

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Posted 06 December 2006 - 02:37 PM

Yes.... take there model and put it in the folder with the rohhirim animations.

#88 General Otmin

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Posted 06 December 2006 - 10:10 PM

...

lol That would do it :p Thanks :)

And I need some help binding units (I have no clue why I'm soo bad), so if anyone can help it would be appreciated ;)

Also here's the non snow werewolf.

Attached Thumbnails

  • werewolf.gif

Edited by General Otmin, 06 December 2006 - 10:44 PM.



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#89 General Otmin

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Posted 08 December 2006 - 12:32 AM

Ok. Well I'd just like to announce that I'm the only one working on the mod. I haven't seen kwen since October(?) and he was the only other one that was helping. I'm just saying this to explain why updates are slower than usual. If anyone can help with skinning or binding it'd be great cuz I can handle the coding for now. :p



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#90 Pixel

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Posted 08 December 2006 - 11:43 AM

Kwen is still having computer problems.

#91 General Otmin

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Posted 08 December 2006 - 01:32 PM

;) Sadly :( He was my binder :)



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#92 General Otmin

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Posted 12 January 2007 - 01:07 AM

Well... here's another model for Daniel. God I have to stop changing him. He's still a WIP and there are some things I still have to change about him, like the hands, neck, and "skirt." Any tips/comments would be helpful.

If anyone would be willing to help me improve the skin it would also be really helpful (I'm still horrible at skinning). I'm also recruiting a binder... so... ya.

...or not

Attached Thumbnails

  • Daniel.gif
  • Daniel2.gif

Edited by General Otmin, 13 January 2007 - 02:03 AM.



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#93 General Otmin

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Posted 14 January 2007 - 04:32 AM

Just wondering, does anyone care about this mod anymore? I keep posting stuff and asking for suggestions/comments about my ideas or work and nobody replies. I'm not angry or anything, I just want to know.



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#94 Lauri

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Posted 14 January 2007 - 01:45 PM

well, I don't know.... I for one, doesn't really know what it's about :sleep: but for Daniel, he's looking good (with the fact he's WIP) but even though you like the sword, you should turn down the polies on him. I made a new sword, and it wasn't high-poly, it was rather less polies than the model, and in-game, it looked like it should be, despite the fact that it doesn't in 3d Max...

But if someone follows the mod.... Dunno... I never really tried to learn about it :grin:

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#95 Solinx

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Posted 14 January 2007 - 09:02 PM

Ok, one suggestion I can give you is to add something of a belt.

The form of the blade is really nice, and I very much like the handler, but the blade is one plain colour. Perhaps you could accentuate some flaws in the surface?

Solinx

Edited by Solinx, 14 January 2007 - 09:02 PM.

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#96 Lauri

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Posted 14 January 2007 - 10:26 PM

*cough* unskinned *cough*

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#97 Solinx

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Posted 15 January 2007 - 05:57 PM

:p What would you expect, I'm a coder, not a skinner or pro moddeler. All I know is that the default colour of a model is grey, isn't it? Or is it just what you set it to be?

...

Alright, I confess, I was in a rush to go through all 200 topics I had to catch up with, so I might have missed some things here and there :dry:

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