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Progress Tracker - March 2010


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#1 Mephistoned

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Posted 21 April 2009 - 04:28 PM

Since I know people like to know how we're doing, I'll try and make this as transparent and up-to-date as possible. Feel free to bug us if you want - it won't make anything go faster though! This is a rough and ready measure of the work done that needs to be done, and doesn't take into account fact that many marine model assets are already available, vanilla code which we can use etc. My current thinking is that I would like to release a public Alpha as soon as possible, even if full of placeholders. Though we may have less 'suprise' factor with the final release, I think it's worth it to balance, gauge how the whole thing works, and heighten interest. These things can take years, so any real progress is worth sharing IMO! However, our first REAL milestone will be a Tier 1 release (ie. with everything more or less in place and perfect, and possibly odds and sods from later Tiers) - so consider the below status towards Tier 1.


Tier 1 build as of March
TECH TREE - 100% subject to tweaking
UNIT STATS - 100%
WEAPON STATS - 100%
CODING - 80% (est.) - Chiefscout on the case - working on a Tier 1 build
UCS - 100% - finished! Hurrah! Subject to tweaks if necessary.
AI - 0% - Thud will do this when the whole mod is finished
3D - 100% - Finished - subject to tweaks
TEXTURES - 50% - BC, GH, Grey Wolf, LP, Traps, Scout all done, and this will get faster as things like accessories can be reused
FX - 5% - Steve the Goose had to leave us - so it's me, and I have a lot to learn
RIGGING - 5% - I've learned this now - GH done, others to follow
ANIMATION - 5% - this will leap forward once rigging is done as can reuse existing animation sets
OBJECT EDITOR - 5% - Steve learning the ropes and awaiting models
ICONS - 80% - thanks to Chiefscout - subject to revision once we have textured models
SOUND FX - 30% thanks to Noobie
VOICES - 50% - scripts written, have bought a mike and have the programs - I may well get round to doing this soon.
MUSIC - 50% - have a tune that I'm told is copyright free and we can use. I have a brother who might compose...
UI - 90% thanks to Chiefscout
ALPHA - 70%
BALANCING - 25% - well we're TRYING to balance against existing units from the outset!
BETA - 0%

Edited by Mephistoned, 06 March 2010 - 11:59 AM.


#2 Chaplain261

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Posted 21 April 2009 - 10:21 PM

This is good to see progress, I hope I can push you guys onward and help however I can, I completely, agree with what you say about keeping people updated and getting an alpha out as soon as possible, but I suggest you have at least one or two models in the alpha for people to ponder at, and know what to expect.

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#3 Brother-Captain Vesuvious

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Posted 27 April 2009 - 02:47 AM

this is no promise, lemme make that sure off the bat, but maybe, just maybe i can scrounge up some non copyrighted celtic/gothic esq music for you, maybe a druidaic chant
Glory to the Emperor, Death to the Fallen.

When out of bullets, i often find that throwing rocks/bricks is a great alternative.

#4 Mephistoned

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Posted 27 April 2009 - 05:55 PM

this is no promise, lemme make that sure off the bat, but maybe, just maybe i can scrounge up some non copyrighted celtic/gothic esq music for you, maybe a druidaic chant


Now that would be cool....

#5 Chaplain261

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Posted 29 April 2009 - 10:06 PM

Indeed!

#6 Brother-Captain Vesuvious

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Posted 29 April 2009 - 11:19 PM

well, ill fish around a lil bit and see what i can do, worst case i may have to find permission for you to use something in the mod
Glory to the Emperor, Death to the Fallen.

When out of bullets, i often find that throwing rocks/bricks is a great alternative.

#7 thudo

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Posted 04 May 2009 - 03:43 PM

Once you got your build/tech tree coded into the AE I have a fantastic PSD to do icons quickly with. You just need to make your own borders and backgrounds as you see fit. Real simple. I can also show you how to make disabled icons as mentioned -- it will drastically speed things up for you so the mod adds the real pro finish.
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#8 Brother-Captain Vesuvious

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Posted 06 May 2009 - 09:55 PM

Hey Mephistoned, got a friend of mine hooking me up with the music!!!! Gothic, Celtic, and Gregorian Chants
Glory to the Emperor, Death to the Fallen.

When out of bullets, i often find that throwing rocks/bricks is a great alternative.

#9 Mephistoned

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Posted 06 May 2009 - 10:35 PM

Hey Mephistoned, got a friend of mine hooking me up with the music!!!! Gothic, Celtic, and Gregorian Chants


Ooh. Sound. Me like! Do send over/ post some files so we can have a listen! Space Wolves music? Tricky in't it. Celtic sounds in the right direction and a touch of the gothic and greg always serves 40K well. Need some savage drums. And French Horns - the wolf from Peter and the Wolf. Horns horns horns. I've got the bloody horn for horns! Ha! Brother Captain I await with lolling tongue!

#10 Brother-Captain Vesuvious

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Posted 07 May 2009 - 12:25 AM

lmao, im getting them from him tomorrow so ill email you a couple of em so you can see if you like
Glory to the Emperor, Death to the Fallen.

When out of bullets, i often find that throwing rocks/bricks is a great alternative.

#11 Mephistoned

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Posted 17 July 2009 - 10:38 PM

A little WiP update for you all. This rather messy Blood Claw actually represents a huge leap forward, as I have now - after some weeks learned the deeply troubling art of unwrapping (pain in the $%^&&) and having familiarised myself with GIMP (easy) have then worked out how to get the texture onto the model (with the generous and patient mentor support of Horus - sign me up for the heresy, no wonder so many SM chapters joined him! The Emperor was always too busy...).

So - now it's just a matter of artwork, and I'm good at that, so expect something far far prettier in the near future. I am intending to take this model right through to ingame before getting on with other textures, since I need to be sure I'm not making some horrific mistakes before repeating them over and over.

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#12 Long Fang

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Posted 18 July 2009 - 07:14 AM

has he taken his twin brother and impaled his head on a stick? jk, good work
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#13 Mephistoned

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Posted 18 July 2009 - 07:55 AM

has he taken his twin brother and impaled his head on a stick? jk, good work


And Long Fang wins the Great Wolf's yearly caption contest. :p Have a wolf skin pelt, on the house.

I wouldn't call it 'good' work yet - but it's a baby step towards something truly impressive.

#14 Long Fang

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Posted 18 July 2009 - 10:25 PM

gee wiliygerz mephistoned! whats next on the agenda
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#15 Mephistoned

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Posted 21 July 2009 - 06:49 AM

gee wiliygerz mephistoned! whats next on the agenda


How about this?

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#16 thudo

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Posted 21 July 2009 - 01:50 PM

BLIMEY! :p You've become a superb texturer man! Please keep this going for all your work!
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#17 Long Fang

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Posted 21 July 2009 - 01:56 PM

i just did something in my pants you dont want to know about.
awesome. more colours!
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#18 Mephistoned

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Posted 21 July 2009 - 02:41 PM

i just did something in my pants you dont want to know about.
awesome. more colours!


More colours? Are you insane? I had to reign the colour palette before the man blood claw turned into a harlie! :p
It's interesting how these things work out - I did not plan for this level of colour - it kind of evolved - but it works for the young exuberant wolf youths. I think variety is key to a good army and other more venerable units will be a bit more subdued. That said, SW have always been one of the more flamboyant SM armies and their iconography and artwork is exceptional.

Thanks for the compliments Thud - I am pleased with this. I did spend my teenage years learning to paint the darn things so I have some skill - especially in terms of creating 3D darker/ lighter areas and knowing how to get metal and other effects on a 2D surface. What's nice is that the sheer workload of wanting to paint many W40K armies and having to intricately paint over three hundred models (say) for one army made it impossible to achieve everything I might like. Whereas here now in the digital world - 1 painted blood claw can mean a hundred in game - and I'd be willing to bet achieving the same standard on a digital model as with painting one is still faster on computer. ;D

Smiles all round.

Next I'm going to try to take the model through to ingame. Rigging and animating here we come....

#19 thudo

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Posted 21 July 2009 - 02:48 PM

First see that the model can be imported ingame JUST with the model + uvwrap + textures applied.. thats absolutely critical. No point in rigging/animating/OE/FX it if it can't get ingame via the exporter first if the base model + texture can't go in.

But yeah many mod projects don't appreciate the morale boost of seeing that first model going ingame for the very first time -- it basically shows the team what we're all fighting for.
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#20 Mephistoned

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Posted 21 July 2009 - 02:51 PM

First see that the model can be imported ingame JUST with the model + uvwrap + textures applied.. thats absolutely critical. No point in rigging/animating/OE/FX it if it can't get ingame via the exporter first if the base model + texture can't go in.

But yeah many mod projects don't appreciate the morale boost of seeing that first model going ingame for the very first time -- it basically shows the team what we're all fighting for.


Good point - no need to rig/ animate yet. Will try that first.




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