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ombrephenix

Member Since 06 Jun 2015
Offline Last Active Jul 16 2022 10:08 PM

Posts I've Made

In Topic: Happy Holidays Revora Teams !

02 January 2022 - 12:47 PM

You know,I could lend a  hand here if you want in the future.

 

Personally, I am open to this idea. I can take care of UVW mapping and Arts design if you want.

 

I can provide weapons platform "3D / O.E / A.E / sounds" hardware, if you want to come up with solutions that handle the Titans for Project Unification. I planned to add other addons for the platform. (Currently it supports "mortar", "earthshaker_cannon" and "medusa_cannon".)


In Topic: Happy Holidays Revora Teams !

02 January 2022 - 12:33 AM

There is a second layer of "experimental gameplay" that I reserve for "Revored" teams for expertise and the "A.i" challenge.

 

 

 

 

The screens do not show the actual "O.E" implementation work that was done on the Praetorian models. These are primarily “nodes” for the “simple” or “advanced” structure of the faction's potential “build orders”. ('Vanilla, Codex, Unification). :grad:

My models are intended to be "Modding" resources for "I.G" factions. I'm not the best 3D modeler / animator, but in all modesty I think I've improved on the "Fok / Pok" models generally used for "I.G" modding. (Mainly the choices of troops) The simple idea being to get a 3D model with one of the "bone" structures used by the Praetorian troops and to use "Whe" / "Ebp" Praetorian. But before being this possible resource for the community. I must have the models confirmed by the "Modding expert". :santa:

I am working on the design of an original gameplay dedicated to the faction. The first concepts of structures were for me an opportunity for the implementation of this gameplay. I reinforced the originality of the Praetorian gameplay with uniquely implemented squad abilities. There were, it seems to me, similar experiences. But not as advanced in experimentation as the "Praetorian Mods" project. The mere fact of indicating that these squads and not just a single choice of troops. Implies that the capacities must take into account many parameters (leaders, leaders to attach, authorize capacities during action to attach, authorize capacities on leader only if to attach ...) Yes really many parameters "O.E / A.E". :santah:

This is the gameplay layer that needs to be “A.I” team “brainstorming”. I have fulfilled all the "3D / O.E / A.E" requirements with a target that I estimate to have reached 80%. I need the "A.I" layer to decide if it's realistic or if I'm chasing chimeras. :mellowthumbsup:

 

 

I do have a question though. Will you be possibly including the original Praetorian style Sentinels way back in 2nd Edition? I feel they would fit their style more than the Armageddian pattern:

 

 

I have 3D model challenges. This is one of them. The difficulty is to determine if I am using a sentry as the basis of the model, for the gain of the animations. Or I try this one.


In Topic: Happy Holidays Revora Teams !

01 January 2022 - 04:35 PM

Happy new year and good health, teams !! Praetorian Mod is still alive! My problem currently is no longer models but their implementation "A.E". With the "promotional images" you have an incomplete overview of the potential models. This is the layer of "generic gameplay". There is a second layer of "experimental gameplay" that I reserve for "Revored" teams for expertise and the "A.i" challenge.

 

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Note: I'm not privileged fashionable patterns for the eyes, but the most important in me for the gameplay "heart". Personally when I handle many works, I identify the most difficult points of the project and puts them above the "battery" of priorities. For me the most difficult part of the "Praetorian Mods" projects has just been realized.

Models not processed by my recent work will be added in the form of update, which will be available in a timely manner that I hope much shorter.


In Topic: Happy Holidays Revora Teams !

28 November 2021 - 06:35 PM

Hello teams! I am still active on the Mod. This project is very ambitious. Achieved a complete and cohesive faction.
With sufficiently successful models to declare them "approved chapter". Obviously, this is not just an "Arts design" project. (with a "gameplay" clone of the original game.)
The "Arts design" and a synthesis of the concepts of the former teams having worked on the project. With my own gameplay concepts. A "U.I" challenge for me because I am constraining myself to the limit of the "U.I" of the original game. ( At least for the moment…)
I implemented the basics of a gameplay which must ultimately be the "playful signature" of the faction. The potential of "3D" models, "Arts" and "A.E" support of my work should normally amaze you.
It's not perfect at the moment. I think you need a layer of A.I work (an A.I layer to deal with the aggressiveness of projectile models when they are under the effect of the "characteristics" of the Preatorian gameplay.
Sorry no spoiler, I want you to learn about this gameplay in the game. (The idea is to have a neutral flaw analysis of the characteristics.) :thumbsupcool:
 
I lack presence on the forum because I am for the moment not connected on the "networks".
It is a bad thing for a good because less time wasted on projects not related to the Mod.
 
I remind you that this is a planned project and should be assumed over the long term. (Normally around the beginning of 2023)
I hope to complete my layer of work scheduled for 2021 before December 25. (The models are ok but the "A.E" and "O.E" layer takes a long time.) :whathuh: < ^_^