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ombrephenix

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

#1117578 Happy Holidays Revora Teams !

Posted by ombrephenix on 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".)




#1117569 Happy Holidays Revora Teams !

Posted by ombrephenix on 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.




#1117562 Happy Holidays Revora Teams !

Posted by ombrephenix on 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.




#1117217 Happy Holidays Revora Teams !

Posted by ombrephenix on 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: < ^_^



#1095247 Happy Holidays Revora Teams !

Posted by ombrephenix on 25 December 2018 - 07:16 PM

<:) <:) :evgr: :evgr: <:) <:) :evgr: :evgr: :santah: :santah: :mellowthumbsup:

 

Merry christmas friends !! and in anticipation happy new year!

My goals for the year are achieved, but the "Praetorian Mod" requires more work "A.E". No viable gift for the tree, sorry.

Pretorian Chimera:

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Pretorian Chimera codex variation:

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Praetorian Hellhound:

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Pretorian Hellhound codex variation:

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Praetorian Platform (or turret is a point of view of the gameplay has debate):

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New Afriel:

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#1074565 Wishes for 2018

Posted by ombrephenix on 03 January 2018 - 05:42 AM

Happy new year and best wishes my friends.
For most of us still motivated despite the obligations "IRL". Personally my motivation and that the "Modding" and a hobby with technical and artistic challenges. The important thing is to feel good in your boots and in harmony with your philosopher of life. "Time passing" is only a narrow view of the mind.

well! for 2018 my motivation remains "a long quiet river".

 

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#1070522 Vanilla issues report [Model+Animation related only] Fixes to leech!

Posted by ombrephenix on 26 October 2017 - 05:47 AM

I note mainly two major problems that must be observed. the game is not intended to be used in "-dev" Mod, I am not measured the real impact of these problems for a normal game. They potentially represent a big memory leak.

1 °) .The "Decay Events" corrupted some generators. Saturate the warning log in "O.E". The main reason for the warnings is the absence of "Markers / Helpers" for the support of "FX". Some models of generators do not seem to have been planned for the support of "Decay".

I myself must update the generators of the Praetorian mod to support the "decay"

 

2°) Many community-modified models use a common base of models for their work (mainly FoK / PoK). Unfortunately the teams that have created this model base have misjudged the negative impact that one of the properties of the models can have: "ForceSkinning = Yes".
This property is often misuse (Only the banners have justified the use of the property by me at the moment) This property has a limit of use per model (8000/10000 polygons approximately, to be confirmed by tests under "O.E").
Above this limit the model generates display errors in "O.E" and when all the "meshes" of the model are displayed an explosion of the "warning log" (It can reach more than 100 MB in less than 2 minutes).

By extrapolation I tend to say that these models with an error "O.E" in the game can be the cause of "crash".




#1070458 Blood Ravens banner as flag have you that too? Fix inside.

Posted by ombrephenix on 25 October 2017 - 12:31 AM

I really planned to update "O.P". We are few to be able to do.the update of "O.P". I must do it for Praetorian Mod. :mellowthumbsup:
You must compile an archive with all the banners that must be considered for the update, including the Whm / Whe, Attrib, Art, FX, Sounds or other required for the banners. Having 3dmax banners folders is a time saver (Animations, Skin)
I do not promise to be able to integrate all without difficulties. But I will try to make them in "O.P".




#1067929 Loki's resurce senter

Posted by ombrephenix on 30 September 2017 - 05:35 AM

Hi friend! :) I appreciate any archiving initiatives. I recommend you do it in moderation and relevance. Files or obsolete sources can be sources of problems. My suggestion is to compare most of your archives with that used nowadays. "Skins" is a more delicate subject, many are not relevant when you impose quality criteria. :shiftee2:
You have to ask yourself the question "why do?" :mellowthumbsup: . Personally it is the potential Modding that helps me to determine the archiving. If a model, a skin, a Map script, a Lua / Scar / AI code, a tool, etc. have real potential Modding then can be archived.




#1067281 Video review on Youtube

Posted by ombrephenix on 23 September 2017 - 04:40 AM

Am not able to judge the gameplay criticism .(translation is bad) But the video has the merit of revealing many of our mistakes .The gameplay requires updates for the consistency of the design of the faction. Notably the squad of command .. I think the Major is not in the right place. Personally I always visualized his role as an independent character.Hero with two vocations, being the main leader for the design and that of the Hunter / Assassin for the gamepelay .. A support character with aura (AOE) for the command part or become a gifted sniper with his wargear (equipment and pet).

 

You can see the lack of coherence in the video when there are 3 Major in Lieutenant Colonel's Command Squad.

 

This model as well as the commissioner and the lieutenants are Wip. I have scheduled special capacity support for the Major. You must consider the current lieutenant colonel as the WIP of two separate characters (currently it is a ramdon at the level of the heads). Each character being in my gameplay design would become a major tactical choice of the gameplay. It also lacks a (younger) lieutenant to manage the t1 / t2 of the Mod.(Wip)




#1051527 _ Objective Points Mod _ news

Posted by ombrephenix on 20 February 2017 - 08:54 AM

Correct me but I thought exporting whe/whm into MAX or OE, making changes, then re-exporting back in the hope all is ok as a whe/whm is a VERY risky endeavour because of you can really never expect consistent results having to literally "disturb" the model by ripping it apart in Max/OE then re-exporting it back in the game?

 

I'm not sure I understand the whole question. I thought you already knew the main defects of a 3dmax import.

1) Loss or Corruption of "Smoothing Groups": Impacts the rendering of curves. Sometimes repeating the "smoothing" of the model is an opportunity to improve the rendering of textures (Too much smoothing generates shadows that "mess" the textures.)

 

2) Loss of the "Skin": The most annoying of the problems. It needs to be redone on "meshes" which require a "Skin" for their animations. It is a long and delicate process depending on the complexity of the 3D model and requires an understanding of the rules of 3d animation.

 

3) Loss animated textures. You have to learn how to make animated textures.
Note: Animated textures is a reason for imports broken with tools "Mudflaps_whm". The trick is to move the textures animations to the bottom of the list of animations (with FFE) in whm. Import will be broken but only when it will attempt to import animated textures. (So at the end of whm) Then it remains only "repaired" the animated texture with "FFE" in "SGM".

 

4) Models like banner can generate random corruption: Two faces (identical, with "skin"?), Very close to each other, occasionally occasionally randomly merge their vertices. (It's painful to identify and repair)

 

5) Exporting from 3dmax to "O.E" may be the cause of "Ebp" corruption. (XRF can be corrupted) This is something that happened more often during the first export. If there is already an "Ebp" (Import with Mudflaps_Tools)
Regular "Ebp" backups must be made between each modification and import of "SGM / Whm".




#1050971 _ Objective Points Mod _ news

Posted by ombrephenix on 15 February 2017 - 07:28 PM

Hi "el-JONSON"! :evgr:

 

I need to know your plans for "OP". Do you have my 3D files for Praetorian "OP"? Do you have a project for them? <:)

"OP" is my second Modding priority. For Praetorian. I must anticipate the assumption of the work "OP". If you are unavailable for the follow-up of the project, I think we need a (solid) link on your files. (DataSrc / OE)

My suggestion is to make a resource for Modding on "Modb". :santah: