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Kekoulis

Member Since 24 Aug 2017
Offline Last Active Private

#1117576 Happy Holidays Revora Teams !

Posted by Kekoulis on 02 January 2022 - 10:57 AM

 

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.

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

3D wise.




#1117227 Happy Holidays Revora Teams !

Posted by Kekoulis on 29 November 2021 - 03:15 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: < ^_^

 

Welcome back brother.

We are here if you need us,And Unification obviously is at your disposal.

In addition,we do have voiced preppared for the Praetorians if you need them soon.




#1116436 UCS Ranges for all Projects

Posted by Kekoulis on 18 September 2021 - 11:19 AM

I am requesting a range for a personal side project I am doing slowly.

I would like for standard race mod race(in particular for a Raven Guard mod) if possible.




#1110302 Realistix Kapak Mod - Issues, Suggestions, Help

Posted by Kekoulis on 14 July 2020 - 10:14 PM

The more I'm downloading new races mods (I have a bad connexion, it takes a lot of time), the more I'm impressed, after the deamons with those perfect animations, the witch hunters are amazingly well done, the attention gave to details is astonishing ! Pretorians are perfect too, a lot of style!

Daemons are perfect?

If you really think that mod is perfect,wait to see the actual race mods those models come from. ;)

 

WH_AS <3




#1109179 Questions about modding weapons

Posted by Kekoulis on 27 May 2020 - 11:13 PM

 

 

I've been using the objective points mod in my mod but I can't figure out why the imperial guard banner is pink on the back side.

-Which version of the OP mod?

-Have you modified the ig_strategicpointflag texture in any way?

 

The most recent version.

I haven't modified the texture.

 

Right,I have made an extensive test and all is ok.

Make sure your mod does not have rgds related to the critical point models.If  it does,remove them as they overwrite the ones used by the OP mod.




#1104777 The War Approahces mod

Posted by Kekoulis on 16 November 2019 - 10:38 PM

SINDRIIIIIIIIIIIIIIIIIIII!!!!!!!!!!!!!!!!!!!!!!

 

 

I had to I am sorry.




#1104543 Missing 2 textures

Posted by Kekoulis on 29 October 2019 - 03:20 PM

Does anyone have these two??? :grad:

FX -- Texture 'DATA:ART/FX/CANNIBALISM_BLOOD_SPARK_TAU' is missing, using default!
FX -- Texture 'DATA:ART/FX/CANNIBALISM_BLOOD_FX_TAU' is missing, using default!
 

Brother Gambit,here.




#1104467 Fallen Angels Beta Thread

Posted by Kekoulis on 25 October 2019 - 05:37 PM

Malal army when?
 

Never.Fuck malal.

 

I agree with the Thunderhawk as HQ.

 

My model can work like that brother Gambit. ;)




#1104244 Fallen Angels Beta Thread

Posted by Kekoulis on 14 October 2019 - 10:47 PM

 

 

 

At least not to the point it becomes unplayable or too much.It removes the tragic effect their backstory has.Maybe when they lose morale(As in all is lost,fuck this!).

 

Well most of the rebellious acts I listed aren't permanent. You get your unit back after it goes rouge and did its thing. It' would be just one unit at a time. Now if the unit survives its little excursion is another question. 

 

Fair.

 

DEEP THINKING




#1103945 Loki's resurce senter

Posted by Kekoulis on 28 September 2019 - 01:33 PM

interesting indeed. flyers don't get stuck? not that i care since I hate how the devs implemented those back then and still do. however the map pack is a nifty addition. makes me almost want to play again... almost :lol:

Thanks :thumbsupxd:

Combine this map pack with our model fixes. ;)




#1103842 Cinematic Battles

Posted by Kekoulis on 22 September 2019 - 10:46 PM

This is a great achievement.

 

Well done.

 

Noticed something.

 

 

Known issues:
leman russ turret texture not loading in campaign
some chaos unit textures not loading in campaign
hydra aa guns are black
crusaders don't have a syncdeath animation

The first two are because either you are using no RTX textures or corrupted RTX files.

Second is because most likely,while exporting in AMX,you did not have its texture in the correct fodler(you should have gotten an error during export that said texture could not be loaded).This results in the mapping getting lost and with the mesh being black.

You were asking your questions back in the thread,why never ask about this?

 

Crusaders do not have syncdeath animation,that is correct.So disable the syncdeath from the code.If a model does not have a syncdeath,then you do not code it.You remove the syncdeath_ext.

 

Also,earlier Eranthis sisters textures and the sisters models from current UA I presume?

 

Oh boy.

 

One day,I should grace you with a proper sisters rework(which I plan to do once I am fully done,most recent DOWPro and upcoming UA have had already the honour).




#1101932 I'm very new to modding and need help with some animations for an ability

Posted by Kekoulis on 28 June 2019 - 08:11 PM

 

Is there anyway to make the mad dok replace his slugga for a power klaw without touching modeling tools such as editing its hardpoints (already tried)?

 

Pretty sure there's not. Unless the mad dok has a power klaw in its model file already, which I very much doubt (although even if it did, it would probably be used as a replacement/alternative for its choppa rather than its slugga).

 

No,there is not.What you see is what he has.




#1101687 Loki's resurce senter

Posted by Kekoulis on 18 June 2019 - 08:09 PM

UA Icons?

 

You mean UM icons.




#1100525 Questions about modding weapons

Posted by Kekoulis on 13 May 2019 - 12:05 PM

I get this error whenever I try to export from 3ds max, I already set up the pipeline.ini and I can't figure out whats wrong.

 

 

; NOTE: Replace "my_mod" with the name of your mod folder below!
[project:Cinematic_Battles]
Description        = Cinematic_Battles
DataSource        = ModTools\DataSrc\Cinematic_Battles
DataIntermediate    = ModTools\DataInt\Cinematic_Battles
DataGeneric        = ModTools\DataGeneric\Cinematic_Battles
DataBurn        = Cinematic_Battles
DataFinal        = Cinematic_Battles\Data
DataExtra        =
LocaleFolder        = Cinematic_Battles\Locale\English
Parent            = DXP2
DataSourceShared    = ModTools\DataSrc\Cinematic_Battles
DataPreview        =
AttrLoc            =

You know this is not an weapon coding related question,right?

 

Anyways,need to ask,in what path did you install the Mod Tools?

 

They must be at C:\Program Files (x86)\THQ\Dawn of War Dark Crusade\ModTools.

In addition,never replace the ''My_Mod'' with your mod name.

MAX goes bonkers if you do that for some reason.Blame Relic.




#1098023 Objective Points mod ver.09/03/2019

Posted by Kekoulis on 09 March 2019 - 01:49 PM

Welcome to the Objective Points mod ver.09/03/2019 for Soulstorm!

Disclaimer
This is to acknowledge that we take no personal responsibility for any hardware damage or data corruption brought forth by the use or installation of this DoW modification. As used, this modification works "as is" and has been thoroughly tested and should not cause any major problems. In the event, however, that something serious does occur, it is up to the user(s) of their computer(s) to make appropriate backups before any attempt is made to install the following DoW modification. Use at your own risk.

NOTE
THE FOLLOWING IS A CONTINUATION OF jONES1979'S ORIGINAL OBJECTIVE POINTS MOD,WHICH AIMS TO BRING OBJECTIVE POINTS SUPPORT TO ALL UNSUPPORTED RACES REMAINING.FOR CREDITS,PLEASE THE RELATIVE SECTION OF THIS POST BELOW.

 

 

GET IT FROM HERE.

## THIS MOD IS FOR SOULSTORM 1.20 ONLY! ##

 

 

 

What's new?

 

Following the change of leadership for the Custodes mod(current leader:Torzel),the Custodes mod has proper OP support.

Please note.This Custodes project is not related to the one advertised on Modb.

 

                                                                                                 OLD CHANGELOG

Spoiler

 

NOTES (You should read them.)

 

  • The project contains all necessary textures for all currently supported races.Please check if your mod has them all.If not,copy them from the OP mod texture share folder of your mod.
  • For most flag poles,I have confirmed by the project leaders that they like them.I only need confirmation for the Legion of the Damned,Rage and Word Bearers.Especially for the first two,if the mod leaders wish,their flag poles can be changed to what they want.For the rest accepted flag poles,I will not go through the entire procedure of changing the flag pole model of each unit model of each mod that did not give me a custom flag pole model.I can offer you relic chunks for you to replace them in FFE.Or do not change at all,since the flag plant motion is really quick to notice.
  • To all mods that use edited/hacked strategic point models.Remove those models and the rgd entries of the strategic point/relic/critical strategic point models(-- ..\Data\attrib\ebps\environment\gameplay\relic_struct.rgd
    -- ..\Data\attrib\ebps\environment\gameplay\strategic_objective_struct.rgd
    -- ..\Data\attrib\ebps\environment\gameplay\strategic_point_flag.rgd) from your mod to avoid any conflicts with OP mod.Mod with edited OP models:(Craftworlds
    Imperial Fists
    Death Guard
    His Righteous
    Vostroyan firstborn
    ).There may be others as well that I may not be aware of.ALL MOD LEADS MAKE SURE THAT YOUR MODS ARE CLEAN FROM THESE OR ELSE OP MOD WILL NOT WORK!!!
  • Note for the Praetorians:As requested,I have added the necessary clauses for the hidden flag motion in the strategic_points_op model in OE.Please,set the model path for your Listening Post system from the old Praetorians strategic point/relic models to the strategic_point_op model.The strategic_point_op contains all the points in(strategic point,relic,critical strategic point).
  • The OP mod is not compatible withDark Prophecy,Codex,Firestorm Over Kaurava,Bloodline,Eternal Confrontation and Echo of Heresy.These mods require specific version of an OP mod to be made for them.Thus do not try to use this mod with them.It won't work.As of now,it may be used with Ultimate Apocalypse,but it will require of you to edit the main .module file of the mod to include the OP mod.
  • If your mod is listed,but you do not have the OP mod as a required mod in your mod module,add it so.

 

CREDITS/DISCLAIMERS

 

  • Objective Points mod for Soulstorm originally created and maintained by jONES1979. Original OE code by jONES1979.
  • Based upon the original mod,created by Promythyus,which in turn was based upon the Dark Crusade OP mod made by Compiler.
  • All of my(Kekoulis) newly added model and OE work for this version is to be used freely by the community.
  • This mod contains models created by various 3D artists for their respective mods.Please respect them and do not steal or burrow their work without their consent.All rights for their models go to them.