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Joazzz has wares if you have mod; oi, here to help
Topic Started: Jun 11 2014, 04:20 PM (1,347 Views)
Joazzz
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ey, Uk_Spawn suggested i make an account here. i'm the guy you got that bigger Emperor Titan model from. i was thinking that, since i'm making a huge WH40k model pack for Garry's Mod/SFM use, i might as well share some of the stuff i have with a few promising mod teams (ARMA240k/OFP40k being one, DoW Ultimate Apocalypse being the other) and generally help out however i can

i noticed that the Titan lineup pic was missing one class of big stompy fing

here's a Reaver Titan that i've been working on. the model was originally ported (ripped to be precise) from the aforementioned DoW mod, but i've modified it so extensively that i'm not sure if it can be even considered the same thing anymore

the original model looked like this

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and here it is after lots of Tech-Heresy (rendered in Source)

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the whole thing was a mess, so i fixed general errors in the mesh, corrected the proportions and inaccuracies, replaced some of the details and modeled new ones, remade the UV maps and textures completely and put together normal maps. lots of work overall and took me a while too

can put a Vulcan Mega-bolter, Plasma Blastgun and a Turbolaser Destructor on the top mount as you can see. i'm yet to add the Inferno Gun

took some artistic liberties with the texture details too, plus the cables and such connecting the weapons to the body aren't there on the official models (but come on a gatling gun always looks even more badass with belt feeding)

the whole thing is 22 000 polygons (counting the weapon options) so it most likely won't work well in the OFP engine but should fit into ARMA2. if there was the more angular Lucius pattern:

Posted Image

...then maybe that would be low-detail enough to fit into OFP's polygon limitations (wouldn't be very hard to model, blocky as it is)




thought that you might also be interested in knowing that i recently started making a super industrial-gothic and grimdark texture job for the Imperator Titan (the old textures i had made honestly looked like ass, so undetailed and bare-bones). i'm lowering the texture resolution on the parts that are going to be far away from the player (head, guns, middle torso, some of the joints and hydraulics) while keeping it big on parts that might be seen from up close (legs, castle outer wall and floor, the gun bastion on top, castle towers)

here's how it looks currently. i've done the head, middle torso, castle floor and corner turrets, and the Hellstorm cannon (WIIIIIIIIIIDE IMAGE)

Posted Image



i'm not volunteering to be a proper full-time team member, but i can offer assistance and help when i have some time off from my main things, those being the GMod model pack and band stuff

wasn't sure which section i should post this in so i put it here
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Sanctuary
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Impressive model and texturing job !

I don't know much of ArmA2 specs regarding what a vehicle should be in its first lod to keep playable and actually workable in the engine, but with some enough and good lods, it should work, especially as it's a rather rare vehicle, there will never be many of them deployed on the field at once from what i read.

Now the main problem i can imagine could be the size, i remember the engine has some limitation regarding geometry lod, display and etc.. once a model get over , as it only allow 50x50x50 meters objects.

For building that are beyond that size, a solution is to "play lego" and just divide such building in many objects and put them on top/next to each other to reproduce the bigger version.
But for a moving vehicle i'm not sure this can work.

What are the exact dimensions of those titan ?
-Modding games will not make you becoming Hugh Hefner-
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Joazzz
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currently they're, well, absolutely huge. i tried to make the scaling reasonable (heads are big enough to house proper bridges/cockpits, room for possible interior and power and weapons systems, guns big enough to do the damage they're said to do etc.), and so a human is as tall as the toes of the Reaver. the Emperor is so big that you could easily have soldiers prancing around the floor of the castle on top. i can't give more accurate measurements because i think the scale in Source engine is different from ARMA2

but that size limitation sounds like a problem, because the Emperor might be just a little taller than 50 meters (aren't they roughly that size according to some official sources or something?). maybe it would be possible to chop them into pieces (upper legs, lower legs, torso, head, castle, arms separately etc.) then code an entity that puts the thing together (by using attachment points in the models) and moves and animates it, or something like that. i'm no expert when it comes to programming new things


of course the Titans aren't the only thing i'm here for, i'm a somewhat capable general texture artist for example (at least when it comes to inorganic stuff)
Edited by Joazzz, Jun 11 2014, 06:33 PM.
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Sanctuary
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I know ArmA2 had a scripting command that didn't existed before allowing to attach object to other objects, an example there :
http://www.youtube.com/watch?v=OjkkZ1Yd_3U

So maybe it could be possible to attach that "castle top" to the vehicle in some way to workaround the engine limitation
-Modding games will not make you becoming Hugh Hefner-
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E_50_Panzer
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amazing Work!
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Abrun4
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Hey btw Joazz Ive talk alot with the head of DoW Ultimate Apocalypse for awhile now i can put you touch via skype if you want me too. Hes a really nice guy too.
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Joazzz
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never used Skype though, i prefer Steam. i can try Skype too of course
Edited by Joazzz, Jun 13 2014, 07:48 AM.
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UK_SPAWN
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Greetings Brother, I am glad you have taken the time to visit us and would like to thank yo. Im sure we are all in awe of your creations :) they are impressive.

As for the size thing, im not sure, you could use "attachTo" , although this can cause "jumping" in moving things especially in multiplayer (i assume, i saw 5 planes "attached together, it may be relative to speed as they were flying fast, a slow moving object may be less susceptible to this).

essentially you do as you described, create the legs section as one object/vehicle, and then the "upper" section, etc. Then in the config/mission INIT you'd specify the parts to be attached, i assume the legs would class as the moving part IE a car, then the attached upper unit would be configured to be like a "commander seat" and each arm as a separate type of "static weapon" with a pilot seat etc, the arms and body alone would allow no moment, and you could drive around a set of legs alone (if it were all un-attached) but as the mission loads/init of the unit loads, then the parts would be "assembled" -

i would say though, that i believe it should be an incredibly SLOW vehicle as to minimize the effect of the lagging due to attach to command

Again thanks and good to see you here.

SPAWN
Cheers,

UK_SPAWN
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ladie from hell
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Damn .. !
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ladie from hell
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Just to Let you All Know....

The Alpha Titans in OFPWH40K Come in Different Sizes :



++ OFPWH40K Titans ++ in game scale
WarHound : 20 to 23 Meters Tall
Mars Reaver : 30 to 35 Meters Tall
Warlord : 40 to 45 Meters Tall
Impertor :60 to 70 Meters Tall

So In A2 I am not sure if the RULE Still stands for a Single Unit such as the Titan would still be Solid if taller then 60 meters tall.
I do Know there are some Very LONG/HUGE 3rd Party Air Craft/Transport in the Game.







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