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 W40K.rte: Imperium of Man [Standalone/Steam: R20.8b] 
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Data Realms Elite
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Post Re: Warhammer 40000 Mod Compilation [Updated Again!]
I could make it work constantly and make it avoid hitting guys on the same team, but I've never liked that.
So it will be triggered with the F key.


Mon Oct 24, 2011 1:21 am
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Post Re: Warhammer 40000 Mod Compilation [Updated Again!]
This is my last update before i head off for some rest,

did a few variation of the traitor guard helms (both nurgle and Khorne)

If you like the horns on the Guardsmen helm, i'll look to do them for the Chaos space marines.

Image


Mon Oct 24, 2011 1:23 am
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Post Re: Warhammer 40000 Mod Compilation [Updated Again!]
Image

'sup?

Traitor Guard progress is looking good.

--

Asklar wrote:
I could make it work constantly and make it avoid hitting guys on the same team, but I've never liked that.
So it will be triggered with the F key.


It would also carve up terrain all the time, right? That's no good either.


Mon Oct 24, 2011 1:47 am
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Post Re: Warhammer 40000 Mod Compilation [Updated Again!]
Not necesarilly, but still. It would be laggy.
So F key for "♥♥♥♥ YOU! *Stab*"


Mon Oct 24, 2011 1:51 am
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Post Re: Warhammer 40000 Mod Compilation [Updated Again!]
Working on the Lascannon now.

Ed:

I think the stance offsets need a bit of tweaking. I borrowed some code from the Plasma Gun, so it hits pretty hard. I managed to one-shot a Pelian M.A.R.S. by hitting it in the head. It's extremely heavy though, weighing in at 75kg fully loaded. It only holds six shots and has a reload timer longer than the Heavy Bolter.

Careful Aiming:
Image

No Aiming:
Image

Pew pew!:
Image


Last edited by Arcalane on Mon Oct 24, 2011 6:36 am, edited 1 time in total.



Mon Oct 24, 2011 3:34 am
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Post Re: Warhammer 40000 Mod Compilation [Updated Again!]
Did i do those legs upside down.... o.o


Mon Oct 24, 2011 6:21 am
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Post Re: Warhammer 40000 Mod Compilation [Updated Again!]
I think you might have. :lol:


Mon Oct 24, 2011 6:30 am
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Post Re: Warhammer 40000 Mod Compilation [Updated Again!]
Err how do I fix that without redoing errything? Anybody know?


Mon Oct 24, 2011 6:33 am
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Post Re: Warhammer 40000 Mod Compilation [Updated Again!]
Rotate sprite 180 degrees.


Mon Oct 24, 2011 6:39 am
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Post Re: Warhammer 40000 Mod Compilation [Updated Again!]
I think I fixed it XD See attached.


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Mon Oct 24, 2011 6:47 am
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Post Re: Warhammer 40000 Mod Compilation [Updated Again!]
Arcalane wrote:
Working on the Lascannon now.
Pew pew!:
Image


Looks incredibly awesome and expensive. Don't force me to do another pricing write-up. Do the right thing. :grin:


Mon Oct 24, 2011 6:57 am
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Post Re: Warhammer 40000 Mod Compilation [Updated Again!]
But they're legs: rotating them 180 degrees means they come out back to front. You need to flip them. It'd be best to resprite them though or else offsets might need adjusting.

Lascannon will be a bit more expensive than the Plasma Rifle, since it has the same kind of firepower but no drop. I'm just fine-tuning the FX now to cut down on the 'dotted line' in the middle of the beam a bit.

I'm also experimenting with laser sights!

Do you guys think I should go with Kettenkrad's IG Launcher, or LordVonKain's? I kind of prefer Kettenkrad's, especially since the long missile fits inside it quite snugly.

Also also buffing the Krak missile using a trick similar to what I did to give the lascannon teeth, so it should be pretty nasty.

Ed: Modified Guardsman Entry/Exit Wounds and halved base helmet GibWoundLimit. They should no longer be ridiculously tough, they won't casually ignore multiple direct hits from Astartes Autocannon rounds or their own grenade launchers, and hitting them with the Astartes Lascannon will reduce them to a chunky pile of gore as it should. Sergeants, Kasrkin and Commissars have tougher torsos and extremities.

I'll be reducing costs accordingly, especially since I'm nerfing the lighter las weapons a bit too.


Last edited by Arcalane on Mon Oct 24, 2011 1:13 pm, edited 1 time in total.



Mon Oct 24, 2011 7:06 am
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Post Re: Warhammer 40000 Mod Compilation [Updated Again!]
i believe the rocket launcher that Ketten did was the space marine version (the shoulder mounted one rocket with a small 5 rocket magazine)

While the one i did is the twice as long missile launcher which takes two men to man it.


Regardless i'll go with Ketten since his sprite's are way more superior to mine.

I may take it easy today have quite a large amount of drama recently.

edit: how would most of you feel about the following images being converted into Man-able turrets?
Image
Image
Image
Image


Mon Oct 24, 2011 1:13 pm
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Post Re: Warhammer 40000 Mod Compilation [Updated Again!]
The flip that I did a few posts back should have fixed that. The offsets also shouldn't be tooo much of a problem as its only a matter of 4+ pixels.


Mon Oct 24, 2011 2:04 pm
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Post Re: Warhammer 40000 Mod Compilation [Updated Again!]
Except I've never done offsets for actors before, and this probably means going through and fixing the walkpaths too... and those are something I'd rather not touch unless I absolutely have to.

It doesn't help that you seem to have removed some of the extra space from around the edges of the frames on the legs, which also mucks up recalculating the offsets. :-(

Image
Kasrkin on the left, Korps Sgt. on the right with the derpy legs.
--

Ed: Regarding the turrets... honestly, I think they're a bit too large to be practical for Cortex Command, especially as manned turrets.


Mon Oct 24, 2011 2:43 pm
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