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Re: [MOD - WIP] SPACE HULK by Leki

Posted: Tue Oct 29, 2013 9:59 pm
by Mutman
Test is great I havent found any bug or anything similar, no problems, running smoothly, models are beautiful, keep it on! :)

Re: [MOD - WIP] SPACE HULK by Leki

Posted: Tue Oct 29, 2013 11:21 pm
by Isaac
Leki wrote:It's simple.... For example imagine no wardens in LoG 2 => no footsteps sounds for marine in LoG 2 scene and sound error in console line etc. Insteed of my older assets I'm going to make my SH (and all new as well) files 100% independent. In other word, "only thing" I wanna update for LoG2 is assets definition script (rewrite it to components), but I don't want to touch the rest as looking for new vaw files is...
Wait... this is an LoG2 mod? [worse... and LoG1 mod that plans for LoG2 compatibility?] Aha... That's what I was missing. 8-)

Is there any [engine] information out about LoG2? I thought Petri said there were several incompatibilities between engines ~months ago; do we know if LoG2 will have even the least bit compatibility with the LoG1 engine? I'd not imagine crafting LoG1/2 indifferent mods ~~Only the assets for LoG2 mods at this point; and later see what the new methods are once the game ships. ~~That is unless you've had talks with AH about the specifics.

My suggestion was only for LoG1 functional usage. Image
While I can envision them striving to retain the old workflow...still, I'd not raise an eyebrow to learn that the entire methods for LoG1 were completely scrapped in LoG2.

***** But on the other hand... If they plan mod compatibility, why would they remove past assets? I'm recalling Fallout:New Vegas, and how they included most of the FO3 assets in the game resources ~which was a pretty cool thing to do, given the size of that game. In AH case, LoG was only about a 400MB install; I'd assume they would keep the old assets in place and available for mods if they expected old mods to be used [converted; I really doubt they that will be able to run unchanged].

Re: [MOD - WIP] SPACE HULK by Leki

Posted: Tue Oct 29, 2013 11:54 pm
by Leki
It's LoG 1 mod... I hope, I will finish it until Christmas... :roll:

...but I would like to prepare assets as close as possible for LoG 2, doesn't matter if for transfer mod to LoG 2 engine, or to create sequel or something. I would like to share them as a W40K asset pack for Log1 and Log2 as well... And I have prepared sources for every single object in my mod so I dont care about engine features - just give me GMT2 and export scripts...

Atm I make skin for the decoration assets objects, animation nodes, nodes for particle emitters etc, and I export them with that nodes allthoug LoG1 cannot use it... Well, If I want, you can use them for example as "fake trapdoor" or "monster in idle" LoG 1 object to animate them... But they are ready in some way for LoG2 - to just add animation component to the object script definition...

So I will probably use them as "static decorations" for LoG1 and animated decorations in Log2. Anyway, that's the reason why I asked AH for LoG script definitions etc early access :roll:

But I cannot count on AH that they will keep old assets etc in LoG2, so I'm going to make my W40K asset pack independent, which means, I must solve warden sounds an put them into my chaos marine sound folder :twisted:

Re: [MOD - WIP] SPACE HULK by Leki

Posted: Tue Oct 29, 2013 11:56 pm
by Leki
Mutman wrote:Test is great I havent found any bug or anything similar, no problems, running smoothly, models are beautiful, keep it on! :)
:D

Re: [MOD - WIP] SPACE HULK by Leki

Posted: Wed Oct 30, 2013 1:54 am
by bongobeat
works well, decors and monsters are beautiful! nice work!
I found a little bug (if it is one):

when you put all bolters in inventory and change the shooting mode, all bolters are changing of shooting mode.

Re: [MOD - WIP] SPACE HULK by Leki

Posted: Wed Oct 30, 2013 5:30 am
by odinsballs
once i get my current exterior pack with skysystem out, i'd be more then willing to make an attempt at whooping up some futuristic-apocalyptic exterior props so them boys can go and play a litle planetside. just a suggestion though ;)

Re: [MOD - WIP] SPACE HULK by Leki

Posted: Wed Oct 30, 2013 10:23 am
by Leki
bongobeat wrote:I found a little bug (if it is one): when you put all bolters in inventory and change the shooting mode, all bolters are changing of shooting mode.
Ahaa! Confirmed and solved. Thanks m8!

Re: [MOD - WIP] SPACE HULK by Leki

Posted: Wed Oct 30, 2013 10:57 am
by Leki
odinsballs wrote:once i get my current exterior pack with skysystem out, i'd be more then willing to make an attempt at whooping up some futuristic-apocalyptic exterior props so them boys can go and play a litle planetside. just a suggestion though ;)

Sure, why not.
I am going to start my story on the planet, in gothic city ruins. I would like to use my "village system" to build the level. I mean I would like to make only few building models and few decoration objects and I am sure it will work as charm. If you wanna join (or anybody else), here are references:

SpoilerShow
Full gallery, but I am interested in stuff like bellow and I am sure that for great look is enough to make only 2-4 buildings...
Of course, these must be adapted for 3x3m grid. Player will walk only in the street level, upper levels are only for decoration and 6m is effective maximum to see object, 7m is for roofs etc...

Image

Image

Image

Image

Image

Image

Re: [MOD - WIP] SPACE HULK by Leki

Posted: Wed Oct 30, 2013 11:14 am
by Asteroth
I would love to make decorations. The interesting and frightening things I could make...
Ok, warhammer 40k isn't horror. But it's grim enough to work for me.

Of course I still have no computer. But I actually should have one soon. (Well, yes I said that once before. So it is far from a sure thing.)

Re: [MOD - WIP] SPACE HULK by Leki

Posted: Wed Oct 30, 2013 4:56 pm
by odinsballs
Leki wrote:
odinsballs wrote:once i get my current exterior pack with skysystem out, i'd be more then willing to make an attempt at whooping up some futuristic-apocalyptic exterior props so them boys can go and play a litle planetside. just a suggestion though ;)

Sure, why not.
I am going to start my story on the planet, in gothic city ruins. I would like to use my "village system" to build the level. I mean I would like to make only few building models and few decoration objects and I am sure it will work as charm. If you wanna join (or anybody else), here are references:

SpoilerShow
Full gallery, but I am interested in stuff like bellow and I am sure that for great look is enough to make only 2-4 buildings...
Of course, these must be adapted for 3x3m grid. Player will walk only in the street level, upper levels are only for decoration and 6m is effective maximum to see object, 7m is for roofs etc...

Image

Image

Image

Image

Image

Image
i painted and made quite a bit of them miniatures and made the tabletop battlegrounds by hand, as a hobby for quite some years, so
i will come up with some varied props and stuff, also i advice the skysystem , i tweaked it so that conflicting crashes caused by monsters no longer happen. so this might be of interest for your project too, tis more fun to run around planetside under a sky then a skybox isnt it :lol:
any specifics on what exact worldtype your aiming for i.e. world time period, technical level, rural, or forge or hive world. that kinda thingy's?