Author Topic: Warhammer 40000 mod 2nd version bugfix released!  (Read 561506 times)

Apollon-04

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Re: Warhammer 40000 mod 2nd version bugfix released!
« Reply #210 on: April 24, 2007, 06:34:13 pm »
1914 is very high poly for a weapon i think. It lags my computer, and its 2004. Maybe its jsut me though.

Thanks for the texture Nethoras, but you also have to send me .jpg for the texture to work in brf  :D Unless you had the material set up, but you said you were having some errors.
« Last Edit: April 24, 2007, 06:52:01 pm by Apollon-04 »

Nethoras

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Re: Warhammer 40000 mod 2nd version bugfix released!
« Reply #211 on: April 24, 2007, 09:42:45 pm »
Correction the model is 1014 polies, and ill send you a jpg in the morning

Gath

  • Guest
Re: Warhammer 40000 mod 2nd version bugfix released!
« Reply #212 on: April 25, 2007, 03:11:19 pm »
Well I sent a message to Highlander and i thought he added me to Beta testers, anyway chainsword was great but the kroot rifle is awesome, just beautifull and choppas are as orky ase they can be, from now on... you're god for me :D lasqweapons are also great i'm thinking about starting to model by myself. looking forward to betatest.

krazysigmarite

  • Guest
Re: Warhammer 40000 mod 2nd version bugfix released!
« Reply #213 on: April 25, 2007, 08:31:45 pm »
Hey again, thanks for the feedback  :)

I decided to re-work the Lasgun a bit, fix some of the proportions on it, and changed the texture to look more natural, though I'll probably add some scratches and rust to it later. Came out at a total of 410 polies.

EDIT: Changed pics to links, sorry about that.
Renders:
http://www.imagehangar.com/uploads/large/12924400_1177554415.jpg
http://www.imagehangar.com/uploads/large/56369900_1177554456.jpg

In-Game

http://www.imagehangar.com/uploads/large/23078000_1177554656.jpg
« Last Edit: April 26, 2007, 06:38:36 pm by krazysigmarite »

Apollon-04

  • Guest
Re: Warhammer 40000 mod 2nd version bugfix released!
« Reply #214 on: April 26, 2007, 02:27:56 pm »
Gun looks great, but no offense, the texture looks a little 'dull' in game. Not that the colors are boring, but the color tone is so, not shiny, old and faded. Im not sure if ypu get what I mean, as I dont know the word to describe how it looks, but I hope you understand.

Nethoras

  • Guest
Re: Warhammer 40000 mod 2nd version bugfix released!
« Reply #215 on: April 26, 2007, 04:12:08 pm »
nice enough gun, and I'm not into the whole spam inquisition thing, but could you please make your pics a bit smaller when posting them on this thread, I'm sure highlander agrees that those are rather large considering they have little to do with the actual mod. sorry :green:

Happy Holloween: Nethoras

krazysigmarite

  • Guest
Re: Warhammer 40000 mod 2nd version bugfix released!
« Reply #216 on: April 26, 2007, 06:43:07 pm »
Hey, I apologize for that. I changed my pics to links. And Apollo, thanks for the feedback, any criticism is fine if it improves the model  :)

Nethoras

  • Guest
Re: Warhammer 40000 mod 2nd version bugfix released!
« Reply #217 on: May 02, 2007, 04:18:59 pm »
I'm sure some of you know the news, but the mod has hit a serious roadblock in the form of an unidentifiable error. This will most likely delay releases by alot.

sorry: Nethoras

Apollon-04

  • Guest
Re: Warhammer 40000 mod 2nd version bugfix released!
« Reply #218 on: May 05, 2007, 01:01:31 pm »
Whats the error?

Also, highlander, how do you get the laser mesh to work right? I looked at your mods resource fodler, and the laser mesh is invisible, but ingame it shows up looking cool. Im trying to add blue lasers into my mod, and i did. But the texture im using doesnt look laser-ish at all on a actaull missile. How do you get that laser look?

Highlander

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Re: Warhammer 40000 mod 2nd version bugfix released!
« Reply #219 on: May 05, 2007, 01:24:45 pm »
it isn't showing properly, because the texture uses DDS3 or something which BRFEdit can't read. Dunno what's wrong with your texture, I simple draw a half-transparent texture in Gimp.

Apollon-04

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Re: Warhammer 40000 mod 2nd version bugfix released!
« Reply #220 on: May 05, 2007, 02:02:28 pm »
Im not familiar with gimp or photoshop, so i dont know how to make half-transparent textures.

Also, whats the error youre having?

Nethoras

  • Guest
Re: Warhammer 40000 mod 2nd version bugfix released!
« Reply #221 on: May 05, 2007, 05:29:30 pm »
I was confused hwo to make texes and such like that too, does the dds have to be a dds3 or something, and by half transparent, Im assuming you mean making an alpha chennel right?

also highlander could you please re-send the scource cos that link is not working
nevermind that, I simply backspaced the 40k thing and I downloaded of the directory thus found thanks, also sorry for the pm  I sent to, I got really anxious without anything to work on. :P
« Last Edit: May 05, 2007, 05:33:41 pm by Nethoras »

gangster4life

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Re: Warhammer 40000 mod 2nd version bugfix released!
« Reply #222 on: May 11, 2007, 09:37:03 am »
THe mod is great!
but it still need a bit testing cuse i get bugs every 30 to 40mins! :!:

Lord.Bedham

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Re: Warhammer 40000 mod 2nd version bugfix released!
« Reply #223 on: May 14, 2007, 05:34:12 am »
There was no news for long time...
wath about screetshots or something?

Nethoras

  • Guest
Re: Warhammer 40000 mod 2nd version bugfix released!
« Reply #224 on: May 14, 2007, 06:28:47 am »
I encountered an error that I couldnt locate or fix, there was really no point in making new stuff if i couldnt get it to work. But for those of you that had already heard of the grim news you can sigh a sigh of relief! *sigh* for I have found the error (for the most part) I first figuered out that it was the module_itms.py that was causing the errors, cause when I replaced it with native, the game worked, so I proceeded to reintigrate each chunk of code peice by peice, until I got the error, I then cut that chunk of code in half even more to see that the trouble makers were the "shootas" I will now proceed to sweep the whole  py. to see if anything else causes errorz.

PURGE THE UNCLEAN!!!