Okay running into a snag: cant seem to import the .model or .modelset into 3ds max and im not sure why. Im using 3ds max 2014 student edition.
Tau firewarrior from unreal tournament mod .
[IMG][img]http://i.imgur.com/8FU4j4E.jpg?1[/img][/IMG]
Model - Psk,fbx,obj
textures =tga
[url]http://www.mediafire.com/download/0hmj08ahe1aqzum/Fire+warrior.rar[/url]
God damn that's a nice model.
well it seems Tau infantry is just about covered, one only needs to make minor modifications to that set to turn it into a Pathfinder and so on
Stealth Suits might require more model work
[QUOTE=soulbrother73;47583674]Tau firewarrior from unreal tournament mod .
[IMG][img]http://i.imgur.com/8FU4j4E.jpg?1[/img][/IMG]
Model - Psk,fbx,obj
textures =tga
[url]http://www.mediafire.com/download/0hmj08ahe1aqzum/Fire+warrior.rar[/url][/QUOTE]
Holy shit, I saw that model online ages ago and didn't know it could be downloaded. Porting that shit.
EDIT: Yeah, on second thought, maybe not immediately. This will take some work, especially in the faceposing department.
At least we've got a good quality model to work with.
[QUOTE=Kartoffel;47587053]Holy shit, I saw that model online ages ago and didn't know it could be downloaded. Porting that shit.
EDIT: Yeah, on second thought, maybe not immediately. This will take some work, especially in the faceposing department.[/QUOTE]
At least i can enjoy animating the Tau, mostly since most of their vehicles are hover, and their soldiers are mostly range for combat.
I think it will be a good, but its missing things like the backpack
[IMG]http://www.letthedicedecide.co.uk/ekmps/shops/letthedice/images/tau-empire-fire-warrior-backpack-5860-p.jpg[/IMG]
but im getting the feeling other people are going to take this over.
EDIT: so i literally spent a day trying to figure out how to import relic models into 3dsmax 2014 and i think i narrowed the problem down to the script that was supplies with the santos tool that was made for 2014. i cant seem to get the script to install and im out of ideas. can anyone please help me with that?
I have used this before you need to import the models with the file path set up for rhe steam version of the game. File path ,steam,steamapps,common,dawn of war.
i dont know what you mean by that, is it the output from santos tools? and im trying to do everything from Dawn of war 2 retribution.
Soulbrother73 do you know how to properly install santos script 1.2.2 for 3ds max 2014?
I forget how to install, i thin you copy and paste into scripts in your 3dmax folder. To load models the program has to follow a file path . this worked for me , go to c/program files , make a new folder name it Steam , go into that folder make a new folder name it SteamApps , go into that folder make a new folder name it Dawn of War Retribution , in that folder place all the files from the game , you will need the game module file for it to work.
I forgot to ask a few days ago, is someone planning to do some props?
Like separate helmet/broken helmet or spare/damaged armor pieces
I don't remember reading something like that on Joazzz's wall of holy creations in progress
[IMG]http://puu.sh/hpu0x/e01d2254c4.jpg[/IMG]
I think it would be an interesting and useful thing
(This is the time I regret not learning how to model a few years ago and settle with learning how to reskin stuff)
i won't do damaged armor pieces because holy shit do you realize how much work that would be for each Legion/Chapter
separate helmet props will be a thing though
Oh god no I didn't mean one of each chapter and variant, I meant a few random ones, like a damaged generic Sergeant/Captain helmet or regular Aquila ones from a few chapters, not all of them, that would be insane
[QUOTE=BloodRaven417;47593376]Oh god no I didn't mean one of each chapter and variant, I meant a few random ones, like a damaged generic Sergeant/Captain helmet or regular Aquila ones from a few chapters, not all of them, that would be insane[/QUOTE]it's an all or nothing kind of deal for me
[QUOTE=Joazzz;47593582]it's an all or nothing kind of deal for me[/QUOTE]
I'm just throwing ideas, a few broken helmets could be done (for the armor variants, not chapter specific), colored bright white so they just have to be recolored with the Color Tool to match any Chapter's scheme
I'm looking at a few tutorials and stuff, maybe I can try and learn a few things about prop making to help you guys
I also can start reskining again if you need help with something, it's been a while since I did it but as long as it doesn't involve drawing too much and just recoloring things, mostly the tedious and repetitive work, I can do it
[QUOTE=BloodRaven417;47595892]I'm just throwing ideas, a few broken helmets could be done (for the armor variants, not chapter specific), colored bright white so they just have to be recolored with the Color Tool to match any Chapter's scheme[/QUOTE]this would be great for GMod, but SFM doesn't have dynamic coloring like that
[QUOTE=Joazzz;47596174]this would be great for GMod, but SFM doesn't have dynamic coloring like that[/QUOTE]
But couldn't they be colored like they were TF2's hats? You know, with that workshop script that lets you paint stuff
Although TF2 hats have mostly plain textures, and I have no idea if that skins just tints the texture or replaces it with another one of different color
I'll also try to get a hold of (prop, at least) modelling, so maybe I can help with a few other things in the future
I like the idea of playing around with some battle damage on some props like helmets and stuff. but i wouldnt put too much effort on it.
[QUOTE=Joazzz;47596174]this would be great for GMod, but SFM doesn't have dynamic coloring like that[/QUOTE]
Well it does. It just uses an altered vmt method to do so.
Plus a handful of editing in the element viewer to actually change the colour.
Instead what you could do is just leave them white. In the sfm you can edit every vmt command on a per entity basis which could achieve what you want.
It's a little buggy but it works.
so be it then, i'll have a white helmet with skingroups for damage and/or Sergeant markings
the Horus Heresy versions of the models will need helmet props of their own though
Legion Praetor, terminator version
[img]http://files.1337upload.net/Legion_Praetor_Terminator-31c1b8.jpg[/img]
those pauldron armor plate normal maps are starting to piss me off, need to do something about them
the boots also seem to have a case of inverted normals
I haven't checked this thread in a while. Has the almighty Joazzz released his blessed work upon this plane of existence?
Not yet.
[QUOTE=RatherDashing;47612295]I haven't checked this thread in a while. Has the almighty Joazzz released his blessed work upon this plane of existence?[/QUOTE]nope, but it's closer than ever before
i'll post a full comprehensive update once both versions of the Praetors are done
also, i've been optimizing the texture maps further and gained some extra space. Centurion battle armor Y/N? vote Agree or Disagree
the vote is still going. meanwhile, here's an alternate crest bodygroup for the Praetor that replaces the plume
[img]http://files.1337upload.net/Crest-60afd9.png[/img]
Need me to help fix them shoulder normals?
[QUOTE=Joazzz;47612425]Centurion battle armor Y/N? vote Agree or Disagree[/QUOTE]
Why not? Sure it's uh... it's not the [I]best[/I] thing GW's created, but certainly not the worst, I don't believe. Plus diversity and more model selection's always a nice thing. ^^
[QUOTE=BlueFlytrap;47614032]Need me to help fix them shoulder normals?[/QUOTE]naw, i've it under control
[editline]28th April 2015[/editline]
[QUOTE=Idaeus III;47615088]Why not? Sure it's uh... it's not the [I]best[/I] thing GW's created, but certainly not the worst, I don't believe. Plus diversity and more model selection's always a nice thing. ^^[/QUOTE]i'll try to improve on the original design, or at least make it look not so clumsy
[img]http://files.1337upload.net/Marine_Heads_merged-139861.jpg[/img]
two new heads, plus helmet props
the hair is white by default and colorable
the middle head is a bit shit, but i'm still looking for more. might keep that one anyway, for variation
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