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Thread: Tomb King submod

  1. #761
    Mr.InTeLeX's Avatar Shashu
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    Default Re: Tomb King submod- Version 0.7 RELEASED!!!

    Can't wait to smash the southern greenskins and border princes with these guys.

  2. #762
    Kabe difendā
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    Default Re: Tomb King submod- Version 0.7 RELEASED!!!

    How to get this? None of the links in 1 post work

  3. #763
    Brun3125's Avatar Sukauto
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    Default Re: Tomb King submod- Version 0.7 RELEASED!!!

    Unit card :

    Some more deployment pics




  4. #764
    Reiksfart's Avatar Kihei
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    Default Re: Tomb King submod- Version 0.7 RELEASED!!!

    Now release them before you disappear again

    Good job, reps.

  5. #765
    Brun3125's Avatar Sukauto
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    Default Re: Tomb King submod- Version 0.7 RELEASED!!!

    Quote Originally Posted by Reiksfart View Post
    Now release them before you disappear again

    Good job, reps.


    They will be released soon. I'll send those files to T&B

  6. #766
    T&D's Avatar Banzai jūden-ki
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    Default Re: Tomb King submod- Version 0.7 RELEASED!!!

    T&B???


  7. #767
    Brun3125's Avatar Sukauto
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    Default Re: Tomb King submod- Version 0.7 RELEASED!!!

    Quote Originally Posted by Turambar and death View Post
    T&B???
    T&D

  8. #768
    Kahvipannu's Avatar The winter is coming.
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    Default Re: Tomb King submod- Version 0.7 RELEASED!!!

    Quote Originally Posted by shadow_thief View Post
    How to get this? None of the links in 1 post work
    Currently no download for CoW 1.5.

    Quote Originally Posted by paradamed View Post
    Cool! Will you guys create a casket of souls? It could work in a similar way to the anvil of doom but with a different projectile.


    Quote Originally Posted by Ultra123 View Post
    as i said before, having these on the campaign map as a place in the border princes is greatly welcomed
    AI maybe, not sure about player-controlled faction. "Horde-faction" would make more sense, but I think it is best to wait RotDG 2.0, which expands the map greatly to the south.

  9. #769
    IrishBlood's Avatar Banzai jūden-ki
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    Default Re: Tomb King submod- Version 0.7 RELEASED!!!

    Quote Originally Posted by Kahvipannu View Post
    AI maybe, not sure about player-controlled faction. "Horde-faction" would make more sense, but I think it is best to wait RotDG 2.0, which expands the map greatly to the south.
    That would be epic, it would be like giving the Border Princes faction their own Archeron chaos invasion type threat to have to worry about and deal with! From what I understand the Border Princes arnt that interesting to play with at the moment, this would certainly make them more fun to play as

  10. #770
    Krystoforos's Avatar Ishiyumi no shashu
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    Default Re: Tomb King submod- Version 0.7 RELEASED!!!

    Quote Originally Posted by Kahvipannu View Post
    Currently no download for CoW 1.5.
    I think it is best to wait RotDG 2.0, which expands the map greatly to the south.
    Guys Yeoman (Deny Omen) dissapered again and the team doesn't has any info from him so in this tempo RotDG 2.0 will be released...never

  11. #771
    IrishBlood's Avatar Banzai jūden-ki
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    Default Re: Tomb King submod- Version 0.7 RELEASED!!!

    Quote Originally Posted by Krystoforos View Post
    Guys Yeoman (Deny Omen) dissapered again and the team doesn't has any info from him so in this tempo RotDG 2.0 will be released...never
    Well he disappeared before and he came back, have a little faith

  12. #772
    Kahvipannu's Avatar The winter is coming.
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    Default Re: Tomb King submod- Version 0.7 RELEASED!!!

    Quote Originally Posted by IrishBlood View Post
    Well he disappeared before and he came back, have a little faith
    Yup, and first step is to release Tombs for the custom-battles, then look things again.

  13. #773
    paradamed's Avatar Ronin
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    Default Re: Tomb King submod- Version 0.7 RELEASED!!!

    Quote Originally Posted by IrishBlood View Post
    That would be epic, it would be like giving the Border Princes faction their own Archeron chaos invasion type threat to have to worry about and deal with! From what I understand the Border Princes arnt that interesting to play with at the moment, this would certainly make them more fun to play as
    That would be cool. Or maybe just make them behave like the beastmen. It would be more fitting if the map were expanded a bit south though.

  14. #774
    Kahvipannu's Avatar The winter is coming.
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    Default Re: Tomb King submod- Version 0.7 RELEASED!!!

    Reworked banner-carrier:

    Derp






  15. #775
    Mr.InTeLeX's Avatar Shashu
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    Default Re: Tomb King submod- Version 0.7 RELEASED!!!

    O_O

    OH EMMM GEEEEEEEEEEEEE

  16. #776
    Shi Huangdi's Avatar Kei kihei
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    Default Re: Tomb King submod- Version 0.7 RELEASED!!!

    That is amazing!!

  17. #777
    Reiksfart's Avatar Kihei
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    Default Re: Tomb King submod- Version 0.7 RELEASED!!!

    Awesome as always Kahvi. I like the idea of using the shield with the standard, but could use some straps. I also like the idea of moving verts to create the edges of the banner rather than just using the alpha channel.

    One other thing I just noticed was the left arm doesn't look very natural. Maybe it would look better if the upper arm was at a slightly higher angle and coming forwards a little, then the elbow+ slightly higher angle again. Or even a straight arm coming out at a high-ish angle and slightly forwards. Then change the angle of the standard so it looks natural.

    Well deserved reps.

    Even if I don't include TK as a faction in my submod I will definitely find a place for this somewhere somehow. Same with Brun's stuff.

  18. #778
    Werebear's Avatar For Mother Russia
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    Default Re: Tomb King submod- Version 0.7 RELEASED!!!

    Quote Originally Posted by Kahvipannu View Post
    Reworked banner-carrier:
    great

  19. #779
    T&D's Avatar Banzai jūden-ki
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    Default Re: Tomb King submod- Version 0.7 RELEASED!!!

    Great work far better than me


  20. #780
    Kahvipannu's Avatar The winter is coming.
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    Default Re: Tomb King submod- Version 0.7 RELEASED!!!

    Thanks I'll work next the musician.

    Quote Originally Posted by Reiksfart View Post
    Awesome as always Kahvi. I like the idea of using the shield with the standard, but could use some straps. I also like the idea of moving verts to create the edges of the banner rather than just using the alpha channel.
    Yeah the TT-models usually use shield in one hand, and banner in one, so I tought the shield would be ok there. Straps are included, the group was just hidden when I took the screenies, didn't bother to take new ones. But they are there, and the sword is also a "place-holder". Hmm, you mean making the "real" borders of the banner within the model itself? Yeah, it's one way of doing it, but I think with alpha you can get more precise results. Also there is less vertices to load in-game, and it's easier to do.

    Quote Originally Posted by Reiksfart View Post
    One other thing I just noticed was the left arm doesn't look very natural. Maybe it would look better if the upper arm was at a slightly higher angle and coming forwards a little, then the elbow+ slightly higher angle again. Or even a straight arm coming out at a high-ish angle and slightly forwards. Then change the angle of the standard so it looks natural.
    To be honest, I have no-idea how it behaves in-game, I reworked on top of the TD's model, and the angle was that. I will test these changes once it's time to put them in-game, these things are easy to change as you know, and if it doesn't look silly in-game (clipping, angle, etc), I will make the pole-part slightly longer in-game just like the TT-model. It could be that the shield is also in wrong angle a bit, so it looks weird, but they will be dealt later.

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