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Since you seem to like kroot you would probably like this: Moddb.com Moddb.com Moddb.com Moddb.com
These are not codex based on most cases but they do bring some fighting variety to the kroot. Maybe i'll convinve Lord_Cylarne to put some of these in UA some day. Until then i will work on them and other concepts and put them in my own mod (unreleased so far).
If like something on my image section or have suggestions/feedback let me know (preferably warning me on my page's comment section so the comments don't go unnoticed).
This is awesome :D i love all races so much but playing with tau and making a bunch of kroot shaping centers and army of kroots is something beyond epicness for me.
Also, they don't need to be codex based at all since there are still unknown kroot evolutions that can happen (master shaper is carefully choosing). Their close combat weapons are not only hand made bayonets...
Note: Kroot replaces a starting weapons for a Kroot Rifle (Weapons Traded: Autogun, Shotgun, Musket) Slugga (Weapons Traded: Auto Pistol, Compact Las Pistol, Las Pistol), or Kroot Hunting Rifle (Weapons Traded: Hunting Rifle). Kroots do not start with Las Weapon Training, instead take SP for the respected Las weapon training. If you already have a SP talent for that respected weapons group (I.E Basic, Heavy, Pistols) at start, then you receive Pulse weapon training instead. - Can be found in heresypedia (kroot careers part). So there are no rules about weapons, there can also be a heavy flamer on greater knarloc...
I also hope to get my hands on some 3d moddeling program soon and make some kroot stuff since i did some great kroot sketches on paper. XD
I know about kroot possible weapons loadout according to the lore, pretty much consists of all the light melee or ranged weapons they can lay their hands on. The concepts i shown in the first comment are hex edits of the models and some texture work but modeling work on kroot would be nice to have indeed. I've tried to create somethings like a kroot vulture and other units but without being capable of doing modelling work currently, there were no major positive results.
I just refered they are not codex like because some people only want things in the codex and so i try to avoid issues with that sort of things.
I've tried using blender because there was a way to get .x files into DoW of models themselves (no animations could be passed that way) but with no positive results, a combination of diferent factors was needed to get it ingame that i couldn't get right mostly because it was done with an old version of blender. Most people in the DoW community use 3dsmax 2008 because that was the last version which has working plugins to get the models exported correctly ingame (there also community made import scripts to get models out to work on them). I don't currently have access to any modeling program but if you ask around in the dow community someone might help you out with that. To model you can use any modeling program but to get them exported correctly 3dsmax is the only known solution (max 6 to 8 also work but most people seem to prefer the latest max version for UI traits so pretty much 2008 is the way to go).
Everything i did so far and is present in my image section involved no modeling work (except some model modifications i did in blender but wasn't able to get ingame), it only involved texture work and hex editing which pretty much is a text edit of whm (ingame model files) to get parts of a model to another one, it has its advantages but doesn't replace 3d work and has its limits (still provides some nice results though with some work).
Sup! :D
Prepare to lose all your games when THB comes out :P
Since you seem to like kroot you would probably like this:
Moddb.com
Moddb.com
Moddb.com
Moddb.com
These are not codex based on most cases but they do bring some fighting variety to the kroot. Maybe i'll convinve Lord_Cylarne to put some of these in UA some day. Until then i will work on them and other concepts and put them in my own mod (unreleased so far).
If like something on my image section or have suggestions/feedback let me know (preferably warning me on my page's comment section so the comments don't go unnoticed).
This is awesome :D i love all races so much but playing with tau and making a bunch of kroot shaping centers and army of kroots is something beyond epicness for me.
Also, they don't need to be codex based at all since there are still unknown kroot evolutions that can happen (master shaper is carefully choosing). Their close combat weapons are not only hand made bayonets...
Note: Kroot replaces a starting weapons for a Kroot Rifle (Weapons Traded: Autogun, Shotgun, Musket) Slugga (Weapons Traded: Auto Pistol, Compact Las Pistol, Las Pistol), or Kroot Hunting Rifle (Weapons Traded: Hunting Rifle). Kroots do not start with Las Weapon Training, instead take SP for the respected Las weapon training. If you already have a SP talent for that respected weapons group (I.E Basic, Heavy, Pistols) at start, then you receive Pulse weapon training instead. - Can be found in heresypedia (kroot careers part). So there are no rules about weapons, there can also be a heavy flamer on greater knarloc...
I also hope to get my hands on some 3d moddeling program soon and make some kroot stuff since i did some great kroot sketches on paper. XD
I know about kroot possible weapons loadout according to the lore, pretty much consists of all the light melee or ranged weapons they can lay their hands on. The concepts i shown in the first comment are hex edits of the models and some texture work but modeling work on kroot would be nice to have indeed. I've tried to create somethings like a kroot vulture and other units but without being capable of doing modelling work currently, there were no major positive results.
I just refered they are not codex like because some people only want things in the codex and so i try to avoid issues with that sort of things.
What 3d modelling program do you use?
I've tried using blender because there was a way to get .x files into DoW of models themselves (no animations could be passed that way) but with no positive results, a combination of diferent factors was needed to get it ingame that i couldn't get right mostly because it was done with an old version of blender. Most people in the DoW community use 3dsmax 2008 because that was the last version which has working plugins to get the models exported correctly ingame (there also community made import scripts to get models out to work on them). I don't currently have access to any modeling program but if you ask around in the dow community someone might help you out with that. To model you can use any modeling program but to get them exported correctly 3dsmax is the only known solution (max 6 to 8 also work but most people seem to prefer the latest max version for UI traits so pretty much 2008 is the way to go).
Everything i did so far and is present in my image section involved no modeling work (except some model modifications i did in blender but wasn't able to get ingame), it only involved texture work and hex editing which pretty much is a text edit of whm (ingame model files) to get parts of a model to another one, it has its advantages but doesn't replace 3d work and has its limits (still provides some nice results though with some work).
Great :D i will start practicing as soon as i can