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Week 13, Welp lets see what I can do this week, since I will be at home by myself. :p

I want to thank you for your patience with me as I have been in a similar situation in the past and I know it can be challenging.
I found ways around it though, by compiling up to a gigabyte of tuition material to help new modders gain a better understanding of how to integrate changes into the mods I was working on. From using fraps of what I do, through to large integrated vids with scrolling text. even going as far as showing them how to use the programs through remote desktop.
A gigabyte might seem like a lot, but it isn't really as it is just 2 cds, even less then a DVD and that can be posted anywhere in the world for cheap. :p And with the net on it is so much easier. :p

Oh and all feedback given to me is appreciated as it increases my potential and efficiency as a modder for Apocalypse. :) Even harsh criticism is appreciated as it shows me where I went wrong. :p

I have come to the conclusion that after spending $500 Au on getting materials and Emailing materials for this mod over the last 13 weeks. I am going to get a 10-20Gb prepaid wireless net dongle, For $100 Au. And be ahead by over $400. :p

# Adeptus titanicus

Adeptus titanicus knights?

Emperor class titans?
If not an ingame unit it could be a building for the adeptus titanicus to use as a hq. :)
For the fluff it could be a rescued emperor that has been damaged severely and has to be restored to be able to function again. With lots of maintenance building springing up around it for its defense and repair.
A cautious activation plan would allow for it to be easily integrated into the apocalypse mod.
Sensor activation might come late game allowing it to see all of the map.
Weapons activation would come at the apocalypse stage and need recharges similar to the apocalypse superweapon recharges.
Movement activation might not need to be included.
Shield activation could also be interesting having 4 viod shields usable.

Electro Priests Squads?
Servitor Squads?
Adeptus Titanicus guard?
Techpriest squads?
Adeptus Titanicus Marines?

# Blood Angels

Librarian Dreadnought?
-force weapon
-Venerable sarchophagus
-magna grapple
-frag cannon

# Chaos

Tower of skulls?

Nurgle aligned terms?
Plague Ogryn?
Pallaquin riding plague marines?
Nurgle DP?
Plague tower?
Nurgle Plague Banner bearer?
Blight Drones?

Defiled imperial hab block?
I am thinking that the little Imperial hab block, if defiled could look good as a building to build cultist out of.
Given the number of cultist/beatsmen units that could be intergrated.
build list:
Cultist/Beastmen/Zombies/hounds
Demagogue/Magus/Icon/...
jeep/humvee/transport/tank

Chaos hounds?
Aligned hounds?
Chaos demagogues?
Aligned Chaos demagogues?
Chaos Magus?
Aligned Magos?
Aligned Cultists?
-Khorne
-Nurgle
-Slaneesh
Aligned Acolytes?
Lead the cultist covens, :p
Cult Icon bearers?
Aligned Cult Icon bearers?
Beastmen?
Aligned beastmen?
Imperial cars?
Zombies?

Brass scorpion of khorne?
Blood slaughterer?
Dreadclaw assault pod?
Juggernaught riding bezerkers?
Chaos androids?

# Dark Eldar

Turrets/Listening posts:
Tier 8? :p

Rampage?
Different to the Rampager I sent you.

Something that was mentioned in the chapter approved many many years ago. :)

The pic in the folder shows the original design.

I have modified it slightly to make it more DOW worthy and more battle ready.

Tex Im not sure about as its standard Dark eldar tex.
holes cappped on the driver.

# Eldar

Cobra?
Phoenix?

# Grey knights

GK Term. Brother captain?
GK Term. Apothecary?
GK Term. Librarian?

GK Power. Castellan?

GK Nemisis Dreadknight
-The one of the forum looks superb, if some what surface heavy?
I would babble on about having a new race called the grey knight as I have submitted most of the basic troopers with just the listed units left to be composed for the race and possibly borowing the other vehicles from other Grey knight mesh compositions.
@Demetrius seems to have the motivation and if they could do a few other units, I am sure it would be a decent race.
even just vehicle based units?

Just a thought about demetrius.
If they are so keen to get grey knights in the game.
What about sending him/her the "Knight of the flame" model I sent you and asking them to see if they could turn it into a "Castellan"?
"Knight of the flame" > "Castellan"
or
"Grey knight term." > "Brother Captain"
"GK Term. Palladin" > "Grand Master"
"GK Term. Palladin" > "GK Term. Librarian"
"GK Term. Palladin" > "GK Term. Apothecary"

As I think I can do the animation set for the GK terms, by rescaling the GK Power mesh/bones. Once I find the % of scale increase. :)

If I did the term in the regular scale so animations merge easily. Could the model be rescaled in game to come up to the larger terminator size?
I think it is the lua which has a scale attribute in it. It has been a while since I looked at it. :p

It would be ideal to have several people for each of the races to develop and test each independant component.
As you can see by the races listed in my weekly babble and some I havent included yet as not to scare you. :P We could use over 20 COC3's. as they would also be able to test out the software as well. 4 persons on each race developing and testing it would produce better outcomes. If we cant achieve that maybe invitations to other mods, to their developers and testers to help with independant races. :) If there is care about the models ending up in other mods I cant see why. As a co-operative is much more productive then an isolated team.
Also since we have an apocalypse agenda I cant see how it conflicts with other mods I have seen. :)
As far as arguements go I see most of the resource/rules/deinitions are on 4 shared. :) So it would be easy to resolve conflicts of interest. :D

On a note I have been wondering if I should go public with my nasic mesh constructions to see if any other model developers would like to import them into DOE so apocalypse could use them too. :) But as I am making prgress on being able to import the animated characters into the game, I have stopped thinking about it. :)

Allthough the Development phase has slowed down the amount of meshes I have time to produce as concepts. As there is way more then I have spoken about or is listed here. :)

# Guard

Chimedon
Done and Done, just the battle cannon on the Chimera and it is from the citadel journal.
chimerax
chimero
Medusa
Collossus
deathstrike missile launcher

Atlas recovery tank?
When deployed reduces the cost of building tanks and also the time taken. :)

servitor?

Psyker battle squad?

Leman russ annihilator?
welp mesh done. Lascannons not attached to the turret but there are markers and I am not sure I got that right.
all weapon variations are there.
4 boned
Holes capped
Couldnt get it to smooth as there were more bones then I thought and I didnt want to screw it up as it is different to everything else I have smoothed in the past. Like wise with the inferno... :(
I removed all non essential weapon variants so it wasnt a chore in OE.

Leman russ inferno?
Its a leman russ with the hellhound cannon on it and flamers all round.
I designed the variant during the VDR days before the sisters come out. Mesh done. :)
I removed all other weapon variants so it wasn't a chore in OE.

Okay you seem to be the fellow doing the actions that can change meshes in game. :)
With the Mechanized command, would it be possible to have it change its flag depending on what units it could build?/ research done there?
Isn't it just vis animation for the Ref?

I.e. When I finish off these extra tank variants.
Would it be possible to have the flag go to the leman russ Hvy support flag when it builds only russ variants?
Russ
Demolisher
Annihilator
punisher
Eradicator
Exterminator
Executioner
Leman Russ Inferno
vanquisher
Leman Russ Command Tank
Conqueror
Destroyer Tank hunter

Would it further be possible to have it go to the flag of the basilisk if the mech command was only to build Ordnance variants?
Basilisk
Medusa
Colussus
Manticore
Deathstrike
Atlas Recovery tank

With the hellhound flag being used when the mech command could only build chimera variants like above and the chimera and hellhound variants?
Chimera
Hellhound
Bane wolf
Devil dog
Chimerax
chimero
Chimedon
Griffon
hydra
Trojan
Salamander
Salamander Command

Also I would be inclined to change it to a newly generated flag of a flyer, if the mech command could build Flyers. Because of the research. :)
Valkyrie
vendetta
Vulture
Marauder
Marauder Destroyer
Thunderbolt
If there is a conflict with the mod ideology, It could be done and used if the mod ideology changes. ;)

-Meaning I could push out a lot more new guard vehicles and have them build under the one building using different mesh/tex changes for what research was done there. :) Also freeing up some space in the mars pattern building For more baneblade variants. :p
Banehammer
Doomhammer
Stormlord
Banesword
Storm hammer
Just to name some. :)

Likewise with the infantry command?
It has two flags, one for infantry and one for elites/specialists.
Infantry flag goes up when the basic infantry research is done on the building and the elites flag goes up when the elites research is done on the inf. comm.
Allowing the extra units that I have suggested to be integrated into the one building. :p
-troops:
Conscripts,
Infantry squad,
Platoon command squad,
commander,
special weapons team,
hvy weapons team
veterans,
Penal legionaries,
just to name a few. :)
-Elites:
Kasrkin,
Storm troopers,
command squad,
psyker battle squad,
Commissar cadet squad,
Lord commander,
Commissar commander,
Psyker Lord,
Ratlings,
Ogryn,
Rough riders,
Just to name a few more. :P
Further more for the two commands would it be possible to put the research for the type of units built in the sqaud control area. so that the buildings could swap through the build lists. For a price?

=Thoughts?

Platoon command squad?
Would be the same as the command squad but have the abilities:
-1st rank, Fire! 2nd rank, Fire!
Increasing the rate/speed at which the guard units around it fire weapons. increasing DPS.
-Incoming!
Increasing the amount of damage reduction units in an area have, to reduce the damage they take as if they went for cover, since no fox holes have been done yet.
-Move, move, move.
Where units in an area of effect are able to move at a faster speed then usual. :)
All abilities would have time limits, but I think most people understand that as a part of the game. :)

Fox Holes?
Would it be possible to have the basic guardsmen dig a fox hole and move the mesh down under the ground to about waist level when they are in it?
I believe it would just be separate animation sets for digging the fox hole and a separate mesh lay over of a hole/explosion mark.
I havent gotten lovey with OE so I do not know if you can change the z axis of a unit in a given situation. Or if you can incorporate two animations sets into the one game effect. One for the sunken guardsmen and one for the hole.
So that a whole extra set of animations do not need to be generated for the idle/melee/firing poses. Saving on DL. :p
Giving the guardsmen a damage reduction similar to heavy cover, if not list them as in heavy cover. :)

# Guard steel legion

Would it be possible to integrate the steel legion into dow apocalypse guard?
with the aforementioned mech command changes?
Using the help text identification of which mod the unit come from I mentioned last week?

# Harlequins

Avatar to the laughing god?
Chorus?
Death Jesters independant?
Shadowlock?
high warlock?
Shadowseer independant?
Jetbikes?
mocking bird?

# Marines

Thunderhawk?
Landraider terminus ultra?
Seige dreadnought?

# Necrons.

Sci-fi necrons?

#1 Necron Lord Bronze?
#2 Necron Lord Silver?
#3 Necron Lord Gold?

Builder tomb spyder?

# Orks

Turrets/Listening posts:
#4 ?????????????????
-Skorcha
#7 ????????????????
-Zap gun?
#8 ????????????????
-Kannon?

Mega deff dread?

Teleporta?
-Gibletgrinda?
-LungBursta?
-Skullhamma?
-BrainKrusha?
-Gutrippa?
-BoneKrusha?
-Bonebreaka?
-Bowelburna?
-Gobsmasha?
-Spleenrippa?
-Kill Krusha?

Grot tanks?

Squig market building?
-Squig riding grotz?
-Squig herder?
-Squiggoth?
-Gargantuan Squiggoth?

Weirdboy tower?
-Weirdboy?
-Weirdboy warphead?
-Weird battle tower?
-Mad boyz?

Klawstompa / Mek Pile?
-Mek boss?
-Mekboy Speedsta?
-Mekboy Bubblechucka speedsta?
-Mekboy Lifta Droppa Speedsta?

Traktor Kannon?

Pulsa rokkits?

Mega Lootas.
Loota bikes.
Looted baneblade.
Which to do?

Speed freaks Hut?
DeffKopta?
WarKopta?

Pain boss?

Wild boyz?
Freebootas?

FlakkaTrakk?

# Planetary defense forces

I could "Poser" these up and have totally new meshes.

# Sisters

=Angelic Living Saint:
Lets just delete all that text I typed and say it is a challenge as I must be doing a pretty horrible job with my meshes. :/

Bones set to 4
Holes capped
Mesh Smoothed
Tex should be good

Now I just got to try and get these max tools to burn. :p

=Battle sister crusader: Legatine
Lets just delete all that text I typed and say it is a challenge, as I must be doing a pretty horrible job with my meshes. :p

I left in certain angel animation like the ascension so that when she dies she doesn't fall to the ground but goes poof and turns into and angel and floats away. :)
Some comical relief to the sisters?

I have changed the ascension to raise her to the roof of the environment.

Um did I mention I created four extra idles for her. :) As they seems to be the main set of animations used in the game. :)

Bones set to 4
Holes capped
Mesh Smoothed
Tex should be good

No success yet with the max burn tools. :(

Palantine
Could a second canoness without the upgrade abilities or the use of codex evolutions be developed to be used as 2nd in command known as a Palantine?
To help the character poor sisters get up to speed like the marines and some other races. :p
It might be as easy as getting the old canoness and renaming her to palantine. :)
What can I do, hmmm. :] Or maybe i shouldn't go there. :p

Sister Curia:
I figured out how to attach weapons to bone through the skin. :)
Animations:
capture_strategic.max
die_1.max
die_2.max
fire_Bolt.max
fire_inferno.max
grenade_throw.max
idle_1.max
idle_2.max
idle_3.max
idle_tracking.max
laugh.max "Praise"/"Pray"/"Bow"/etc... :p
melee_mediweapon.max
Move_fire_bolt.max
move_fire_inferno.max
Move_fire_inferno_2.max
run_1.max - This is for when she is carrying a bolter. :)
run_cover.max
run_3.max
thrown_1.max
thrown_2.max
thrown_getup.max
-=Whats missing?=-
Um am I meant to make a vis for each of the weapons that are on her?
Bolt Pistol
Bolter
Golden bolter
Inferno pistol
grenade

Bones set to 4
Holes capped
Mesh Smoothed
Tex should be good

I started on the WTP also as you might be able to tell by the curia pics.
Dirt
Secondary
Trim
All Done. There shouldn't be any overlap either as I copied the trim and secondary and pasted them on the dirt, using hue/sat/light with no light to give me the black to make them colourable on the dirt.
I stole the weapons/badge from the celestiant wtp to save on time and to be sure I got it right. :) using similar techniques above and pasting them onto the dirt and reducing all brightness/contrast.

I found an interesting trick that max does. If you cap holes and dont "Smooth with old faces" it totally screws the uvws.

And yes I started on sisters because over the past 14 years I have collected over 500 of them. :p or at least that is as long as they have been in production. :p
I wish they would make them in plastic like the grey knights are now. :)

Sister Famulous?
Sister Dialogus?
Both listed in the chapter approved as a part of the sisters armies.
I knew I has seen all the other orders in there with the sisters. :p
All celestian based. :p

The Imagifer for the sisters, needs to be able to go in every sisters squad except the repentia and the seraphim.
-Dominion squads need to be coded.
6 in the squad
1 superior.
4 special weapon sisters
1 sister Imagifer

squad_blueprint
-sisters_squad

sisters_squad_dominion.rgd
squad_cap_ext
-squad_cap_usage 2
squad_leader_ex
-I believe you could use the celestians additional leader in the dominion squad
-Max_leaders 2
squad_loadout_ext
-unit_max 4
-unit_min 2

-Retributors need to be coded for
10 in the squad
1 superior
4 heavy weapons
4 Bolter sisters
1 Sister Imagifer

sisters_squad_retributors.rgd
squad_cap_ext
-squad_cap_usage 2
squad_leader_ext
-I believe you could use the celestians additional leader in the retributor squad
-Max_leaders 2
squad_loadout_ext
-unit_max 8
-unit_min 4

-Battle sisters squad needs to be coded for as well
1 superior
1 Hvy
1 Special
6 Bolter sisters
1 Sister Imagifer

sisters_squad_battle_sister.rgd
squad_cap_ext
-squad_cap_usage 2
squad_leader_ext
-I believe you could use the celestians additional leader in the Battle sister squad
-Max_leaders 2
squad_loadout_ext
-unit_max 8
-unit_min 4

the Imagifer is the 2nd leader type for the celestians.

I believe that the Imagifer could be called for from the celestian unit and have her accessible through code for the other squads.

Know anyone that can extract the celestiants, seraphim, sisters unit mesh/animations? As I cant and I think it is because of the max version I am using having code errors.

Cherubs?
Cyber Dove?
Arvus Lighter?

# Sisters of silence

Yes they aren't sisters of battle.
But the militant arm of the adeptus astra telepathica.

Seekers - Basic troops
Oblivion knights - Sergeant
Raptor - Scout class
Hvy Wpn - As the name suggests
Assault - as the name suggests.
Sub Commander - 2nd in command
Commander - As the name suggests.
Vigilator - Rogue Psyker Hunters.
Extractor - Rogue Psyker Hunters.
Prosecutor - Rogue Psyker Hunters.
Assasins - All created.

Using standard imperial vehicles for deployment.

In game play they might confer the assassinate gameplay as their win conditions.
I am not sure if the rules can be set automatically if a race is included. But that would be handy.

I believe with a few weeks I could mesh most of if not all of these units out of Poser then transfer them to max for DOW.
Then proceeding onto boning, labeling the bones the same as the animation sets I was going to use. :)

# Tau

Remote sensor towers?

Tau titan from white dwarf?
Its a very, very slow process. :p

Tau Xv-101?
Tigershark variants?

# Tyranids

Mycetic spore opening?
Heirodule?
Heirophant?

Winged Hive tyrant?
Winged warriors?
Winged rippers?

Harridan?
Gargoyles?

# Xtra

# Map editing

Wow I got the map editor to create a new scenario using the My_Mod set. but I cannot load it after I save it lol.
So it is going to have to be a one run map creation lol. :p

# win conditions

Is it possible to have a small race that has a single win condition like assassinate, then when they win they leave the game, with the game continuing on for those that have armies left to fight it out. Like A mission that once complete you leave the game and the game goes on without you?
I know its not the head on part to the game, but something that skilled people might like to play, especially people with short attention spans or very little time on their hands.

Could "rescue" be a game win condition?
where you have to rescue a mesh which is unkillable and being held by your opponents?

# Textures

I will put more time into trying to find out why the TGA arent the same as the older TGA, Hopefully coming up with a fix for the problem. If my last attempt didnt work. :p
As i look at:
dark_eldar_archon_wargear_01.dds
darkeldar_plasmageneratorglow.dds
The selection for the alpha transparency are all over the place.
Deep exploration tells me that the plasma gen glow uses a large selection out of the body of the tex as a transparency as it leaves lots of check marked holes through the tex.
The dxt3 is a mess and that would inhibit the dark eldar listening post till it got fixed by changing the alpha channel in the tga. then it should fix it up.
since you are only using the tga to burn tex. It would have to be the alpha selection. Photoshop should be able to do that easily. :)

I may have fixed darkeldar_plasmageneratorglow.dds
I am not sure though. So I will doccument it here and see if you want to do it too. ;p
I saved the tga without the alpa/transparency issues as a BMP.(No transperency)
Then loaded it in Photoshop and saved it as a dds/dxt5 with mipmaps. Like the tut said to do. :) alternately it could be saved as a TGA.
And it doesn't look that ugly now with large sections missing out of it, it looks more like plas gen glow 2 but a different surface to it. :)
The next step after that is to extract it back to a tga.

Something positive should come out of all this babbling. :p

# animating the mesh

That's what I am trying to pass off what I am doing as. :p

I figured out why I couldn't animate correctly before and it is because I was collapsing the mesh. And screwing the skin. Sorry about all those dodgy meshes I sent you. :(
I see that with the skinning tool they are recoverable.

Well I am getting a better Idea of the skinning tool, even if I am a bit rough at it with verts going all over the place.
And the unscaled bones that I import with merging animations isnt quite helping. :p
but not doing to bad after 4 hours of it. :)

# command buildings / HQ

I believe all command buildings/HQ should be able to store at least the commander of the army. If not his personal bodyguard.

To even out this unfair advantage that guard have and eldar and dark eldar.

# relic forums.

I got to post on them finally. I may read more of it after I get the net on at home. :)

# Burning back into the game.

I will put more time into seeing if I can get these tools to burn from 3ds max and through OE.

I will also try creating rsh and wtp through the texture tool. :) Which I have two versions of now. :p
Wtp created for the sisters curia. I borrowed some layers from the celestians as it was the base tex I used. Using the dirt I made sure the texture for the sister curia keeps her pale armour appearance. :)

I will start saving for a new pc, so that if I do not have any success with this $12.50 Au PC, I might be able to get a pc that will accept the .net v2 toolset. Or at least burn through max and OE. This PC will be delegated to a new task, other them modding DOW or just making meshes for DOW at the least.
Or I could initially try the turn 90 degrees and try the machine next to this one. :p

With the dark eldar textures...
Did you try burning through Max with fake textures named the same as the rsh that you were going to use with the ingame models?
Replacing the RSH before looking at it in army painter?
And was that a viable work around to get around the texture writing issue in warhammer model exporter?

As In other mods I have done in the past we have had to use these kinds of work around to get past this type of issue initially. Up till we found the issue and rectified it.

1) A Bone model button.
-Something that would allow a specific race armour type bone set to be merged into the mesh, within the boundaries of the object with x distance from the surface of the mesh components.

2) Generate markers Button.
-Something that would take the name of the object and reference the base set of meshes and apply markers relative to the position of the mesh.
Meaning everything could get synckill, syncdeaths much easier.

3) A build skin button in the DOW tools.
-I think the skin could of been tested for and auto built to envelope the mesh, just enough to cover the components within a radius of the bones. Using race based envelope architecture that could of been specified in the dow tools.
A test for the weapons labels could be applied also and having the envelope of the weapons imported for the races.

4) An animate model button.
-I am also surprised max was not set to merge animation sets with the original ref saving it as its type in the animations folder. Deleting the inverted mesh/bones after hiding the marker.
Allowing us to set an animation set dependent on race and addition any extra animations in the animation folder that did not overlap the base set. A simple animate button could of been used in the DOW tools to allow for this to be done automatically then have it be able to be tweaked by the developer for consistency.

5) One thing that did surprise me about the max warhammer model exporter is that it doesnt load up an array of the objects that fail and the type of failure. and assert the array into parsing the object one at a time with the automatic fix for the error. I.e.
=4 boning for the more then 4 bones.
=cap holes/smooth with old surface for the vetex issue.
Textures that fail could be opened and saved as a TGA as I am sure Max can do that, or atleast open the tex up as a background and then save/eport it as a compliant TGA.
I dont know if there is any others, as I havent come across them yet.

If the DOw tools had these options I am quite sure the development phase would be easier. Could it be scripted through max. I cannot see why not. An do you know of anyone that could do it? As it would be the biggest help to us modders of models. Also allowing a lot of other people to craete animated in game model and increase the base of models in DOW. :)

With these tools you could almost develop any mesh into a game model that was animated depnding on its target race. :) In an automated fashion. Only requiring human intervention for the tweaking / personalizing of the animated sequences. :p

I see someone like Demetrius and myself could of used these tools. :) and it would make every newbies life in developent so much easier.
Being able to reduce the total amount of time online searching for tutorials and allowing for faster modding of models.

Just need to find a maxscript fiend Now. :)
And there are going to be models it is no good for. But with most of the models I have done it would be superb in their develpment as most of them are able to be processed that way, and there are a lot of other models I havent mesh yet that would benefit from that sort of development tool.

Like the Idea?

Is there any part of the modeling phase I have missed within max?
Besides creating the base mesh.

I would be able to produce a thousand fully animated model to be done in OE easily within the year. Oh and getting them in agem I have already mentioned several ways to increase the model count for all races. :) Without new buildings. With up to 144 models being able to be built out of each building. If not more using the Codex Evolutions interface. :)

While you are at it I could use half a dozen good females. :p Not for that either. :p But for the voices of the sisters. :) I have the script sets ready, just need females to record it for apocalypse. :) Failing that a few males who are willing to try something painful to change their voices to be more like female voices?

# Total conversion

There was some talk about a total conversion of DOW2 into DOW, I have wanted to do this for a long time, as the DOW2 Engine is screwed.
There are some boundaries though.
10% of the orginal model is all that can be seen and there has to be a comparision image with notations of the 40 changes made to the model to show its not in its original state. A lot of these changes can come from tex changes and a portion of it has to come from mesh changes no doubt.
50% of it comes from converting the model into the new engine.
as there are a lot of changes that would need to be made to make one model compliant with the new engine it is ported into.
Total conversion map packs might be the easiest way for that person to express themselves.
Porting skies and terrain and surface textures. If they could also come up with so interactivity from the new ports, it would also be much more likely their attempts wouldnt be seen as copyright.
-Interactivity in the form of movable skies or cloud cover dynamiic suns/moons movements. Something to show changes to the skies. Also a range of colour changes could be made through the rgb/hue-sat-Light/Level of the original tex.
-Interactivity in the form of effects on the the surfaces they import and changes to the surfaces they would be importing would be done at the tex stage by changing rgb/hue-sat-Light/Level changes. Creating more tex then they actually import from the original set.
-Interactivity in the form of terrain effects, like cover and poses for the units they wish to interact with the terrain. Also tex changes for each of the imported mesh/tex to the current ingame map sets and mesh changes, to give each of the sets of imported mesh/tex to be able to intergrate smoothly with the map sets it is imported into.

Also their is something called being discreet and not babbling on about what you did to the world. :p

Thoughts on this level of inpirational creativeness, in comparison to base Plagurisim?

Inspiration is good.
Plagurism is bad.

This is the way we stop criminal activity the build up of seratonin or dopamine for either a psychosis or mood based decision and reduce the aforementioned criminal cognitive cycles. Allowing people to express themseles in meaningful ways inside of their given community.
I hope that wasnt to painful but if we ignore the need to make changes in other people minds we might as we screw ourselves over, as every person that joins this network increases its capacity to fulfill its needs of making a better mod. :)
Did I tell you I work with over a thousand mental health consumers locally stabalizing them and reducing their criminal ideologies. :P LoL.

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