I am a retard and it took me 20 years to figure this out!...

Comment History  (0 - 30 of 3,241)
RT2...
RT2... 20hours 3mins ago says:

Well I think I just answered my own question about the HODS.. :(
I was so thinking cataclysm... work.. :(
Looks like you cant cross reference textures.

+1 vote   media: Bentusi Destroyer
RT2...
RT2... Jan 30 2015, 2:21am says:

The bigger question is are you recycling textures from the rest of the Bentusi?

Ergo reducing texture cache in memory and making the game run faster?

Are you using a vector rescale on the Bentusi texture Base?
Vector Rescale = Using Macromedia Flash to break apart the Bitmap or raster.
...The recalculating the size of the texture... :)

I found in other legacy relic games this gives a much better detail and contrast.

Also I have to ask if you are using levels work in developing better colour definition with a simple increase in shadows of up to 25%?

+1 vote   media: Bentusi Destroyer
RT2...
RT2... Jan 29 2015, 2:59pm says:

Would it not be smarter to hold the upgrade to HW:RM till the multiplayer beta is over?

+1 vote   article: The Future of FX:Commander
RT2...
RT2... Jan 25 2015, 7:12am says:

Looks great Ingame.

Thought about an animated .gif to give more perspectives then the image above?

+1 vote   media: Cathedral of Kadesh
RT2...
RT2... Jan 25 2015, 2:28am says:

Is the conflict in the instructions above between.....

Sierra\Homeworld2\FX MOD 2.1

and the install location of

Sierra\Homeworld2\FX MOD 2.0

Causing issues?

+1 vote   download: FX v2.1 (CN)
RT2...
RT2... Jan 19 2015, 5:10pm says:

Heads up.

The RSH or texture file is coded to go into a certain texture_share.
So you could FFE the internal addresses for the textures or RSH.

Also if you do, do that, you can then change the MSGR/MSLC-Data texture links.
And the SSHR name and texture address. :)

You would need to do this for all textures you move. :)

+1 vote   member: AƒƒÄ
RT2...
RT2... Jan 13 2015, 3:06pm says:

So you want to open a Whe/Whm?

In Mudflaps?
In File Format Editor?
In 3ds Max?

+2 votes   member: AƒƒÄ
RT2...
RT2... Jan 7 2015, 7:09am says:

hmmmmm... :P

+2 votes   media: Not quite RT2
RT2...
RT2... Jan 6 2015, 4:34pm replied:

Thanks buddy. :)

Coming in from hotmail or web mail means I can edit and delete, when on others pages.
Whether online or not. :P

ModDB Hack from mail notification?

All screwy. :P

+2 votes   media: I think i am experiencing a weird bug in moddb
RT2...
RT2... Jan 6 2015, 4:28pm says:

It seems to be an authority issue with the server.

Once it identifies you as online, you have no extra control over others pages.

+2 votes   media: Cylarne your guess was wrong :P
RT2...
RT2... Jan 6 2015, 4:25pm replied:

My icon for text says I am offline and I can edit and delete statements, just more intel.

+2 votes   media: I think i am experiencing a weird bug in moddb
RT2...
RT2... Jan 6 2015, 9:10am replied:

I can no longer edit this now I ave posted here. :P

+2 votes   media: I think i am experiencing a weird bug in moddb
RT2...
RT2... Jan 6 2015, 9:08am says:

Online, yes or no?

+2 votes   media: I think i am experiencing a weird bug in moddb
RT2...
RT2... Jan 6 2015, 9:04am replied:

Yep only when offline as I can no longer edit your message. :P

+2 votes   media: Cylarne your guess was wrong :P
RT2...
RT2... Jan 6 2015, 9:02am replied:

Why can I edit this post from you?

OMG ModDB having a lot of issues. :P

I also show offline when able to edit this message, not sure if this is something associated. :P

Are you only able to edit or delete others messages on others pages, when you are offline?

Just a curious question, I just noticed. :P

+2 votes   media: Cylarne your guess was wrong :P
RT2...
RT2... Jan 6 2015, 7:15am says:

I wonder how you can be offline when taking the shot.

I have noticed it not saying I was online when logged into my own page in the last few days. :)

Not sure if that gives you any help?

+2 votes   media: Cylarne your guess was wrong :P
RT2...
RT2... Jan 6 2015, 2:46am replied:

Moddb.com

also.

+2 votes   media: Cylarne your guess was wrong :P
RT2...
RT2... Jan 6 2015, 2:36am says: +2 votes   media: Cylarne your guess was wrong :P
RT2...
RT2... Jan 1 2015, 8:19am replied:

hmmm alzxheimers. :P

+2 votes   member: GreenScorpion
RT2...
RT2... Jan 1 2015, 7:08am replied:

Thinking about it further I wonder if you could put flight on an ability/building and make it so the drop box would touch the ground. :)

I wouldn't know what regiment to use it with though.

+3 votes   member: GreenScorpion
RT2...
RT2... Dec 31 2014, 10:43pm says:

I've been looking around and wondering if the Mech building animation for drop in could be used as a building to drop in alternate imperial guard factions?

I seen you working with it a long time ago.

Or would it be too out of character?

+3 votes   member: GreenScorpion
RT2...
RT2... Dec 31 2014, 8:50am replied:

God damn it, not again. :P

I will slow time down one day. :P
All I have to do is slow down these damn electrons. :P

+2 votes   media: Electro Priests Concept
RT2...
RT2... Dec 31 2014, 7:37am replied:

Happy New Years, when it comes around. :P

Around on a round planet, How strange. :P

+2 votes   media: Electro Priests Concept
RT2...
RT2... Dec 31 2014, 7:11am replied:

It seems to be the clavicle....

So if you dump the ANIMs out of the WHM, renaming it.
Duplicate the WHE in from the Psyker.
Xref in the ANIM from the Psyker after you rename the file name.

It should technically remove the issue with the clavicle.
Like I did with the Eldar a while ago.

+2 votes   media: Electro Priests Concept
RT2...
RT2... Dec 31 2014, 6:55am replied:

I am in the office and fatigued as all buggery. :P

Having a quick look. :)

Remember you can always xref in FFE. :)

+2 votes   media: Electro Priests Concept
RT2...
RT2... Dec 30 2014, 6:12pm says:

Interesting adaption of use the psyker base for the electro-priest.

The original concept of the electro-priest was to give the mechanicum a psyker style of play since they didn't have any psykers as an alone army.

Was the issue with the staff to axe issue based off of the 2nd staff?
Or what do you see it as?

right arm sorry.

+2 votes   media: Electro Priests Concept
RT2...
RT2... Dec 29 2014, 6:07pm says:

These concepts lead to a interesting area of development.

I have to ask does the Mech-axe slice or smackdown?

On a side note I am following you now as the video takes up too much bandwidth on your splash page. :)

+2 votes   media: Forgeworld commando leader concept
RT2...
RT2... Dec 27 2014, 6:05am says:

I hope you all had good holidays... :)

...Bring on the new year....

+2 votes   member: RT2...
RT2...
RT2... Dec 23 2014, 5:11pm replied:

Mmmmm..... booty. :P

+1 vote   member: RT2...
RT2...
RT2... Dec 22 2014, 7:32pm says:

A lot of goodness.

+2 votes   media: Renegade Enforcer concept
RT2...
RT2... Dec 14 2014, 6:43pm says:

Also good for strategic markers. Or objective markers.

+2 votes   media: Hmmm.....
RT2...
RT2... Dec 14 2014, 7:59am says:

The parody would be that the commissar would shoot you first for not doing the emperors will. :P

+2 votes   media: Will you join the Greater Good gunner?
RT2...
RT2... Dec 13 2014, 6:23am replied:

When I was FFE developing the Looted russ, I could lock certain weapon types in game... and it would just be the random in the AP, which i could then not have the vehicle display in AP. :)

Is that any better?

+2 votes   media: Back to the start
RT2...
RT2... Dec 13 2014, 6:19am replied:

ROFL. :P

+3 votes   media: What the.....?
RT2...
RT2... Dec 13 2014, 12:25am replied:

So it does serve a purpose. :P

+4 votes   media: What the.....?
RT2...
RT2... Dec 12 2014, 8:19pm says:

You know you can lock this down in game and it would only be AP that would show it up, if you enabled the view in AP. :)

Good ol' cow catcher looks good, no matter what it is on. :P

+2 votes   media: Back to the start
RT2...
RT2... Dec 10 2014, 5:42am says:

Oh that's right prison rape, and I make people look stooopid. :P

+2 votes   media: I wonder....
RT2...
RT2... Dec 9 2014, 6:17am says:

Because they a gender averse like the Necrons, I am able to do it without influencing gender stereotypes in the person I care for. :P

That's my excuse. :P

+2 votes   media: Busy looking for more ghost army components....
RT2...
RT2... Dec 9 2014, 6:14am says: +2 votes   media: Down, Down, Relic is Down....
RT2...
RT2... Dec 6 2014, 5:29am says:

I remember "make your own" assassin rules. :P

+2 votes   media: Mechanicum, how it was 20 years ago. :P
RT2...
RT2... Dec 5 2014, 7:20am says:

Hotmale... er Hotmail, tells me I should look at these. :P

I like the way they turned out and wasn't sure on how the skirts would go. :)

+2 votes   media: Forgeworld militia concept
RT2...
RT2... Dec 2 2014, 7:15pm replied:

I like the idea of the pain boss and that model seems to fit it well, with its gruesome setup.

Would cyborks be able to be done through texture?

+2 votes   media: 3rd Ed Ork Tidbitz....
RT2...
RT2... Dec 1 2014, 12:17am replied:

Remember uninterruptible power supply devices. :)

+2 votes   media: RT2 check this - Cultist militia
RT2...
RT2... Nov 30 2014, 9:43am replied:

I will sleep on it tonight and see what comes together. :P

Usually the body sync works, except in the case of heavy weapons in the past. :P
Thankfully Meloos work fixed some of that. :P

I think the rescale to the forearm bones could be what gives the short arm effect of the cultist, even though the body looks sync'd LoL. :P

And then it was bed time.

Enjoy yourself man. :D
The dream time will tell me, if not tonight, another night. :P

+3 votes   media: Bone Sync areas of interest....
RT2...
RT2... Nov 30 2014, 7:24am replied:

I am asking because I am at that point where it gets decided. :)

You know the model you want to import it into and the position. :P

So I thought I should ask you?

Moddb.com

What are your thoughts?

I am a bit slow at this process and the other ones I am doing as I am starting to wind up these 20+ PCs here to farm persistence of vision raytrace modelling and animations software to start to move in to movies again... Now I have a suitable level of assets around 40k.
Also deep exploration is going to make the model management so much easier in the lab with its 5 Pcs.
The work bedroom has 14 systems being woken up as the backbone of the farming of the video development.
The model work room has 3 Pcs being woken.
With the 4 laptops in the lounge-room being the test development for the network....
I have had this network up before with 10 machines, But it was too slow and energy consuming... and until i get enough LCDs I shall not be activating all of it at once. :P
KVMs will save me a lot of time and power... as will VNC networking too allow me to use the network to view any systems without the need for a monitor. Like the work bedroom that has only one monitor and a good VNC setup, Left over from the internet cafe they come from, where I worked. :P When the shop closed I got all the first gen machines. :P already running VNC networking software... Just because they couldn't play WoW... :P Thank you blizzard. :P

I am also looking at a couple of other $50 PCs for the garage and setting up a G network to get out to them. :P
With a backtrace system to do the grunt should anyone bother it. :P

But I digress. :P

+2 votes   media: RT2 check this - Cultist militia
RT2...
RT2... Nov 30 2014, 5:48am says:

The best way I can think of the application of this vehicle in game, is using a gameplay similar to the basilisk... as a support vehicle.

+2 votes   media: PRAETOR ARMOURED ASSAULT LAUNCHER
RT2...
RT2... Nov 29 2014, 7:46pm says:

Is the trophy rack a skinned object or a bone or just linked object?

+2 votes   media: RT2 check this - Cultist militia
RT2...
RT2... Nov 29 2014, 7:00am says:

Once they left true 25mm scale two decades ago. :P
...It just keeps getting bigger like...
...Like it wouldn't be easier to get the operations and get a life. :P

+3 votes   media: OMG, not again......
RT2...
RT2... Nov 26 2014, 6:46am says:

Do the angels need the pouches?

+2 votes   media: Golden bolter from sisters angels.
RT2...
RT2... Nov 26 2014, 6:24am says:

If it is the incorrect gold it can be swapped with the texture of the sisters_angel after it is duplicated.

I should look into that right now. :P

+2 votes   media: sisters angels, bolter option.
RT2...
RT2... Nov 24 2014, 12:10am says:

I like the white work.
Is it eraser or saturation work?

Very good representation. :)

Got it into flash yet?

+5 votes   media: Very constraining Imperial Guard ^_^
RT2...
RT2... Nov 23 2014, 1:02am replied:

Well I got stuff all done today after the 4hr sleep session last night, the day was a big cat nap. :P

+2 votes   media: Bon..eeeerrrrr, Bonus.....
RT2...
RT2... Nov 23 2014, 1:00am replied:

Not sure at the moment buddy, with my duties of care, I am pretty busy up until new year.

It would be fun though, :)

+2 votes   media: Bon..eeeerrrrr, Bonus.....
RT2...
RT2... Nov 22 2014, 12:02pm replied:

tried to access delete object... Max crash... :P

Oh yeah I forgot about that. :P

Maybe I better wait till day time to try that again, and organize the Mslc before doing it. :P

At the moment I am up from ptsd and the heat, and as morning cools, I will sleep again soon. :P

+2 votes   media: Bon..eeeerrrrr, Bonus.....
RT2...
RT2... Nov 22 2014, 11:50am replied:

I feel like some khorne flakes. :P

I better see if there is any in the cupboard. :P

Good thinking tex, :P

+2 votes   media: Bon..eeeerrrrr, Bonus.....
RT2...
RT2... Nov 22 2014, 1:24am says:

With the command squad I was thinking they could have combi weapons that are in the model combo I did up on Celestian bodies. :)

Dominions would get four special weapons.
Retributors would get 4 heavy weapons.
Battle sisters would only get two weapons of special or heavy.
Celestians would only get two weapons of heavy or special.

Seras get bent over with only seraphim released for the position.
Patronicas never got enough for release.

The angelic armour would be an option to get a higher level sister then the celestians. While there is not enough documentation to support them, there is the possibility of testing it out for gameplays sake.

Sister angels are in the next release of the combo model as well as some type of repentant ranged units.
Cantus and Constantia come to mind with the repentia bodies on the combo model.

+2 votes   media: Sororitas Command Squad
RT2...
RT2... Nov 21 2014, 3:20am replied:

Yep, it was the best concept I could get out of it, sticking with the female army type. :P

+2 votes   media: Crusader Rough Concept.
RT2...
RT2... Nov 20 2014, 5:02pm says:

Might even be smart to point the Shield to the battle_sister_angel as an alternate shield look. :)

+3 votes   media: Crusader Rough Concept.
RT2...
RT2... Nov 19 2014, 5:02am says:

Sisters of Battle Seraphim / Patronica Squad
Sisters of Battle Battle Sisters
Sisters of Battle Exorcist / Catafalque of Sins
Sisters of Battle Repentia Squad

Sisters of Battle Canoness with Power Axe
Sisters of Battle Prioress Lazarea Verata
Sisters of Battle Sister Superior Magdalenia

??????????????????? / ?????????????????????

+2 votes   media: Sisters disappointment
RT2...
RT2... Nov 17 2014, 6:04am says:

Meaning a 3x3 in Corsix.

+2 votes   media: Cross walls At 75%....
RT2...
RT2... Nov 17 2014, 2:18am says:

Good surface count. :)

+6 votes   download: Imperial Knight for Modding
RT2...
RT2... Nov 16 2014, 4:51am says:

So I rotated it and it ended up too far the other way. :P

+2 votes   media: Third type of wall in game....
RT2...
RT2... Nov 15 2014, 9:37am replied:

Fly on the structure with the wall as a base fx. :P

I'm laaaaaaaaaaazy. :P

+2 votes   media: What I understand....
RT2...
RT2... Nov 15 2014, 7:33am replied:

Oh you want me to do AIMS?

Its all going to end in tears. :P

+2 votes   media: What I understand....
RT2...
RT2... Nov 15 2014, 7:33am says:

UV is still rough.

But it is the shape I am looking at.

+1 vote   media: X wall Concept
RT2...
RT2... Nov 15 2014, 7:18am replied:

Gonna wash my face and try and read that again. :P

+2 votes   media: What I understand....
RT2...
RT2... Nov 15 2014, 7:17am replied:

Nah man, throw the thoughts out.

It's f-ing hot and I am sweating like a bloody pig.. :P
Fire bans all around this region tomorrow, so they are expecting fires everywhere. :P

Good time to have the G20 in this region. :P

So its just throwing out concepts. :P
While I inhale Coca cola. :P

+2 votes   media: What I understand....
RT2...
RT2... Nov 13 2014, 5:12pm replied:

LoL. :P

Many movies I have seen have armour being tossed away as it gets damaged severly.

There is a theory tat uses something like souls for dark eldar would be a resources that would allow your units to upgrade armour automatically and being based on the unit that did the kills. just so a veteran state could come in without needing to use the Heros.

I still have nothing specific that would make it looks like the units upgrade without the interference of the user with some type of experience native to the engine or with auto abilities.

+2 votes   media: Got the Repentia twins in.... Mmmm... Twins...
RT2...
RT2... Nov 13 2014, 6:50am replied:

SOB is always there, I just dont put everything up. :P
Some I cannot post obviously. :P

A LiL OCD around females. :P

Armour changes come to mind still, but not as grandiose as I was previously thinking, due to the amount of surfaces that would be there. :P
Unless I have an epiphany and find an easy solution. :P

The one Oomperial was working on was the early version of this without as much content and with some smoothing issues, but it happens and that version just needs object swaps in ffe to fix smoothing.

I was wondering if as wargear they could be upgraded and removed like the old tute for the weapons being destroyed on the relic forums from a miilenia ago. :P
Theoretically meaning I could cycle through armour endlessly. :P
Without having to use OE to go it on damage %...

Art for Arts sake?

+2 votes   media: Got the Repentia twins in.... Mmmm... Twins...
RT2...
RT2... Nov 12 2014, 2:20am says:

Zzzzzap, zap, Zap, Zzzzzap......

There you go some sounds to think about while looking at the commissar. :P

+2 votes   media: Commissar with power sword
RT2...
RT2... Nov 11 2014, 10:36pm replied:

Do you think a hex across of the marker out of the guard srg would do it?

+2 votes   media: Problem with the vanilla Kasrkin Srg
RT2...
RT2... Nov 10 2014, 8:24am replied:

I think they might have been responsible for human evolution. :P

With the psychosis or imagination effect of this parasitic disease meaning it is the only reason we evolve. :P

also as you may also see that cats still climb up things to get a better view... was that the reason the built the pyramids?
For cats to see further... as human eyes aren't that good. :P
Like an early warning system... :P

+2 votes   media: Toxoplasmosis
RT2...
RT2... Nov 10 2014, 7:53am says:

Whats different about the plasma firing?
and they are the only ANIM in the whm. :)

+1 vote   media: Wy you see the hand different.....
RT2...
RT2... Nov 8 2014, 1:17pm says:

weapon_melee_upgrade_main

guard_power_sword

+1 vote   media: Guard powersword.
RT2...
RT2... Nov 8 2014, 8:21am replied:

But they look so cute. :P

+1 vote   media: Like Cats?
RT2...
RT2... Nov 8 2014, 8:09am says:

Now it gets harder to make a diagnosis of psychosis. without Mis-diagnosis.

+1 vote   media: Like Cats?
RT2...
RT2... Nov 6 2014, 6:58am replied:

rofl, you would have to wonder what your troopers are smoking. :P

+2 votes   media: Praetorian specialist militia
RT2...
RT2... Nov 5 2014, 8:18pm says:

With the understanding of the resource structure and its textures, you could have defensive stone structures that initially look like statues and would work like infantry shooting when a enemy gets close enough.

If the statue on the ground isn't enough, the pedestal should be around somewhere and the texture from the resource structure statue can be applied to it.

The pedestal could be applied as an FX in Corsix.
The unit for the statue would need flight at a certain height to make it look like it goes on the statue.

The corsix movement stuff would be obvious to those that change movement in corsix.

Even stone, not stoner, but stone praetorian guard could be used. stuff me if I know the name for it, but it is a possibility. :)

+2 votes   media: Praetorian specialist militia
RT2...
RT2... Nov 5 2014, 5:52am replied: +1 vote   media: green lasgun muzzle
RT2...
RT2... Nov 5 2014, 5:44am says:

These buggers are not initially what you would expect, luckily it stretches to the target. :P

+1 vote   media: green lasgun muzzle
RT2...
RT2... Nov 4 2014, 9:07am replied:

I was going to go wit bike boyz or speed freaks, but I found sumfim betta. :P

This army would be for apocalypse games as it would be the smallest ork army on the table, Boyz wise. Unless they took looted tanks, :)

+3 votes   media: Deff Kopta Skwadrons....
RT2...
RT2... Nov 4 2014, 5:37am says:

"Get to the choppa...." :P

+2 votes   media: Deff Kopta Skwadrons....
RT2...
RT2... Nov 3 2014, 5:02am replied:

LoL yeah, I had to move it over to ModDB.

Did you want to move that lovely tutorial over you did?

A couple of people have been asking about ffe. :)
Relic forums phases out too fast. :P

so just the mod team members can see it?

+2 votes   media: File Format Editor
RT2...
RT2... Nov 3 2014, 12:57am says:

A bit at a time.

My god I spam FFE back then. :P

+2 votes   media: visibility in the whm / ANIM....
RT2...
RT2... Nov 1 2014, 8:05am replied:

How does an eye witness detect ruptured organs?

Through seizures?

Why didn't they die either?

+2 votes   media: Yeah, Grin.....
RT2...
RT2... Nov 1 2014, 7:24am says:

Love the additional information. :)

+3 votes   media: Yeah, Grin.....
RT2...
RT2... Oct 29 2014, 3:54pm says:

This is a rogue trader & 2nd ed army. :)
warriors are rogue trader. And got phased out.

Lictor, biovore and termagants are all 2nd ed version.
Carnifex didn't change till 3rd ed. :)

+2 votes   media: Tyranids from the past with Boneswords pic 3
RT2...
RT2... Oct 29 2014, 3:50pm replied:

With rogue trader and early 2nd ed, we only had a limited amount of units, like in the page above.
When 2nd ed was in they did a refit of the tyranids into metal mainly.
Before 3rd ed came in, mutations or kitbashing tyranids become popular and genus changed a whole lot. :)
Since 3rd ed release, they have been much more of a diverse army unit wise. And in later addition, they added even more units. :)

+1 vote   media: Tyranids.
RT2...
RT2... Oct 29 2014, 3:45pm replied:

Yep these are heavy lil' metal monsters. :)

We didn't get the Extra weapons besides boneswords and deathspitters 'till the 2nd ed codex for tyranids were released.

They have slowly gotten smaller over time. :)

+2 votes   media: Tyranids from the past with Boneswords pic 4
RT2...
RT2... Oct 29 2014, 6:45am says:

Why dont I have era based warriors with bone swords?
Warriors were support position. Assault was for stealers and screamer killers.

Boneswords and deathspiters are tyrants as seen in the rules.

termagants broods i thought was useless and hence it was a stealer base with lots of big ******* as seen in the image.

That changed when they released 2nd ed Tyranids, Which you can see some of the warriors in the rear layers, and besides what is in the rear layers I have about 13 more to be touched up or put back together. :P

Tyranids, Oh how you have become puny. :P

+2 votes   media: Tyranids.
RT2...
RT2... Oct 29 2014, 2:11am says:

You will see in there the difference between light additive and light subtractive methods of painting. :)

+3 votes   media: Real Tyranids.
RT2...
RT2... Oct 27 2014, 6:29am replied:

This is the initial work for the civil militia, using the renegade militia WHM.

I wet a lot over the top, to see how far Greenscorpion wanted to go. :)

Also JL was chasing up civil militia a year or so ago. :)
So if in my year away JL picked up FFE skills, He could just put the chunk into the renegade militia whm and have civil militia. type.

Because there are multiple civilian males and females, I had to get a procedure that worked as far as converting them for civil militia. :)

I got a call to finish of the mounted warp beast and got distracted from finishing these off. Also no one was screaming they wanted it urgently.

This fellow can say what ever you want to in as many languages as you like. :)

Since there are random chests on the renegade militia, random body displays of different civilians can be use in the renegade militia whm. :)

The idea is to have the poor civilians retaliate against the races of dawn of war and rule them all. :P RIOT.... :P

+3 votes   media: I can work with that..... :P
RT2...
RT2... Oct 26 2014, 3:06am says:

The texture on the neck of the Death Cultists.

+2 votes   media: Areas of interest that I cannot get around yet....
RT2...
RT2... Oct 26 2014, 3:05am says:

The back of the neck for the psyker.

+2 votes   media: Areas of interest that I cannot get around yet....
RT2...
RT2... Oct 26 2014, 1:47am replied:

I would have a talk to JL and see if he would release the original asset this comes from as it would make a good asset for Imperial guard with psyker towers to be able to use as a defense system using psychic abilities. :)

+2 votes   media: Not yet finished.
RT2...
RT2... Oct 24 2014, 9:36am says:

Hell why not make a 3rd person setup of FW.

+2 votes   media: 3D Ripper DX, Firewarrior PC Game....
RT2...
RT2... Oct 24 2014, 8:34am says:

The area of interest in the setup still sees to be the neck bone.

I cannot call it head as that would throw out the upper torso section
I cannot call it spine2 as that would de-sync the head. :P

I could be mistaken and it would just be a matter of time before I found out. :P

I may have to call it head and bite the bullet so it is in alignment with the head. :)

+1 vote   media: And then the body sync
RT2...
RT2... Oct 24 2014, 7:53am replied:

30/2.5 = 12" = 1'

+2 votes   media: Twerk for me sexy girl
RT2...
RT2... Oct 24 2014, 4:08am says:

The exocrine actually looks like a sex toy. :P

Not that I know what they are, :P

+2 votes   media: Tyranids....
RT2...
RT2... Oct 23 2014, 7:14am says:

I got an idea man, Something about defend the shrine map. :)

getting 100 grey knights and having to battle endless waves of daemons until you either fail or can close the portal. :)

+3 votes   media: upcoming maps for Dawnof War- Soulstorm
RT2...
RT2... Oct 22 2014, 9:57am says:

How did the hands go in use?

+2 votes   media: Praetorian Leman Russ
RT2...
RT2... Oct 22 2014, 9:42am says:

There is a piece to this puzzle I havent fully grasped yet. :P

Maybe I should sleep on it. :P

+1 vote   media: Oh me so speshul.....
RT2...
RT2... Oct 22 2014, 9:19am replied:

Yeah, Get some. :P

+2 votes   media: Praetorian gunner 4 LRMBT
RT2...
RT2... Oct 22 2014, 4:39am replied:

Maybe they are stalking you and finding out what you do?

+2 votes   media: Steam interesting suggestions...
RT2...
RT2... Oct 21 2014, 8:46am says:

The board game is so much better, any of the three board games rule. :P

The first is the best of all due to the amount of content released for it. :)
The second was okay as there was a lot of mission released for it.
The third sort of sucked. :P Everything changed and models were different scales. :P Less content. :P

PC games never do it justice. :P

Something about beer and pretzels makes it so much more fun, and you dont have to play against AI. :P
It's a social event. :P

I think it could just be my perspective as a social gamer in RL. :P
Makes me sort of bias. :)

The digital version is a good way to learn the rule sets though as a rough guide. Also as a strategy development tool for real gaming.. :)

Did I mention beer and pretzels?

+2 votes   media: Steam interesting suggestions...
RT2...
RT2... Oct 20 2014, 2:49am says:

Turning out well buddy. :)

+2 votes   media: Tallarn "All in one" concept update
RT2...
RT2... Oct 18 2014, 9:24am says:

I couldn't find the ones I edited in the past as it was before the crash of '12....

So I finished the one I started yesterday.

+2 votes   media: Civil_A_Militia_MK4
RT2...
RT2... Oct 18 2014, 7:45am replied:

With the civilians and the Officer, I know I have them around already bone sync'd, so I will have to check out a back up HDD... :P

As the Penal legion and the UA colonel was made from them. :P

FFE early work. :)

So into the external HDD I go. :P

+2 votes   media: Where to go from here.....?
RT2...
RT2... Oct 17 2014, 9:54pm says:

This game seemed to be a flop as they modeled it on WOW too much and it was unable to attract the players, because of that.

Even though Warcraft was a babies game for a generation of nothing more then digital interactive media as an means of expression.
It has lasted longer due to the generation of the Warhammer players.
Warhammer players do not want to play Warcraft generation games online.

So it flopped and was useless.

+1 vote   media: Exodites theory.....
RT2...
RT2... Oct 17 2014, 8:00am says:

So what I am hearing is that the Gue'vesa, can be upgraded by hardpoint in ebp to Gue'vesa'ui..... On model for both. :P

Also that commissar cadets can be upgraded to commissar though EBP.

+2 votes   media: "All in one" Praetorian concept update
RT2...
RT2... Oct 17 2014, 6:34am says:

Satire, is always amusing. :)

+2 votes   media: Show me your pink bits.....
RT2...
RT2... Oct 17 2014, 6:16am replied:

So theory goes 3 mslc and three texture slots available. :)

More random and unique.

+2 votes   media: Commisar Cadet Militia MK3
RT2...
RT2... Oct 17 2014, 5:03am replied:

Just the flipped body. :)

Having the extra body for random. :)

+2 votes   media: Commisar Cadet Militia MK3
RT2...
RT2... Oct 16 2014, 10:24pm says:

Similar should be able to be done for the SGM. :)

+2 votes   media: FFE adding new vis animations....
RT2...
RT2... Oct 16 2014, 11:44am says:

Good innovation there. :)

I need sleep.. :P

+3 votes   media: "All in one" Praetorian concept update
RT2...
RT2... Oct 16 2014, 8:38am says:

Now onto the body sync which takes a lot of time with that large a variance in teh model sizes and positions. :P

I'm having a break for now. :P

+2 votes   media: I can work with that..... :P
RT2...
RT2... Oct 15 2014, 11:21am replied:

I need to document this, since there is more then me that can do body syncs, and later on someone might have an idea and do some. :)

Ad it looks like a few can do FFE work now also, so that is why I am linking them up. :) so others can learn and try. :)

As some of their ideas, might be able to be done. :)

If not by me, by someone else reading this. Documentation. :)

One of the reasons I am relic'ng up info. :D

+2 votes   media: Techguard MK2
RT2...
RT2... Oct 15 2014, 10:57am replied:

Just 2nd Gen. :P

+2 votes   media: Techguard MK2
RT2...
RT2... Oct 15 2014, 10:17am says:

Really needs a good texture. :P

+2 votes   media: Commisar Cadet Militia MK2
RT2...
RT2... Oct 15 2014, 7:38am replied:

Memory lapses happen, as long as it isn't related around going to the toilet, it is all good. :P

Anything else I might need to know?
Just to jog your memory... :P

+2 votes   media: Yeah you are correct buddy
RT2...
RT2... Oct 15 2014, 2:50am says:

L/R stuff up. :P

+2 votes   media: LOLZ..... praetorian shoulder pads.
RT2...
RT2... Oct 14 2014, 7:03pm says:

The shoulder pads are from the models perspective.

The larger numbers are on the loader. :)

They are a linked bone.

+2 votes   media: Cadian Body Sync....
RT2...
RT2... Oct 14 2014, 6:59pm says:

The shoulders are from the developers perspective with the larger numbers being the loader.

Skinned object.

+2 votes   media: tallarn body sync
RT2...
RT2... Oct 14 2014, 9:40am replied:

that would be my positioning problem.

And I may be able to fix it with the translation and rotation methods I used this morning.

then when the rotation and position is set, it should in theory just be a pelvis, the real pelvis, scale in max. :P

I hope.

+2 votes   media: It was bone labels for the commander model.....
RT2...
RT2... Oct 14 2014, 9:15am says:

Also that head....
...Was there any head issues?

This is after the head is changed to head01

Just thoughts buddy. :)

+2 votes   media: It was bone labels for the commander model.....
RT2...
RT2... Oct 14 2014, 8:53am replied:

I'll have a look and feedback to see some things. :)

Don't worry about getting angry as I will ask some dumb questions, picking it up again. :)

+2 votes   media: Leman Russ Main Battle Tank Intel about bones.
RT2...
RT2... Oct 14 2014, 8:40am says:

Not sure if you ave been down this path buddy.

This is the anim of the 5 idles for the commander and its bones.

I had a look and the anims work.

Maybe it is a bone name system and or something else I cant think of.

Or maybe it is just AP.

+2 votes   media: Leman Russ Main Battle Tank Intel about bones.
RT2...
RT2... Oct 14 2014, 6:47am replied:

That is why I did up the cadians also. :)

+2 votes   media: Mordian body sync...
RT2...
RT2... Oct 14 2014, 6:45am replied:

Yeah buddy, every new model is more assets.

I wouldn't touch the Crapachans out of DOW2 even with the suggested levels change by increasing shadows as they are not a good model.

+2 votes   media: Yeah fixed the head and did a lil' move on both..
RT2...
RT2... Oct 14 2014, 4:40am replied:

Also I am trying to find more guard variants to body sync. :)

+2 votes   media: Yeah fixed the head and did a lil' move on both..
RT2...
RT2... Oct 14 2014, 4:39am replied:

Hey buddy, Take your time . :)

I am still trying hard to keep the person I care for out of the local hospital.

+2 votes   media: Yeah fixed the head and did a lil' move on both..
RT2...
RT2... Oct 13 2014, 10:28am replied:

I think I have read this before. ---->

+2 votes   media: I wonder if it would be that easy peasy....?
RT2...
RT2... Oct 13 2014, 10:20am says:

Dl.dropboxusercontent.com

Praetorian team, if anyone with ffe skills wants to try it out. :P

That would technically fix a fux load of guard.

I would wonder if one of the cadian HWT would do the same for cadians.

I also wonder if any HWT setup faction for guard would translate across easily? Since most of the body sync is done in Max with xref work. :P

Yes I am babbling, but I think it could be a lot easier then we initially think. :P

If any one knows of any other hwy for any of the guard factions please do babble. :P

I wonder about the Elysians Ombre was working on?

Definitely bed time.

+2 votes   media: I wonder if it would be that easy peasy....?
RT2...
RT2... Oct 13 2014, 2:12am replied:

I couldn't tell you as I am not da boss. :P

But even those ghostly knights would be a good ability addition. :)

+2 votes   media: Grand Master Mordak...
RT2...
RT2... Oct 12 2014, 11:22am says:

That would really stuff up your enemy...
....When did I get stealthed gk terminators...?
....Why are they shooting at me.? :P

+2 votes   media: Summoned grey knight brothers from 5th Ed.
RT2...
RT2... Oct 12 2014, 9:53am replied:

I could have went green, but decided to dump saturation and increase lightness...

I mean the spanna boy texture would have done good, but why not go cliche?

+2 votes   media: Dead Ork, Dead Ork, Dead Ork, Dead Ork, Dead Ork
RT2...
RT2... Oct 12 2014, 9:10am replied:

I just got the program so tun it on this old thing first. :P

Also if I put it on the 16gig system I would have to develop on the 50" tv. :P

Cant have it that good :P

I might be able to see what I am doing. :P

+2 votes   media: It is a start......
RT2...
RT2... Oct 12 2014, 8:58am replied:

So you are telling me I should use the 16 gig system and not the 4 gig system?

+2 votes   media: It is a start......
RT2...
RT2... Oct 12 2014, 8:28am says:

If you are reading this and looking at this image.

petition for a solution through file conversion.

Do not follow me. :P

+2 votes   media: It is a start......
RT2...
RT2... Oct 12 2014, 12:59am says:

7 variations.

R,G,B,
C,Y,M,
Greyscale.

+1 vote   media: Tanslucency analysis....
RT2...
RT2... Oct 11 2014, 4:09am says:

The purpose of this model as I may gave previously mentioned, was to plow into troops and self destruct. :) Causing lots of damage and also making the enemy troops wary of taking it on. :P

+1 vote   media: Hellhound with rampage.....
RT2...
RT2... Oct 11 2014, 3:45am says:

It is in the .lua........

+1 vote   media: Animated tracks issues....
RT2...
RT2... Oct 10 2014, 3:18am says:

This is the hellhound I am talking about putting a Dozerblade onto to plow into the enemy troops with a ramming/rampage ability. :)

An error correction, By SOB immolator ability, I meant a self destruct and I believe that is where I made the mistake as it is not the self destruct ability that the immolator has. :)

If I could get this hellhound variant with a dozerblade on would be fantastic.
Possibly an older codex version of the hellhound.

Then it would just be a matter of doing up the whe for the rampage ability.

It would be handy to know of a simple self destruct ability to be able to be used with the tank as well.
Some ability that used corsix set fx with the die animation of the model.


So first of all it is a hellhound searching I go. :P For dozer blade version.

+3 votes   media: Hellhound better representation.....
RT2...
RT2... Oct 9 2014, 7:57am says:

Flyers in chaos of course.

+1 vote   media: Mass deployment of Air Spit....
RT2...
RT2... Oct 9 2014, 7:35am says:

Looks like what I imagine a space Gate would be if it was shielded. :)

Even has pilot lights for the vertical north. :P

+1 vote   media: Chaos Air Spit....
RT2...
RT2... Oct 8 2014, 10:35am says:

The difference between the PSP versions of 24 bit and 32 bit or alpha channel.

+1 vote   media: TGA to 32 bit with alpha, from 24bit with alpha...
RT2...
RT2... Oct 8 2014, 10:34am says:

The difference between the Gimp versions of 24 bit and 32 bit or alpha channel.

+1 vote   media: TGA to 32 bit with alpha, from 24bit with alpha...
RT2...
RT2... Oct 8 2014, 10:33am says:

These are TGA with alpha channels.

The paintshop pro one is obvious by the amount of extra data with an alpha channel declaration in it the ampersand.....

The gimp version doesn't have the PSP spam and the alpha declaration.

But the FF alpha declaration it obvious in the content.
After every third caracter...

It seems the footer is where all the intel is.

<--------

+1 vote   media: TGA to 32 bit with alpha, from 24bit with alpha...
RT2...
RT2... Oct 6 2014, 7:01am says:

How would they go against Godzilla?

+2 votes   media: Someone spoke about alien swarms? :D
RT2...
RT2... Oct 3 2014, 12:58pm replied:

That is why I am glad I did it through Oe with the Put me here ...sgm... :P

And then just new and xref the anims out of what Mudlfpas pulled out. :P
Or what I reburnt through max. :)

Then you just have to put the chunks in. :P The 7 main chunks. :P

Man you make it sound like real hard work. :P
I'm not that energetic. :P

+2 votes   media: Alternate Living saints Xref'd through FFE.
RT2...
RT2... Oct 3 2014, 12:01pm replied:

Does Ctrl-x work?

+2 votes   media: Alternate Living saints Xref'd through FFE.
RT2...
RT2... Oct 3 2014, 11:59am replied:

To quote cyclarne on my splash page, "My head hurts"... :P
And that was just putting up the gigantic long list. :P

I have my eye on the Warhounds I TC a few years ago as a good Xref. :P

There are a few of them to be xref'd. :P

I just need to do one Whe then put the 7 chunks from each original Whe in it and presto.. fastest Xref ever. :P I cant think of anyway to do it faster. :P
Of course I have to delete the ANIM out of the whm, but pffft, OMG, I have to click the cut button with the mouse.... Unless there is a faster way?.... :P

Speed matters after 2L of iced coffee. :P

+2 votes   media: Alternate Living saints Xref'd through FFE.
RT2...
RT2... Oct 3 2014, 11:47am says:

Xref in FFE, seems way to easy. :P

+2 votes   media: Celestian Rhino Xref.....
RT2...
RT2... Oct 3 2014, 10:54am says:

Needs testing for Fx ups. :P

As far as I know, there should be no problems due to the xref method.

Will get round to Xref'ing the cherub soon.
Just need to find out where the VIS changes are in the cherub.
Finding the 803f changes means I do not Xref those anims. :P

As this is just FFE work with nothing new. It should be compliant.

Of course I do not know of any changes after 1.73

+2 votes   media: Alternate Living saints Xref'd through FFE.
RT2...
RT2... Oct 3 2014, 8:36am says:

As usual buddy. :)

edit away. :)

The last 12 months away, I missed some interesting changes and caps in the program support. :)

I also started back in the under 2Gig Memory access as the majority of stuff would have been developed on the over 2G memory patch. :P

+3 votes   media: Upgrade of RT2's work
RT2...
RT2... Oct 2 2014, 7:11am says:

I got no idea what to do fx wise with the rampage series. :)

So it should be someones idea. :P
and it is possible now, just with ffe and fx tool. :P

+1 vote   media: Deathwheel Rampage Fix. :P
RT2...
RT2... Oct 1 2014, 8:49am says:

This example is a 25% increase in shadows.

There are multiple other percentages and it could be done to your liking. :)

+2 votes   media: Level work on DOW2 models.....
RT2...
RT2... Sep 30 2014, 9:19pm says:

Got the mton fixed.

So now they point towards the enemy instead of firing. :P

+1 vote   media: Yoof Scale....
RT2...
RT2... Sep 30 2014, 2:26am says:

Theivin' lil' beggars stealin' me bombs....

+1 vote   media: Yoofs....
RT2...
RT2... Sep 29 2014, 1:57am replied:

This one we dont.:)

This is a concept, not a fix. :)

Which means it will hurt like a mofo if you try. :P

It is uploaded here so that anyone who feels confident enough to know what to do can. :)
And save the UA boyz some SBPS stress. :P

If you know how to use corsix or AE you could try that way. :)

But if you are not sure, I would just refer it as an idea.

With the media uploaded it will be available for the mod team. :)

I haven't got it completely working,

+2 votes   media: Chaos War Coven.......
RT2...
RT2... Sep 27 2014, 8:55pm says:

Remember if you want to get away from citizens.

imperial_guard_guardsman_coward

is available.

lua rescale for teenage size.

Or it could be for IG. :P

Senseless slaughter, sending in the cowards for a meat shield. :P

also would the greater diversity between the rescale numbers mean a greater variation in the model sizes ? in game view.

+1 vote   media: IDH bits and pieces (Whole thing not shown)
RT2...
RT2... Sep 27 2014, 11:02am says:

Yeah.

+3 votes   media: Finished Chaos taskbar
RT2...
RT2... Sep 27 2014, 9:26am says:

There is multiple ways to apply these in game and each of them unique and totally different to the other styles.

The whe is the key as to how they get implemented as the whm should be the same with just different mslc.

The first level might need some 803f work, but I cannot tell yet.
I say this because of a visibility setup on the yoof hostel. :P

If you are game enough and want to leave me feedback, you would be best to message me to get my attention. :P If I'm fragged, Um I dunno? :P

Movement on, Until I see how these get implemented. :P

Also if you want to know how easy it is to make a building go vertical using ffe object swap ins, message me, it is not that hard, :P

+1 vote   media: Sim City 40,000....
RT2...
RT2... Sep 27 2014, 4:41am replied:

Would you prefer GTA 40,000?

I cannot see why I could not put CJ in there to Jack/possess vehicles and run run using expletives everywhere?

+2 votes   media: IDH bits and pieces (Whole thing not shown)
RT2...
RT2... Sep 27 2014, 4:32am replied:

I really should finish Sim City 40,000.

Orks, Tau, Chaos are done ?some where? also. :P
Sisters, Dark Eldar, Eldar, Necrons and the rest need to be done. :P

+2 votes   media: IDH bits and pieces (Whole thing not shown)
RT2...
RT2... Sep 27 2014, 12:12am says:

Just go to figure out what to do with the FX on the staff not being aligned.

+1 vote   media: More glow removed to get the only fx on the tip.
RT2...
RT2... Sep 26 2014, 11:29pm replied:

Have you thought about wtp work yet or team colouring?

+1 vote   media: News from Joazzz - The gargant got updated
RT2...
RT2... Sep 26 2014, 9:37am says:

Just did a shoulderpad fix... notin really brilliant to look at. :P

+1 vote   media: team colouring.... :P
RT2...
RT2... Sep 26 2014, 9:29am says:

Could you use the swap player code?

so you literally play both at the same time?

Leaving the useless stuff for the ai to do?

+1 vote   media: So i gave the Survival Mod a try...
RT2...
RT2... Sep 25 2014, 10:42pm says:

w40k is a waste as it only has one weapons variant available in clas. :P

so it looks like it will just be a tgd and dxp2 mix up.

Bugger about the hair.
I found out the hair version I saw last night was a support version, so I haven been babbling **** the last couple of days about herseer, as it only seems to be a texture... :P

EBP work is all that is needed with some SBP work to get the squad design properly. :P

+1 vote   media: Got round the sbps issue for one thing...
RT2...
RT2... Sep 25 2014, 9:33pm says:

Names, With the dynamic and unstable naming convention of GW over the past 30 years, it is no wonder there are conflicts. :P

+1 vote   media: Farseer Council Concept....
RT2...
RT2... Sep 25 2014, 10:56am says:

From experimentation I found some interesting things.

That in the ebp the hardpoints can be set to show up five different enough with just tgd and dxp2.

you would end up with:
two tgd variants with witch blade and witch spear.
three variants of dxp2 with one maxed out as the unit, and two others with mixed weapons and that should diversify the model look enough to give it a good mix. as I found that DXP2 has hair.... :P

+2 votes   media: Farseer council inhabitants.......
RT2...
RT2... Sep 25 2014, 10:41am replied:

With the strengthening of psykers in 7th ed 40k I thought I should go through Apocalypse and find suitable psyker groups to even out the guard squad of psyker battle squad.

Just these last three units I am working on, Have I remembered or found so far. :)

Sisters, dont get psykers.
Tau, I haven't seen anything for.
Necron, Nope.
Tyranids, Malanthropes?
Dark Eldar I dunno.
Daemons, have their own god based system.
Inquisition, Grey Knights. :P
.....

+2 votes   media: War Coven?
RT2...
RT2... Sep 25 2014, 8:34am replied:

Oh, me so sorry,
Oh, me so sorry,
Me sorry long time. :P

+3 votes   media: Special for campaign lovers
RT2...
RT2... Sep 25 2014, 7:41am replied:

Santa Clause cares.

He's making a list and checking it twice.
He's Gonna find out, who's naughty or nice.
Santa Clause is coming to town... :P

+1 vote   media: Special for campaign lovers
RT2...
RT2... Sep 25 2014, 3:55am says:

That makes 5 Sorcerers available for the War Coven. :P

+1 vote   media: Sorcerers Fuxed up... :P
RT2...
RT2... Sep 24 2014, 7:30am replied:

would it be possible to navigate to w40k with the ../ hierarchy changes?

so in theory you would ../../w40k/data/art/ebps/races
/space_marines/troops/the.whm ???

Just like web navigation hierarchy?

../ just takes you up another folder. :P or is it ..\

+2 votes   media: Special for campaign lovers
RT2...
RT2... Sep 23 2014, 9:53am says:

This is poving a bit harder to figure out the ebp for.

I know there is vis states in max for more then just the four weapons variations.

But how to enable it through ebps is another question.

ffe tells me that there is vis states for the ebps for weapons of bolt pistol and plasma pistol.

And corsix is yelling me you can set a bedlam staff....
buggers me as I cant see any clause for bedlam staff.

I cannot load the OE work at the moment.
But I know I have done it in the past with the Sorcerers. ---->

Interesting levels of fatigue makes it less viable tonight. :)

+1 vote   media: War Coven....
RT2...
RT2... Sep 23 2014, 8:13am says:

Also if all four leader combos cant be made out of the farseer, there is always combos in the herseer. :)

+1 vote   media: Farseer Council.....
RT2...
RT2... Sep 22 2014, 8:40pm replied:

It is sounding with the assets roof of 2GB, they would be best used as an independent race with units wholey from DOW2 in their own race to compensate for the assets roof.

That is what the dreams tell me as a solution to get around the assets roof, in DOW. :)

Doing away with things like WTP. Lots of ram saved there. :)
Just as an example.

+1 vote   media: Can we use these in DOW yet?
RT2...
RT2... Sep 22 2014, 4:10am says:

Has anyone done the map assets, so the terrain and mapping in DOW2 could be replicated in DOW?

All the units in DOW2 are a bit, how you doing.

It seems to be the buildings and Mapping assets for terrain that seem to be more interesting. :P
Or at least keep my attention. :P

+1 vote   media: Can we use these in DOW yet?
RT2...
RT2... Sep 21 2014, 9:20pm says:

Movement onto the ebps/sbps....

Librarian squad of one, with 4 leaders of 2 types.
-Codicier
-Lexicanum.

Fixed weapon loadouts or hardpoints on each of the ebps.
So they show up like the above image. :)

+1 vote   media: Librarius textures back to 512x512... :P
RT2...
RT2... Sep 21 2014, 7:39am says:

Now if only I could smoke grenade with the Lexicanum, and sit on overwatch with quickening, waiting for enemies to come into range and axe 'em out of realspace... :P

Loved doing that so much in "Chaos Gate".... :P

+2 votes   media: Upgraded the codex texture to 1024x1024.....`
RT2...
RT2... Sep 20 2014, 7:44am says:

Librarius

+1 vote   media: Librarium again...
RT2...
RT2... Sep 20 2014, 7:42am says:

Librarius

Psychic Choir formation (so pool warp charge, etc)
5 space marine librarians or 5 Space Wolves rune priests
Special Power is 4 Warp Charge. 24" Str 'destroyer' AP 1, Heavy 1 Large Blast, Vortex.
Remember vortex blasts stay in the game, turn to turn! The Librarius may dismiss the blast before it moves, otherwise it scatters like normal. If a double is rolled when scattering (any double) then the vortex is removed and you use the Seismic Explosion Unnatural Disaster rule for the rest of the game!

+1 vote   media: Librarius units texture complete.....
RT2...
RT2... Sep 20 2014, 7:27am replied:

Finded eet...
<------------

+1 vote   media: Lexicanum.... out of Librarius...
RT2...
RT2... Sep 20 2014, 3:06am says:

Beggers me were the librarian is that was an early codex one.

+1 vote   media: Lexicanum.... out of Librarius...
RT2...
RT2... Sep 19 2014, 7:52am replied:

Thanks for saving me an hour trying to figure out which item needed to be moved down :P

+1 vote   media: Stuff in MAX
RT2...
RT2... Sep 19 2014, 2:10am says:

Remembering with the changes in 7th and also the Apocalypse rule sets you can have more then just a commander in an XV-89...

+1 vote   media: XV-89 FFE fix....
RT2...
RT2... Sep 18 2014, 11:33pm replied:

You know where to put the whm?

You can see it now. :P

Remember to make a copy of the one already there. :)

+2 votes   media: FFE Fix on dreadnought....
RT2...
RT2... Sep 18 2014, 6:38am says:

still no burn. :P

+1 vote   media: Linking a bone.... in Blender.....
RT2...
RT2... Sep 17 2014, 11:58pm says:

I admit I enjoyed this engine more then DOW.

+1 vote   media: STC & warp isloated system.....
RT2...
RT2... Sep 17 2014, 3:45am replied:

Thank you very much for the thoughts buddy. :)

I understand priorities in life, as it reduces my modding time also. :)

Over the past 12 months I have done modding in other engines that have female developers and they seemed able to participate in the communities.

I am trying to understand the difference in the communities and the development techniques for the gaming systems I engage in.

It may be the dedicated RTS with the lack of RP, which makes it no better then an FPS, entertainment/amusement wise.

I would enjoy the chance to engage in a conversation with you about what makes this less enthralling then other hobbies or areas of interest.

The book tells me it is the violence fueled systems used in the game and the lack of co-operation for a collaborative outcome.

I hope things are well there buddy. :)

+2 votes   media: Any female developers?
RT2...
RT2... Sep 17 2014, 1:56am says:

If I seem challenging it is possibly because of the person I care for being so troublesome.

Caring for someone so unwell, really is a challenge some days.

I should just institutionalize them and forget about them... But the effort needs to be made or they will just end up permanently institutionalized.

+1 vote   media: Blender still sux for losers....
RT2...
RT2... Sep 15 2014, 8:35pm says:

What that? a D6?

+1 vote   media: Warp isolated worlds...
RT2...
RT2... Sep 14 2014, 9:58am says:

Mostly textual intel. today while I slumber with my eyes open. :)

+2 votes   media: Im going to bed...... I hope I sleep... :P
RT2...
RT2... Sep 14 2014, 8:43am says:

Try RSH first.

Then is the alpha layer check and flip image trick doesn't work.

Try the WTP and possibly the alpha in the default. :)

+1 vote   media: Tau Commander Double Texture issue
RT2...
RT2... Sep 14 2014, 8:40am says:

This usually means either the RSH in upside down.
As they need to be flipped with alpha also.

DXTBmp &
Dawn of war texture tool can fix it.

Or the WTP has issues with the team colour setup.
Dawn of war texture tool can fix it.

It could also be a corrupted alpha layer in the dds which goes into the RSH.

+1 vote   media: Small Dreadnought Issue
RT2...
RT2... Sep 12 2014, 6:15pm says: +1 vote   media: Space Crusade / Starquest...
RT2...
RT2... Sep 12 2014, 10:30am says: +1 vote   media: Making these....
RT2...
RT2... Sep 12 2014, 10:06am says:

Now back to looking for the rules for advanced space crusade and also tyranid attack. :P

+1 vote   media: Intel. Up on Space Crusade in white Dwarfs....
RT2...
RT2... Sep 12 2014, 9:30am says:

Also I think this windows is going down or the interruptions could be from the solar emissions they have been talking about on the news, this solar storm crap coming. :P

+1 vote   media: Sisters w/ Marine Powersword Fx....
RT2...
RT2... Sep 12 2014, 8:41am says:

This should mean no FFE work. :P

Yeah yeah I know hit fx. :P

Should be teh same process, so there could be some FFE looksee to find what it uses in mton. or look at evnt and guestimate. :)

Then into FXtool to find the comparable effect and compare them.

Thoughts?

+1 vote   media: Using the marine powersword Fx on the SOB... Pt.2
RT2...
RT2... Sep 11 2014, 8:36am says:

Ive hit a wall....

Until I can get it to render texture view in main screen, I cannot cut along the shape and cut out sections. :P OMG....!

I try texture view in the main setup but it just gives me black screen, unless that is the render process for the main screen. :P I will look into that.. :P

Otherwise I am sucking steam for no benefit.

+1 vote   media: Scaled to fit the Foolscap roughly.....
RT2...
RT2... Sep 11 2014, 2:16am says:

I also need to learn how to rescale the plane to the correct size as well for the texture or the printed foolscap scale. :P

+1 vote   media: Image applied to texture onto object
RT2...
RT2... Sep 10 2014, 11:18pm replied:

Remember if you want to use it with its single player look in multiplayer.

Just cut the sshr out and save. :)

The sshr is what allows team colours. :)

+1 vote   media: Particles gone....
RT2...
RT2... Sep 10 2014, 7:57am says:

Hmmm.... there is a blonde joke here some where, I know there is. :P

+1 vote   media: The gem glows... :P
RT2...
RT2... Sep 10 2014, 6:53am says:

What was I doing before the blue screen while watching Judge Dredd?

Ah yes making the gem glow. :P

+1 vote   media: A gem
RT2...
RT2... Sep 9 2014, 10:12am replied:

Once I can get my minds eye around the back of the cryptek and how to translate it into max. :P
It will be better at that point. :P

Otherwise back into the backgrounds it goes. :P

+1 vote   media: Mouseketeers ears on... :P
RT2...
RT2... Sep 9 2014, 9:52am says:

Tell me the solution while I stare at your tits digital woman. :P

+2 votes   media: Wow armature in but not skinned.
RT2...
RT2... Sep 9 2014, 9:35am says:

That looks really good with the texture work so far.

And it really contrasts with the darker environment. :)

I just wish I could get a good mental image of the Venenum assassin.
As I think I could be made out of the same whm.
But my minds eye, doesn't have it yet. :P

+2 votes   media: Vantus assassin by RT2
RT2...
RT2... Sep 9 2014, 6:58am says:

As far as I know I am the only able to get that much out of the dias.

If anyone knows better please advise?

I am of the mind there was some type of post processing....

+1 vote   media: Got a Slave out of the Dias.... Only One....
RT2...
RT2... Sep 8 2014, 9:18pm replied:

Thanks buddy. :)

+2 votes   media: Polygon fix
RT2...
RT2... Sep 8 2014, 10:21am says:

Why do i think.....

Does it spits or swallow?

Hmmmm.... The psychology in that question. :P

+1 vote   media: Nemesis
RT2...
RT2... Sep 8 2014, 10:17am says:

I think the only thing I really have claim to on there is the res orb. :P

+1 vote   media: Lazer beams for freakin eye... :P
RT2...
RT2... Sep 8 2014, 3:20am replied:

you know you should be able to swap the canopy for the other wall section?

+1 vote   media: Ork offset settlement walls.
RT2...
RT2... Sep 8 2014, 3:19am replied:

I have checked several times over the last couple of days... and you have all I have. :P

If it was a max screenie, it was possibly overwritten. :P

+1 vote   media: Ork offset settlement walls.
RT2...
RT2... Sep 8 2014, 3:10am replied:

The Vanus is another independent character, like all assassins, just happened to be in development that the fastest way was to use the code for the calculus logi already in the squad. :)

Either that way or spend an extra hour sorting out EBPS/SBPS/Spawner.ext

So it is a testing way in case It turns out crummy. :)

I just do concepts and see if they work. :)

I am not the person who implements them into a mod. :P

So I need basal information about how to implement them.

If I get lucky with the Nemesis book, I might get more assassins style out of the same WHM and they would also be independent characters. Who would be developed initially in a squad like this for fastest, game play display.. so if it is garbage, I can stop it or movement on to something else.

+1 vote   media: Vanus completion.
RT2...
RT2... Sep 7 2014, 11:36pm replied:

Which hand?

+1 vote   media: Almost human Noble
RT2...
RT2... Sep 7 2014, 8:08pm says:

I dont make much sense first thing in the morning.
Also I dont read too well. :P

The Vanus was designed out of the id_type_calculus

I should re-read Nemesis and see if I can get more assassins out of this model with different id_types.

Later on when the Model is full of assassins the FFE can change the ID_TYPE you call on for the model setup. :) It is just a text replace in FFE.

Yeah it looks like a heavily modified priest body, because it is its genesis.

Got to love the cloaks.

+1 vote   media: Scholars in IDH.....
RT2...
RT2... Sep 7 2014, 10:24am says:

Only primary and eyes applied so far. :P

+1 vote   media: Noble team colour.... Hair
RT2...
RT2... Sep 7 2014, 2:32am says:

Had to texture rescale the rsh for the Citizen_women as it was broken for soulstorm.

+1 vote   media: noble female
RT2...
RT2... Sep 7 2014, 1:20am says:

Dawn of war, while not the best engine to use....

Had the ebps setup for the model I was working on... so to get concepts out faster without lots of corsix work it was the way to go...

+1 vote   media: noble female
RT2...
RT2... Sep 6 2014, 8:09pm replied:

Marauder Vigilant:
Moddb.com

Is the infiltrator deterrent. :)

Or you could say it is more of an infiltrator temptation and you get the under attack warning. :)

I get the idea that scouting units would be overly insane as infiltrator detectors. :)

+1 vote   media: Closer....
RT2...
RT2... Sep 6 2014, 9:33am says:

might be a head change later. :P

+2 votes   media: Vanus Enhanced Texture....
RT2...
RT2... Sep 6 2014, 1:21am replied:

Like a drop pod spawn system, is the best way I could describe it. :)

+1 vote   media: Orkish Parras....
RT2...
RT2... Sep 5 2014, 9:39pm says:

Like the 2nd ed style of Legion of the damned, with a thunderhawk. I did so long ago, it would possibly be late game as a specialist building called in from the warp to sit in the planets orbit and not on the ground. :P

So you lose the ground battle and not the war. :P

+1 vote   media: Cult theories of even Chaos Legions...
RT2...
RT2... Sep 5 2014, 7:36pm replied:

Aero-scout.

Something that moves fast and scouts out intel on location.

Like the Hellblade, Fighta, Lightning, Raven, Barracuda, Tempest.

Also used on mass as a aero walls against infantry being swamped.

+1 vote   media: Closer....
RT2...
RT2... Sep 5 2014, 8:05am says:

Now back to the astral spectres work. :P

+2 votes   media: Vanus Assassin... From Nemesis
RT2...
RT2... Sep 5 2014, 7:50am says:

Hell yes I am thinking possession of units. :P

+2 votes   media: Astral Spectre.....
RT2...
RT2... Sep 4 2014, 10:52pm says:

Initial thoughts would be a bone sync, with a object rescale on the object itself.

This should not interfere with the skinning information and allow the repentia to be scaled correctly for the models design.

+2 votes   media: I remember the Repentia issues now.
RT2...
RT2... Sep 4 2014, 7:48pm replied:

Not likely with my UV mapping progress. :)

+1 vote   media: Thunderbolt, using FW pics for textures.
RT2...
RT2... Sep 4 2014, 9:42am says:

You know
the repentia
the sister
the celestian
You might know
the angelic armour
And the angelic visage, prototype.

All combined into one model and broken down into several armour sections.

I believe I should be able to gets levels of armour damage possible. :P

So a series of visibility for 6 stages of damage.
All armour
1 piece missing
2 Piece missing
3 piece missing
4 piece missing
all armour missing and dead. :P

+1 vote   media: Armour Damage.
RT2...
RT2... Sep 4 2014, 8:27am says:

Just happens that typing the number 1 put it at the crotch....

Who would have known?

LoLz.....

+1 vote   media: Crotch Halo....
RT2...
RT2... Sep 1 2014, 10:03am says:

Imagine it on a harelquin armature, LoL... :P

+1 vote   media: Bipedal to tentaculate animation conversion. :P
RT2...
RT2... Sep 1 2014, 2:39am says:

I wonder if this is how the arm on the females get fixed?

Where would I get an unclothed arm to replace the pair she already has. :P

+2 votes   media: Some improvements on the team colour
RT2...
RT2... Aug 31 2014, 10:34pm says:

As a blind man I cannot focus well enough to get decent levels of UV mapping and usually expletives fill the air. :P

+1 vote   media: Closer....
RT2...
RT2... Aug 31 2014, 10:06pm says:

cockpit seems to uv smoothly until you get to the sides, :P

OMG SOB POS Cocklesspit.. :P

Spent an hour on it and I am already swearing. :P

I got the exhausts done happily. :P

+1 vote   media: Thunderbolt with recycled Marauder texture....
RT2...
RT2... Aug 31 2014, 7:46am says:

My mind is filled with vector development, could I technically turn the plane into a grid equal to the textures pixel size?

then reducing planes some how by merging a group of planes into a single object.....

then surface deletion would be so much easier and isolating the objects would be a dream. :P

This insanity have my attention.... So this is where I am going at the moment. :P

+2 votes   media: Break time in learning.
RT2...
RT2... Aug 31 2014, 7:31am says:

So as a consequence, I upp'd My undos to 50.

+2 votes   media: 3rd Effort.....
RT2...
RT2... Aug 31 2014, 4:57am says:

100% scale is much better and I also took off the triangle textures, from the preferences.

The next area of interest would be to find a way to cut down on surfaces from theoretically working from one side to another, as at the moment I am getting too many polys and too many new polys being generated on the flip side.

side to side doing the largest and complex shapes first.

+1 vote   media: Starting again...
RT2...
RT2... Aug 31 2014, 3:00am says:

It could be because of the way I generated the planes sides in the first place.

As this is my first time doing it, I wouldn't be surprised if I have to scrap this and start over again. :P

+1 vote   media: Nightmare......
RT2...
RT2... Aug 30 2014, 7:14pm replied:

Is there a name for the Algorithm?

+1 vote   media: Damn i only see this game wherever i look!
RT2...
RT2... Aug 30 2014, 9:05am replied:

What gets me is why to start in the middle?

You start in a corner, then go to strike the two adjoining corners in sequence, and you never lose. :P

+2 votes   media: Damn i only see this game wherever i look!
RT2...
RT2... Aug 30 2014, 8:00am says:

The exarch comes with a Sword does it not?

With that theory should it not be a spear?

+1 vote   media: Need opinions: Which one? Spear or Sword?
RT2...
RT2... Aug 29 2014, 7:21pm replied:

Making an effort man, making an effort. :)

+1 vote   media: Want your Chaos thunderhawk to look better?
RT2...
RT2... Aug 29 2014, 8:12am says:

Wood Eldar?

+1 vote   media: Revenge of the tree... :P
RT2...
RT2... Aug 28 2014, 8:35am says:

Open to ideas.... :P

+4 votes   media: Spiiritseer and friends. :P
RT2...
RT2... Aug 27 2014, 8:20am says:

I might steal that sword though and dump the powerfist. :P

+1 vote   media: Not what I expected.
RT2...
RT2... Aug 26 2014, 7:50pm says:

Oh and I still need to do the corsix work to get weapons to show up per squad.

+1 vote   media: Juves, Juves, Juves.... Juves....
RT2...
RT2... Aug 25 2014, 11:35pm says:

Priest goes with Leader and Ganger specials to replace the current leader set used in other squads

+1 vote   media: Redemptionist Juve and Priest
RT2...
RT2... Aug 25 2014, 11:33pm says:

Juves will be Lua rescaled down to compensate for the models scale.

+1 vote   media: Redemptionist Juve and Priest
RT2...
RT2... Aug 25 2014, 9:08am says:

Love you work as always.

Have you done a city series for a set of players to fight over in a campaign?

Covering every section of the city.

I know the game cant handle it in multiplayer at the moment, but one day..

With the steam inclusion, I am thinking you might be able to get a coordinated campaign in multiplayer.

the crazy Idea is based around spawn points from all 4 corners and 4 sides.
Overlapping spawn points architecture between maps would also add to authenticity of the multiplater campaign.

With an inhabitant AI player in the campaign to start it would then be fought over in multiplayer co-op or deathmatch.

So until players collide in a map or get to the same map together it would be single later against AI.

I know some of the forgeworld maps for cities campaigns are online, then it would just be a matter of your interpretation.

I hope this translates okay. :)

Just thoughts about entertaining your skills and providing steam players with a kick *** setup multiplater campaign.

Just thoughts.
Love your work as always.

Be safe man. :)

+2 votes   media: cloudy_map
RT2...
RT2... Aug 24 2014, 11:42pm says:

I still have to make up the Juve setup/model and implement it into the squad as well as a Juves squad, and then translate a suitable name for the Redemptionists with material based around the Redemptionists.

+1 vote   media: Redemptionists with assassination scope, LoLz...
RT2...
RT2... Aug 24 2014, 4:23am says:

With the Juves theory, I think I will use the original priest model with red textures, for a Ganger leader for the squads.
Combined with 3 Gangers with a range of special weapons as leaders. :)

Should give all of the squads 4 leaders.

+1 vote   media: Redemptionist Gangers
RT2...
RT2... Aug 23 2014, 9:00pm says:

Just need to blank out some books. :P With the name trickery I think. :)

+1 vote   media: Redemptionist, Initial Results. :P So Rough... :P
RT2...
RT2... Aug 23 2014, 8:59pm says:

An FX area of interest, easy to do.

+1 vote   media: Redemptionist, Initial Results. :P So Rough... :P
RT2...
RT2... Aug 23 2014, 8:59pm says:

So if I remember correctly it is the EBPs setup.

With weapons hardpoints.

+2 votes   media: Redemptionist, Initial Results. :P So Rough... :P
RT2...
RT2... Aug 23 2014, 6:18pm says:

Expletive yeah.... :P

+2 votes   media: Twins put to use
RT2...
RT2... Aug 23 2014, 10:11am says:

This was done on the max8 machine.

Yes I think the textures suck too.

+3 votes   media: Thunderbolt, using FW pics for textures.
RT2...
RT2... Aug 23 2014, 9:20am says:

I found out why I haven't done it so far, the Ref.Max is in max 8.... :(

I need max 8 converted for Max 7... LoL.....

I'm not going to 8 on this pc.

+1 vote   media: Has anyone put the Thunderbolt in game yet....?
RT2...
RT2... Aug 22 2014, 6:15pm replied:

Ah okay. :)

+1 vote   media: Headless Priest......
RT2...
RT2... Aug 22 2014, 12:13am says:

I can kill anything, but I can't climb that hill. :)

+2 votes   media: Epic Vindicare cant climb a hill for a vantage....
RT2...
RT2... Aug 21 2014, 11:21pm says:

I think this is the first time I got this pic uploaded or any links to the resource material I used for this set.

I know FW an GW has gone out of Specialist games... Damn it all.

The Destroyer is a missile boat.
The vigilant is similar to the marine Damocles command vehicle.
The colossus is a heavy bomber, which seems to be suicidal(Low altitude, heavy bombers).

Titans are nice, but a complete flyboy wing would be fantastic. :P

also the titans have the range but not the visibility.
And the russ's are something that is challenging.
Marauders on their own at the moment are okay, but they could be nerdgasmic with these additions.

+1 vote   media: Marauders.....
RT2...
RT2... Aug 21 2014, 10:23pm replied:

Moddb.com

Good luck. :)

+2 votes   media: Headless Priest......
RT2...
RT2... Aug 21 2014, 10:06pm says:

An alternate theory would be to put it in the HQ, like the chaos marks.

+2 votes   media: Suggested move in UA...
RT2...
RT2... Aug 20 2014, 11:43pm says:

Random bodies with Guard Whm....

If they dont have a random body setup.

Using the bodies to replace other skinned objects that show up randomly depending on the roll.... and making the body invis for the original guard.
either 803f or the rename of the object and the data.

It is just a matter of the study of the original whm and learning what two objects show up randomly and never overlap vis. or go without vis. :P

Just a theory. :P

+2 votes   media: Headless Priest......
RT2...
RT2... Aug 20 2014, 10:30am says:

Okay so you got this far and cant figure out how to make these models durable?

What type of liquid solidifies paper based materials and strengthens their shape like a hard coat? also keeping the colouring materials safe?

+2 votes   media: Warhammer 40K – Land Speeder Tempest Paper Model.
RT2...
RT2... Aug 20 2014, 10:28am says:

Take your time to look through the site....

As this hobby concept is shyte loads better then the plastic or metal miniatures and takes more skill....

+2 votes   media: Warhammer 40K – Land Speeder Typhoon Paper Model.
RT2...
RT2... Aug 20 2014, 10:22am says:

With interactive digital media development for many tears, techniques like this have been used as a means to translate from a game model into a real model for dynamic understanding and not just pc based spam.

Making models is okay, but as a part of development have these skills would allow you extra 3d media to pitch your product.
Even though we have 3d printing capacity.

There is something said about patience and determination of someone who can develop this 3d media as well as interactive digital media.

Its a psychological reference as well as a promotional product. :P

Something few interactive digital media developers have the capacity to do is to create 3d interactive models. :P

You want to sell your media, use all aspects of media at your disposal, and if you cant... Make sure you put some time into learning this modelling skills, instead of the toxic plastic setups. :) And environmentally friendly and recyclable asset of skills. :P

+2 votes   media: Warhammer 40K – Land Speeder Tornado Paper Model.
RT2...
RT2... Aug 20 2014, 9:54am says:

Why did I put these up?

Because I had a brain fart last week...

And the brain fart was making flyers out of helium inflatable materials. :P

Then it wouldn't be a flying base needed, but A string to keep them from hitting the roof. :P

Or if I figure out weight to buoyancy of material, I might be able to get them to float at a certain level. :P

Look Mah no flying stand. :P

Of Course I want to do it with an Emperor class Battleship. :P
Using drones from above to bring it into range of a tourney and land it, in 40k scale. :P

But something a lil smaller first. :P
Like an Arvus lighter. :P
But no find. :(

And I could really use 70 Arvus lighters for sisters.
And if I use a Bluetooth, pressure valve I could transfer helium with oxygen and make it look like they land on the table top and blow some kiddies mind. :P

Helium filled Flyers, blowing every childs mind and making millions of dollars.
....Also storing easily. :P Deflated MoFo... :P

+2 votes   media: Warhammer 40K – Land Speeder Free Paper Model...
RT2...
RT2... Aug 20 2014, 2:15am says:

That's a flaming big sword you got there... :P

Yep we all like hot pokers... :P

+1 vote   media: True Zealots.... Who believe in the true god.....
RT2...
RT2... Aug 19 2014, 10:21pm says:

I am having one of those everything fudges up day. :P

First ebay. :P
Then max. :P

Actually it is more like a week of fudge ups and I hope this is a positive sign, things will start going right... Exit stage left, while I still can... :P

+1 vote   media: Trying to mirror an already Synch'd Model... :P
RT2...
RT2... Aug 19 2014, 11:04am says:

Moddb.com

Moddb.com

Looks like I have a Ref: already...

Also Ref: Necromunda

+2 votes   media: Redemptionist ideas....
RT2...
RT2... Aug 18 2014, 11:00pm says:

I'm out to pay bills. :

...Yay, Me... :P

+1 vote   media: Helldrake better....
RT2...
RT2... Aug 18 2014, 8:42pm says:

..\objective_points_SS\Data\Art\fx\textures PAR.TGA

+1 vote   media: Hell Drake in UA Areas of interest.....
RT2...
RT2... Aug 18 2014, 8:25am replied:

Just heading in buddy. :P

Throw the bandwidth, I need to catch up on 12 months. :P

+1 vote   media: Did these and the models get used?
RT2...
RT2... Aug 18 2014, 3:30am says:

HEHEHEHEHEHEeee.....

That is easy as it looks like it was just an ffe body swap. :P
For the Sera-Curia.

Then dumping the SSHR to take out the Team colour. :P

I see I used the same sisters body, which has the Medi-weapon as a part of the body object. :P

I see with left right swapping techniques, I could swap the medi weapon to the other side. :P

So I can just use the seraphim and do a body swap for the Blessed Armour.
So the angel setup can still be used with the angelic visage. :P

If only I could be that smart all the time. :P

I am thinking about random left right body swapping like the repentia but there is the issue of the Inferno pistol issues. :P

+1 vote   media: Imagifer/Banner Bearer Prepared....
RT2...
RT2... Aug 18 2014, 2:10am says:

Seeing this image makes me ask a question I am sure I have asked before.

It is if melee can be set in the settings, so the units are always using melee instead of the default setup.

A fantasy would be that if you set melee in the interface that they would show up with melee weapons and if you set ranged, they would show up with ranged all the time. Of course a fantasy in my mind. :P

+1 vote   media: Sisters melee weapons....
RT2...
RT2... Aug 17 2014, 9:06pm says:

So how to get rid of the bone spam from importing in max?

Well you export it and reassign bones to mesh through ffe and then re-import it. :)

after the re-import you can toss any (?) bones. :P

That should technically clean up the extra bones and skinning for those bones. :)

+1 vote   media: What needed to be imported into the Seras 4 Angel
RT2...
RT2... Aug 17 2014, 8:01am replied:

Thank you for the intel, It gives me more focus. :)

+1 vote   media: Got them implemented again. :)
RT2...
RT2... Aug 17 2014, 7:59am replied:

You might now know why I posted up the links of the units in the Praetorian mod. :)

So they can be seen and any additions or modification can be seen without all the download. :)

Also there is the potential for a texturer to get tempted and tex em up with mind blowing skins. :P

+1 vote   media: Sisters Landspeeder....
RT2...
RT2... Aug 17 2014, 7:54am replied:

Thank you again buddy. :)

+1 vote   media: Sisters Landspeeder....
RT2...
RT2... Aug 17 2014, 3:33am replied:

So I have a really challenging question?

Within squad could I upgrade a leader independently of the rest of the leaders in other squads?
Using the armour upgrades based off of an ability the squad leader is upgraded too?

I would hope this would allow other squad leaders to be upgraded?

I believe squad leaders can have abilities added to the squad when they are added... and I was hoping the armour could be the ability upgrade using the hardpoints assigned to the armour. :)

Battle sisters example.
So in my mind, I would upgrade to a veteran superior and have an ability of Celestial armour avaiable and that would upgrade all squad members to Celestians or celestial armour. :)

Then I could add squad leader of Imagifer and have the ability of Angelic Armour and allow it to call on teh hardpoint for armour allotted. :) And that would put an ability on the squad that would allow for the Angelic armour to be shown. :)

Rough example and I am not sure how good my communications are.

Also I am not sure if limitations could be put on a squad alone to have it not be able to call on the Imagifer until such time as superior is attached to the squad and the squad is upgraded to Celestial Armour of Celestians.

Withe Seraphim as an example:
They would start out as seras, and then when teh superior is added they could have the ability to show the celestial armour for armour changes.
Potentially patronicas at this point I think that is right. :)

Then the capacity to add leader Sera-Curia and the ability of Angelic Armour. upgrading all members of the squad with the golden armour.

Or course this would be hoping that leader upgrades could be limited to the squads level of armour upgrade,

The idea is not to make the ability automatic, but to make the ability into something you can choose, in case you want full squads using plain ol blessed armour, or sisters armour style without the bling upgrades.

I get the feeling the Seras will need more work. :)

+1 vote   media: Got them implemented again. :)
RT2...
RT2... Aug 17 2014, 12:49am says:

Go HD as ModDB is given me curry again after uploading the image. :P

+2 votes   media: Did this get phased out?
RT2...
RT2... Aug 16 2014, 11:29pm says:

Yep I mangled the model image with the Smilia Enlarger a couple of time with Painted rescale. :P

+2 votes   media: Sisters Landspeeder....
RT2...
RT2... Aug 16 2014, 11:59am says:

Since they didn't make 70 variants of the sister superiors for the 40k game.
I am having to kitbash with what I can find. :P

+1 vote   media: Hammer and Maces for Sisters.....
RT2...
RT2... Aug 16 2014, 11:30am replied:

yeah I thought it may have been my communication technology as I have been out of the scene for over 12 months.

hmmmm scar areas of interest again.

Thanks for the corrections buddy. :)

+2 votes   media: Heroes?
RT2...
RT2... Aug 15 2014, 9:46pm replied:

Thank you for the links man. :)

It will make it easier wen I get to and internet cafe.

+2 votes   media: Did these and the models get used?
RT2...
RT2... Aug 15 2014, 9:12pm replied:

Thank you very much for all the intel buddy. :)

+2 votes   media: Got them implemented again. :)
RT2...
RT2... Aug 15 2014, 9:08pm replied:

Okay maybe I use the wrong words, Wouldnt be the first time. :)

Whats that white gaseous explosion around the sisters as they get near combat for too long?

I thought that was heroes upgrading. :)

+2 votes   media: Did these and the models get used?
RT2...
RT2... Aug 15 2014, 8:27am replied:

Which UA should I be chasing?

+2 votes   media: Did these and the models get used?
RT2...
RT2... Aug 15 2014, 7:31am says:

What have I been doing?

The Images pretty much have it all. :)

What ever looks out of place the most is what has taken up the majority of my time with predation and profiles. :P

I got called to do something I have done for the last two decades in specific areas. :)

I would like to say it is over, but the profiles need to be wrapped up and passed onto the network for the next addition to the profile through others perspectives. :)

I cant be bought, so my profiling is critical and unaltered by personal contact. :)

After a decade of doing profiles locally, I got a few tasks online after a long hiatus as they were very pleased with my interference into the lives of those that wanted to destabilize the lives of the vulnerable youth.

+2 votes   media: I
RT2...
RT2... Aug 15 2014, 4:49am says:

Is there a way to have an ability call on a hardpoint?

Like the golden bolters in the vanilla sisters.

Would I be able to use said ability to be able to choose the armour type for the entire squad including the superior and the imagifer.

Or would that stop the weapons from being upgraded?

Also there would be the capacity to be able to, use it for the melee weapons on the battle sisters.

I have no idea and I am bumbling my way back in. :P

+2 votes   media: Got them implemented again. :)
RT2...
RT2... Aug 14 2014, 8:24pm replied:

Thanks buddy. :)

Because they were all hardpoints for the ranged, melee and armour.
There was a upgrade cap to do with the DOW engine at the time. :)

While I am thinking about it, I wonder.

If the armour could be upgraded through the heroes interface?

If the Melee could be done through a research upgrade for a squad alone? :)

It would be handy to be able to upgrade them independently as in a squad, but that is unrealistic. :)

I remember now that the seras had animation issues with the melee weapons, do to the lack of animations prepared.

Also it looks like with the Seras, I locked the weapon load out to the armour types.

Seraphim was dual ranged.
"Patronis" was dual melee,
"sera angels" was melee and ranged. Off handed.

I also noticed I didn't implement a complete head set with heads for multiple hair dyes. Besides Max work.

Thank you for the feedback buddy. :)

+2 votes   media: Did these and the models get used?
RT2...
RT2... Aug 14 2014, 5:14am says:

I should go insane and chase up 120 tiles, to make up an apocalypse tabletop. :P
Yes an apocalypse game across that would be insane. :P

Instead of this last millenia 6'x4' table. :)

You haven't played 40k till you have used the army inside a ship. :P
Space hulk is crap in comparison. :P

+1 vote   media: A game of Space Crusade or 30k or 40k anyone?
RT2...
RT2... Aug 14 2014, 4:45am says:

I am asking because bandwidth is going up in price and I am rationing the bandwidth while I can.

+1 vote   media: Did these and the models get used?
RT2...
RT2... Aug 12 2014, 9:51pm says:

To understand I think you would have had to have been there for Behemoth and Kraken, Also around during Leviathan.

I have also seen many smaller or splinter fleets.

+1 vote   media: True Tyranids........
RT2...
RT2... Aug 5 2014, 4:56am says:

How would it be controlled?

With a decedent of teh current FRMI Technology, which is currently being used to communicate with persons in locked in Syndrome. :)

+1 vote   media: What I see.....
RT2...
RT2... Aug 4 2014, 5:55am replied:

Good work around. :)

Has there been much work done on the Elysian?

+2 votes   media: Some things i found on TTRU mod for SS
RT2...
RT2... Aug 3 2014, 10:55am says:

"I wonder if Elysian's propulsion systems combined with reference anims from a assault marines would do the trick?"

I like this idea and have a few seconds to babble some thoughts. :)

Mudflaps on the whe.. to ebp...

FFE the ebp and add in proxy Xref sections. :)

then into OE.... Anim -> Motion -> Actions -> game actions.

I cant remember the four game actions needed for jump in OE.

I am not sure if SKEL work would be needed in the WHM.
As it would be the skel that the Xref references for the jump animations. :)

I hope you find an easier way. :)

To bed I go. :)

+2 votes   media: Some things i found on TTRU mod for SS
RT2...
RT2... Jul 27 2014, 8:59pm replied:

Thanks for the heads up.

+1 vote   media: Evil man......
RT2...
RT2... Jul 27 2014, 10:03am says:

Apostle, :)

+1 vote   media: Renegade preacher concept
RT2...
RT2... Jul 27 2014, 5:29am replied:

Forgeworld.co.uk

was my thoughts

+2 votes   media: Wolf Flyers
RT2...
RT2... Jul 24 2014, 10:27pm replied:

Hell yes, it is. :)

Yeah I know with the windows they looked broked. :P

Just like the crazy fire warriors I did up a while ago, I had to recall all of the GIMP techniques.

It is something you use very little, but has great effects. :)

And then when you want it again you have forgotten and have to find it again. :P LoL.... :P

When I first used this technique half way through the last decade I was in the middle of a screaming 36hr lan of over 100 teens. :P After midnight. :P

So it is not something that sticks easily. :P
PTSD Much?

+2 votes   media: Alpha transparency with GIMP.
RT2...
RT2... Jul 22 2014, 12:58am replied:

Mmmmm.... Do tell?

I just want the models. :P
And the scenery. :P

Game play doesn't bother me, as DOW has a lot of gameplay options, since it has been modded so long. :)

+1 vote   media: Evil man......
RT2...
RT2... Jul 14 2014, 9:51am says:

Of course it is not Tau. :P

+1 vote   media: Predating 2nd Ed. :P
RT2...
RT2... Jul 14 2014, 6:52am replied:

On the other side in the way background. :P

Love it when it is obvious that people have read the book. :P

+1 vote   media: Whats that in the background?
RT2...
RT2... Jul 14 2014, 1:20am replied:

Hey buddy. :)

Not completely until I figure out what the person I care for wants to do next. :)

I am around, now things are running better with some of the new interactive digital media they are using. :)
After two years of doing DOW modding she sort of got bored of watching me doing it. :P
So I had to go chasing up other forms of interactive digital media.
I am sort of hoping she will get interesting in some forms of interactive 3D media to give her more arts and problem solving therapy. :)
Interactive Printed media isn't on the menu as there is no real therapy in it for anyone, and the problem solving is too short term.. :(

You may notice some of my Posts about interactive 3D media in future. :)

Be safe as always buddy. :)

+1 vote   media: Working with RSH...
RT2...
RT2... Jun 30 2014, 8:35am says:

Making the RSH again, but without the SPEC.

should compile correctly. :)

Gimme a yell if not. :)

+3 votes   media: Working with RSH...
RT2...
RT2... Jun 30 2014, 8:33am says:

Extracting the three RSH. :)

I believe these are the correct RSH.

+2 votes   media: Working with RSH...
RT2...
RT2... Jun 4 2014, 8:05am says:

self illunibation too bright
No special to dark...

I like this reflectivity. :)

+1 vote   media: Reflection
RT2...
RT2... Jun 4 2014, 7:28am says:

Transparency in the rsh. :)

In the whm check the msgr data for levels and you should see down the bottom the textures assigned.

I dont think there is sshr for it, I am not sure though. :)

+2 votes   media: Praetorian Mess Addons
RT2...
RT2... Jun 4 2014, 6:47am says:

Heads up if you aren't sure how to reassign textures in FFE. :)

+1 vote   media: Plague reaper retexture 2
RT2...
RT2... Jun 4 2014, 6:43am says:

Looks much better. :)

+2 votes   media: Plague reaper retexture 1
RT2...
RT2... Jun 2 2014, 11:36pm replied:

If I remember correctly single entities can go in and out of squads?

+2 votes   media: Possessions everywhere!
RT2...
RT2... Jun 2 2014, 11:31pm replied:

Crazy idea, but not as crazy as 40k 7th ed, basically going back to the rules of 2nd ed 40k.... Names and everything. :P

force organization is almost moot in 40k now...
So troops and hq and support this game was designed after could be tossed aside.

Could every unit in the game be a single entity unit and be able to be moved as groups of single entities?

So you would put limitations on the amount of heavy/special units and bolter units you would produce as a percentage of your army.
Every entity would be a single entity.
When a special or heavy entity or even a srg entity is produced a standard entity would be produced automatically...

With heroes every entity could get tougher the longer they have been out.

Hailing back to the days of "Chaos Gate"....


Belaying that could every squad contain two entities? one that cycles through the weapons and one that has a standard weapon.
So I will use the example of a devastator squad,
Four heavies 1 srg and 5 Bolter beaches... :P

I see 1 Srg squad and 4 Dev Squads to make yo a Dev unit.
Srg squad spawn with Srg and can be added to by a SM with bolter.
Using the SRG as leader?
Dev Squad would be one Dev with cycling weapons as leader and one Bolter marine.

just thoughts of how to use the cycling in the gameplay and truing to form some semblance of playability... :)


+2 votes   media: Possessions everywhere!
RT2...
RT2... Jun 2 2014, 8:49am says:

I found squad members could only upgrade once with the sisters.

I assume Leader is what allows it to happen.
I really have no idea though... :P

+2 votes   media: Possessions everywhere!
RT2...
RT2... Jun 2 2014, 6:55am replied:

I see what you mean. :)

+1 vote   media: Cloak texture theory.
RT2...
RT2... Jun 2 2014, 6:52am replied:

What else has the entropy staff been used in...
I've been a tad busy. :P

+2 votes   media: Cloak texture theory.
RT2...
RT2... Jun 2 2014, 3:44am replied: +1 vote   media: DOW UA
RT2...
RT2... Jun 2 2014, 2:11am says:

pfffttttt veil of darkness..... :P

+1 vote   media: without shroud.
RT2...
RT2... Jun 1 2014, 11:13pm says:

Cloak could be textured around.
Entropy staff needs texture.
Wargear all I think it needs.
FX on eye needs s hex'n'tex fx. :P
I clicked bloody shroud to early. :P

and that fx on the staff is in lua form through corsix, I cant remember how to change it, but it is similar to the Basilisk boom fx. :P

+1 vote   media: ingame
RT2...
RT2... Jun 1 2014, 10:00pm says:

Oh and it may need texture work. :P

I still have to figure out where all the components are first.

Easy FFE upgrade with some max. :)

But I forgot where the bitz are... :P

+1 vote   media: Cryptek.....?
RT2...
RT2... Jun 1 2014, 7:51pm replied:

Not yet buddy. :)

Still developing positive neurogenisis environs which are free of cyber-bullying and cyber-harassment.

Ive got a couple of crypteks and it is the back which is really different with some type a plating down the back.

I just threw this together as I had a bit of time.

There is a lot of surface issues with the head, but I think it might be feasible with time.

Texture changes is a definite and a lil out of my realm given some of what I have seen commin out. :)

I showed this one before it is just the Entropy staff lord. :)

A few 803F changes and you get a Cryptek possibly.
As long as you dont look behind it. :P

+2 votes   media: Cryptek?
RT2...
RT2... Mar 20 2014, 2:05am replied:

whats interesting if it is whole new bldg, you can change the xref through ffe and point it to the old bldg and delete the not needed anims out of the whm you paired with it..

Saving space. :)

Putmeindatagereatric.sgm from mudflaps. :P
If you get pink boxes in DOW,
If you check the whe in FFE, you can see XREF you can delete. :)

I seem to remember a lot of Mudlfaps... work needed that. :P
Unless you max'd out the sgm, as a 2nd option.

Great going man. :)

+2 votes   media: Waagh Tunnel Entrance concept
RT2...
RT2... Mar 18 2014, 6:42pm replied:

Heads up, if you are going to use mudflaps to get the ebp out, check the whe for Xref that are not meant to be in there after you save the ebp in OE.

Just something that come to mind and prevents pink boxes. :)

+2 votes   media: Waagh Tunnel Entrance concept
RT2...
RT2... Mar 18 2014, 8:43am replied:

I think the necron monolith bldg has a good one. :)

+2 votes   media: Waagh Tunnel Entrance concept
RT2...
RT2... Mar 17 2014, 9:37pm says:

This is more interesting then the walls I did. :P

I was thinking if you could put a decal on the origin, but that will not work as it is 3d terrain.

What about the smoke effect that stays close to the ground and looks like it would cover up the obvious terrain below. :)

Like the drop in crate, I think you did. :)

So instead of a decal at the base you could get away with that black smoke effect, and have a hazy entrance? within the boundaries of the mound. :)

+2 votes   media: Waagh Tunnel Entrance concept
RT2...
RT2... Mar 9 2014, 6:50pm replied:

Life's cheap in the universe I guess.

+2 votes   media: Tallarn Veteran concept
RT2...
RT2... Mar 9 2014, 9:44am replied:

The whole universe is dangerous. :P
I think they could be sensationalizing it. :)

Its been over a decade since '01, so they should be becoming more popular.

Great work man. :)

+2 votes   media: Tallarn Veteran concept
RT2...
RT2... Mar 9 2014, 6:28am replied:

Mobility. Someone on the forum said they had a lot of mobility as a fast force in the desert.

Would this be best represented using the heavy weapons from the space marines, like the previous scout heavy weapons done?

Textures on weapons can be fixed easily to make them look more guard. :) If they bone sync.... Just thoughts. :)

Did you have to Max anything?
I cant remember if you had a working max or not. :P

Hope your having fun man. :)

+2 votes   media: Tallarn Veteran concept
RT2...
RT2... Mar 9 2014, 6:06am says:

After looking through.

Is there a head area of interest?
With the head being a a part of a whole model?

Did you use codex base like the Praetorians?

Many questions.

How did you find it?

+2 votes   media: Tallarn Veteran concept
RT2...
RT2... Mar 7 2014, 10:14pm says:

Also I think I just fell in love with the weapon combo.

instead of the mandatory plasma destructor.
or even the dual Turbo lazers... :P

+3 votes   media: Holy mother of Gawd..... :P
RT2...
RT2... Mar 6 2014, 7:29am replied:

Yeah man, I think I need an award for being able to find that image as I looked through the image gallery I was thinking ****, what have I done. :P And where the hell is what I am looking for? :P

She would blend in brilliantly with and guard army. :)

Do you think she would make a good Kommisar lord?
Or just a commissar?

+2 votes   media: Some interesting references to the future
RT2...
RT2... Mar 5 2014, 7:23pm says:

Yeah, Uv mapping is a SOB. :P

Man very few want to take on Uv mapping. :)
but if it is done, and a body-sync could be done as well in max.

It might be able to be FFE in and save lots of hassle with anims areas of interest.

It is just the body/bone-sync you need to get to grips with.

+2 votes   media: Some grot related findings...
RT2...
RT2... Mar 5 2014, 7:15pm says:

Yeah she does look good. :)

Not quite as elegant or as stripper based look.
I can not remember the correct name for the elegant strippers, that get dolled up in excessive clothing like the image I have on the ModDB.
Where feathers and furs get abused as far as clothing goes.
Its not bordello as that is a brothel. :P

Another model that looks like the strippers? would be the witch hunters Inquisitors. I just cant remember the name, as long time no go to. :P

Where this models minimalist look is more realistic for a commissar.

Moddb.com
Depicts more development as far as miniatures go from the region, gender, age group.

+2 votes   media: Some interesting references to the future
RT2...
RT2... Mar 4 2014, 6:47pm replied:

Is it the facial features?

I notice the same anorexia nervosa schemas present.

The lads locally agree she would be a good commander for any Vostroyan army. :)
As any True Guard player always ends up with more then one regiment. :) Something about Apocalypse makes it so. :)

+2 votes   media: Imperial Guard Female Vostroyan Komissar‏
RT2...
RT2... Feb 21 2014, 9:09pm says:

Multi-boxing huh... :P Rulz... :P

Much more of a rush then just using a single PC. :P

+1 vote   media: Hazing the New York system...
RT2...
RT2... Feb 21 2014, 10:26am replied:

Maybe you thinking about the wrong indoor activities. :P

+3 votes   media: Nee-San Can't Wait either!
RT2...
RT2... Jan 2 2014, 9:37pm says:

Turtle from what I understand Comes out of the Star Wolves 2 Retrospection Mod.

These would make splendid prison Transports for the SW3CW Fleet mod, style of gameplay.

Any tips of how to make the Turtle Faction based would be helpful as my IMD editor Knowledge is dismal at best. :)

My final coal would be to incorporate the Retrospection Mod into SW3CW with temporal portals leading to new systems.

A long way from there yet. :P

+1 vote   media: SW2 Retrospection Conversion SW3CW.
RT2...
RT2... Jan 2 2014, 9:32pm says:

Attempted texture alteration from Patrol texture into Other races textures for SW4CW to use as PRISON Transports for Each Faction.

The idea of random Contacts as prison transports come to me the other day and I wanted to flesh it out to see if I could produce Prison transports for each faction using the Turtle.

I am also modifying teh scipts out of the fleet mod to ave the prison Transport show up randomly, but it is slow work till I get to grips with understanding the Fleet Mod. :P

So to the graphical work I went and pondered about how they diversify the stone arrows for each faction, And how I was going to transfer that trough to the Turtle, since they use the similar texture setup.

Turtle from what I understand Comes out of the Star Wolves 2 Retrospection Mod.

+1 vote   media: SW2 Retrospection Conversion SW3CW.
RT2...
RT2... Dec 27 2013, 7:41pm says:

Looks great man.

Good application of the crates I am assuming. :)

+2 votes   media: Merry Christmas and a Happy New Year!
RT2...
RT2... Dec 27 2013, 10:28am replied:

Thanks for the ideas man.

I think there are HK_Guns that are fixed line of fire, which the model in game already has two of and one GK_turret in the centre of the prow.

Remembering this is just a carrier and needs support ship in the form of smaller frigates and possibly larger destroyer designs of the stone Lance.
Carriers aren't the mega carriers, more like a 5 or 6 ship carrier.

So I do not think I will use HK_Turrets on it. :)

Maybe one more forward HK_Gun.
a keel GK_turret
two sail GK_turrets

Star Wolves 2 Civil War(RU)/Star Wolves 3 Civil war(EN) is actually a good game and just needs polish and modding to give it the extra Umph... :P

Ive been going through OOP/OOD/OOL to give it more playability and more theming away from its sad storyline.

Looking into giving it pirate interactivity at the moment, with drop in pirates, giving you information about where to find more drop in pirates that will escort you around in a system after a bribe and earn you lots of cash shooting the companies and militarist. So you can scavenge the bits that fall off of their ships, when they go boom.

Turns out that the Pirates are much more bang for your buck compared with the Mercenaries in game

M key is dropping out so could be typos. :P

Happy New Year Buddy and be safe, :)

+1 vote   media: Stone Trojan, Initial UV Mapping on Hull.
RT2...
RT2... Dec 27 2013, 9:30am says:

Stone arrow style with obvious forward docking and obvious modular upgrades. :P

+1 vote   media: Stone Trojan, Initial UV Mapping on Hull.
RT2...
RT2... Dec 27 2013, 9:29am says:

What I am looking for is the obvious stone arrow, with Modules attached for the purpose of fighter storage. :)

Weapons are another unknown matter to me as of yet.

+1 vote   media: Stone Trojan, Initial UV Mapping on Hull.
RT2...
RT2... Dec 1 2013, 7:18pm says:

I am actually pretty pleased wit the life born into the models texture, with the infection looking like it is coming out of the exhaust of the space craft.

Sort of coming from the inside out.

+1 vote   media: Infected Kushan Scout Concept
RT2...
RT2... Nov 30 2013, 8:18pm says:

Original design that was the basis for all other designs to have a more comprehensible series of lighter craft.

I do not know their naming wither.

+1 vote   media: Star wolves primary attempt at modelling for mods.
RT2...
RT2... Nov 22 2013, 5:38pm replied:

Brilliant idea. :)

+1 vote   media: FS2 Reapers
RT2...
RT2... Nov 11 2013, 9:15am replied:

It is a good idea, if you do not mind the effort. :)

+2 votes   media: Sakura's Plane of the week!
RT2...
RT2... Nov 11 2013, 9:09am replied:

They make sweet choc chip cookies. :P

+1 vote   media: We all dream..
RT2...
RT2... Nov 10 2013, 6:43am says:

These are similar designed events. From DOW and SS....
Easy solution, steal the events and modify them to make sure they are labeled and internally right for the whe you are inserting them into. :P

Or Text replace root_bone with marker chest front.
I think root bone is deprecated.

+1 vote   media: Whe difference bewtween DOW and SS
RT2...
RT2... Nov 8 2013, 11:40pm says:

then it is just a matter of pasting in the hex in the hex paste section and presto.
Marker in. :P

+1 vote   media: Updated marker work in FFE.
RT2...
RT2... Nov 8 2013, 11:36pm says:

Open another model that has marker icon and scroll down and select in the hex section, the complete marker icon.

Then the copy icon at the top of the hex section.

Then open the model you want the Marker in, in the same window.
Note: every other way I tried corrupted the hex.

+1 vote   media: Updated marker work in FFE.
RT2...
RT2... Nov 8 2013, 11:32pm says:

Okay so you do not have a marker_icon in your model?

+1 vote   media: Updated marker work in FFE.
RT2...
RT2... Nov 7 2013, 4:57am replied:

I can see how they are not likeable with the styles of the current decade.

These are the representations of chaos 2 decades ago or more, and they are not like the mutagenesis that has happened in the last 2 decades.

Best example of that change in societies perspectives, is the Tallarn for Guard. Post dating 2001 US. In the 90's Tallarn was cool. Then shiite happens and they fall out of favour.


+1 vote   media: Underslung weapons.....
RT2...
RT2... Nov 7 2013, 4:50am replied:

I've got over a company of them for a collection, all undercoat white at the moment. :)

With flexible weapons styles for tac/***/dev for the company.

I brought 5 boxes of Space crusade for $100 mid 90's. after getting a set when they came out, Plus many others over time.

My legion of the damned uses a squad of ten of them for one squad.
Handy with Marines over the decades.


+1 vote   media: Underslung weapons.....
RT2...
RT2... Nov 6 2013, 10:20pm says:

Actually looks pretty cool.

The scouts and the marines swap splendidly.
and I am thinking that is the "codex" set?

+2 votes   media: Space marine variant with shotgun, sniper rifle...
RT2...
RT2... Nov 4 2013, 4:59am says:

Relevance?

Modelling up the shoulder mounted Heavy weapons for the Sororitas Pre-97' SOB release.

+2 votes   media: Underslung weapons.....
RT2...
RT2... Nov 4 2013, 1:47am replied:

You are doing very well man. :)

Hoping everything is good there. :)

+3 votes   media: Ultra Maximus Gunner
RT2...
RT2... Nov 3 2013, 10:53pm replied:

Yeah and bit of texture work and its all good. :P

We are talking about antisocial Vietnam veterans with high levels of PTSD. Who were male and saturated with ideas of large boob women, hence the 3d media they produced, were complaint with the ideals and ideologies of their generations influence. :P

When during the 60's/70's/80's did you ever see a male magazine with women with small mammary glands?
The most populist media were magazines of the era and they were definitely based around large breasted women.

These fellows that made this 3d media that I am trying to represent, gave their lives/sanity, involuntarily for the well being of other ****-sapiens in the Vietnam region.

And what they got in return was a human rights breach...
I wonder why there would be any antisocial issues?

I never had a problem with them, nor did the teens at the gaming clubs they were participating in, there was also no parraphillia influence by these persons of interest.

It is a time we are all so aloof from and possibly not able to understand. :)

No matter how hard life gets, remember these poor bastard... :)

May they Rest in Peace.

+2 votes   media: Sororitas head to be complaint with all of dow.
RT2...
RT2... Nov 3 2013, 5:52am replied:

Failure and back to the drawing board.

The first altered object come out okay.
But later objects were corrupted for some reason and wouldn't import. :P

So the process gets implemented after the model is completed and ready to go in game. :P

+1 vote   media: Sororitas head to be complaint with all of dow.
RT2...
RT2... Nov 3 2013, 4:59am says:

Going to try and get the odd head fixed scale wise.

Then burn out the whm with an vis.

The FFE the MSGR/MSLC to change the name of the bones they are enveloped too.
that way when I re-import the model again to get the Skin on te bones it should be and then delete other bones which are not used in skinning. :P

Im oping that method is approachable as a solution for reducing skinning work. :)

+1 vote   media: Sororitas head to be complaint with all of dow.
RT2...
RT2... Nov 3 2013, 12:24am says:

I think this ones head is a bit small or it just could be the placement of the neck.... :P

+1 vote   media: Sororitas head to be complaint with all of dow.
RT2...
RT2... Nov 2 2013, 6:50am says:

I am really digging this, when combined with the designs I have from 2 decades ago about a single seater version with storm bother attached under the prow. :)

+2 votes   media: Sisters Innovations. .... :)
RT2...
RT2... Nov 1 2013, 6:58pm replied:

LoLz.. Man. :)

+2 votes   media: Sisters Innovations. .... :)
RT2...
RT2... Oct 31 2013, 11:42pm says:

2nd ed Landspeeder... Check!
2nd ed Seraphim superior... Check!
2nd ed Seraphim with bolt pistols... Check!
Bretonian Shield... Check!
BFG Base... Check!

What did I miss?

+1 vote   media: Sisters Innovations. .... :)
RT2...
RT2... Oct 31 2013, 11:28pm says:

But wait Sororitas doesn't have land speeders. :P

REF: Moddb.com

Lol, Lol, Lol, Lo, Lol.... :P

And yes there are gamers around me who remember the rule set. :P

So Game On...!

+1 vote   media: Sisters Innovations. .... :)
RT2...
RT2... Oct 31 2013, 11:20pm says:

An interesting note, is that the painting on the box background was done before many here were born. :P

Just a curious note about perspectives of time and space. :P

+2 votes   media: Living Saint.... :P
RT2...
RT2... Oct 30 2013, 8:52am says:

Looks like a vis problem I will have to look at as far as 803f goes. :P

+2 votes   media: RT2 Seraphins
RT2...
RT2... Oct 29 2013, 8:50pm says:

Next expansion will be the integration of the female civilians from DOW.... So compliant with all versions.

Then further onto breaking down the Texture for the head into a 64x64 and altering the UV mapping to compensate for the separated head texture.

Then it is just a matter of finding time. :P

+2 votes   media: UV mapping example.
RT2...
RT2... Oct 28 2013, 6:14am says:

Gotcha... :P

+1 vote   media: Finding corsix output. :)
RT2...
RT2... Oct 28 2013, 6:12am says:

Right click and open file location.

+1 vote   media: Finding corsix output. :)
RT2...
RT2... Oct 28 2013, 6:11am says:

Once you have selected the folder where your Dow version are, as seen here.
In the search window paste what you copied from Corsix.

And it should find it. :P

But it is windows after all. :P

+1 vote   media: Finding corsix output. :)
RT2...
RT2... Oct 28 2013, 6:08am says:

Copy the altered filename.

to look for in widows search of your folder that contains your DOW versions.

+1 vote   media: Finding corsix output. :)
RT2...
RT2... Oct 28 2013, 6:07am says:

Make a copy of this file :)
to duplicate the file and make it easier to look for.

+1 vote   media: Finding corsix output. :)
RT2...
RT2... Oct 27 2013, 10:56pm replied:

Time to loot the lootas?

+2 votes   media: Rigue trader Heavy weapons.
RT2...
RT2... Oct 27 2013, 10:42pm says:

Strangely enough after 3rd edition in '98 they all went to rocket propelled grenade launchers. :(

+1 vote   media: Misses launcher or Rockets... :P
RT2...
RT2... Oct 27 2013, 10:37pm replied:

Scale and Position issues on the civi fem head, I just had a chance to check.

ends up too small, between her boobs. :P

+2 votes   media: Showing some more Modelling clay work.
RT2...
RT2... Oct 27 2013, 7:11pm replied:

is it a lua scale trick?

Or is the model so large, because it is made that way?
with reference to the MSGR/MSLC.

+2 votes   media: Huge Crate
RT2...
RT2... Oct 27 2013, 9:03am says:

Ive got to doo eeet... :P

+2 votes   media: Huge Crate
RT2...
RT2... Oct 27 2013, 8:39am replied:

That's why a civi head has been added.

+2 votes   media: Showing some more Modelling clay work.
RT2...
RT2... Oct 27 2013, 8:13am replied:

;)

do you know why I have been using that head?
Do you know what the UV mapping is? Yep Fem civi. :P
So texture work. :) In the msgr/mslc.

All max work at the moment. It may all go belly up, depending on how the changes to the head bone I had to make to get their heads up correctly. Think slave leaders for Praetorian.
there is a fair bit of body sync that needs to be tested in max and OE.

On the female civi heads it give me crips, as the hair.... and hair bones. Do not always swap across well.

In max it has wrapped the head to the spine2 automatically, so I had to raise the head bone to compensate.

Xref confusion to come yet. :P

since it is out of mudflaps, it would be easy to test the civi head on the SM RT from "Mudlfaps" listed above.
I do not know at the moment as it is all max from sisters expansion for all the heads and armours I did a while back.

I still have a bit of UV mapping.
Then an overlay animation set for the skirts.
Mesh and UV for other weapons.

Also more clay modelling work representation on the body of the model.

The lads who had them passed away from Agent orange complications, so I am working from long periods of meditation to give me memories of how they worked them, after almost 20 years. :P

I am just glad the uv mapping is for "Space_marine_unit.rsh"
and the mapping is pretty good for the surfaces, so a lot of texture modification will work. :)

+2 votes   media: Showing some more Modelling clay work.
RT2...
RT2... Oct 27 2013, 6:15am replied:

The rest of the rogue trader weapons need to be done as get the heavy weapons and regular weapons.

+2 votes   media: Showing some more Modelling clay work.
RT2...
RT2... Oct 27 2013, 6:08am replied:

What I am trying to do is to correctly 3d digitally render what the Vietnam vets I was looking after in the early 90s developed for Sororitas before the 2nd ed Sisters of Battle came out, in 97'.

Ref: Moddb.com
For the story.

Ref: "Warhammer 40,000: Codex Army Lists"
Moddb.com
Moddb.com
Moddb.com
For Rules.

Ref: Moddb.com
For development so far.

In Mudflaps tool is the original Space marine Rogue trader style.
Which I am using for the base Mesh.
Ref: Dl.dropboxusercontent.com

Still a WIP. :)

SOB Heads and more are in there.
Ref: Moddb.com

Minus helmets as I dont want it to look 2nd ed style sob. :)

+2 votes   media: Showing some more Modelling clay work.
RT2...
RT2... Oct 26 2013, 7:54pm says:

with the walls of different angles in front of the main fire front, levels of energy would be taken out of the main fire front and in between the walls would be a different climatic condition which could possibly cause a slowing of the fire front.

Also combined with the reduced fuel load in front of the main fire front reducing the strength of the fire front and making it more manageable trough conventional methods, then having to deal with a large wall of flame with a mass of energy behind it. (As parody ridden as that seems to give a mass statement to a energy form.)

Remembering that there would be a lateral burn instead of a straight up burn wit the fuel loads being diluted with the accelerant on the fuel load.
this lateral force has the potential to reduce the progression of a fire front due to the resistance of a force going in a different direction.

If a furl load is managed to be in walls, it reduces the total surface area exposed and reducing the powa of da fia.
Accelerants and walls of fuel loads leading up to a natural fire break(like my dodgy road representation)....

Less strength in the fire front as it hits the fire break and the lateral burn, with an accelerated ignition at the position in front of the fire front should cause a level of resistance and reduce the strength of the fire front when it reaches the natural fire break.

+1 vote   media: Accelerant. :)
RT2...
RT2... Oct 25 2013, 11:13pm says:

Consequently this was not wholly my ideas, as the fellows I was escrow carer for at the time, after being persons with cancer from agent orange based complications as it is now known.

Grants were applied for and received under human rights breaches of the personnel of interest after the grater populations treatment of these persons during that period of time.

All journaling from that time remains online and the theories of endorphinergic activities as an means to endogenous opioid, escrow endogenous analgesic were documented thoroughly.

Given granting situations, I was required to keep the models with the person of interest, But got to use them on multiple occasions and thoroughly enjoyed them.
My only wish is that things like these new social media formats were around at that point in time, so better graphical documentation of the process could have been available to me at the time of writing this statement.

As with all Agent Orange complications, they are fatal.
The term palliative care could have been used, or end life phase care would also describe the contact with the persons of interest, predating the current terminological definition of palliative care.

RTB-01s were so cheap at the time that it did not take much finance to develop two convents. It just took time and life. :)

If only....

I am such a bloody Dreadnought. :)

Morale: Humanity over Money any day.
As without humanity money does not survive.
But humanity can survive without money and has done so in the past.

+1 vote   media: Early Sororitas Components.
RT2...
RT2... Oct 25 2013, 3:43am says:

What we get these days in comparison is carp, so un-evolved that the devolution has reduced it to an aquatic specia. :P

Back into the ocean we go again. :P
Soon enough we will be single cellular entities again. :P

+1 vote   media: Black Library blatantly lies.....
RT2...
RT2... Oct 25 2013, 3:41am says:

No need for pedo sparkle and glitter here... :P

+1 vote   media: Black Library blatantly lies.....
RT2...
RT2... Oct 25 2013, 3:39am says:

It is hilarious ro see the rambling of those that were not there, :P

Nor would of served the Emperor as diligently, over the years. :P

+1 vote   media: Black Library blatantly lies.....
RT2...
RT2... Oct 24 2013, 7:14am says:

If it is on_spawn I can just ffe the action name. ;P
Or is that modding something else?

+1 vote   media: Making abilities through OE.
RT2...
RT2... Oct 24 2013, 7:08am replied:

Moustache?

+1 vote   media: Alternative head and helmets for Sergeants
RT2...
RT2... Oct 23 2013, 11:54pm says:

Yeah the minis have helmeted heads, and I wondered why they didn't do it with the digital version of the cadians.

Good call. :)

+2 votes   media: Alternative head and helmets for Sergeants
RT2...
RT2... Oct 22 2013, 1:17am replied:

I have your 0.4 is there a newer version?

+1 vote   media: Look Maaaah, 'Resh road kill. :P
RT2...
RT2... Oct 21 2013, 6:51am replied:

LoLz, I should be fully awake before I start babbling. :P

Yeah man, life takes us all at some point. :)

+2 votes   media: Gotcha Earthshaker Marker icon...
RT2...
RT2... Oct 21 2013, 4:01am replied:

Things take time man. :)

Concepts are not always full splendor, but merely a representation. :)

You've got the textures down pat. :)

I've just got to put the bits together to make something different and usable. :)

Then later on I may need to pull it apart again to make it more upgradable. :)
Adding extra bells and whistles. :)

+1 vote   media: Look Maaaah, 'Resh road kill. :P
RT2...
RT2... Oct 20 2013, 6:52pm replied:

too much information you say?
yeah that is what I get for being half asleep. :P

The only area of interest could be tat te bone link makes it more the 67 positions and you would need to count them out before you added in the "text replace".

+2 votes   media: Gotcha Earthshaker Marker icon...
RT2...
RT2... Oct 20 2013, 6:46pm replied:

Forums.relicnews.com

Was the method I used on a few models.
Down the bottom of the thread.

A marker_icon with the correct Z height just needs to be found, and that can be done by comparing models with a Marker_icon ingame like that position. :P or any cover. :)

As usual if it has a bone in the marker you need to make sure it matches the SKEL bones. :)

Gotta crap be back soon. :P

+2 votes   media: Gotcha Earthshaker Marker icon...
RT2...
RT2... Oct 20 2013, 9:18am says:

It's bedtime I am over tired and The gent got the model. :)

If I said something in te last half an hour to offend someone, I am quite sure you know what it feels like to be tired and how your thinking goes. :)

+1 vote   media: OE shows usable Actions for Corsix.
RT2...
RT2... Oct 19 2013, 7:12am says:

or possibly default with velocity settings. :P

+1 vote   media: Squiggoth special attack.
RT2...
RT2... Oct 19 2013, 4:30am says:

Rampage attack seemed to be the go here.

As these things are to slow and cumbersome.

Also I believe there was a charge attack ingame when these models were developed.

Rampage ability with a trick like was done with the other daemons in corsix.
Instead of feeding, you rampage I believe. :P

+1 vote   media: Wazzup with these?
RT2...
RT2... Oct 19 2013, 3:25am says:

Catwell?

+1 vote   media: Wazzup with these?
RT2...
RT2... Oct 19 2013, 12:10am replied:

"the slaves in the Dais of Destruction?"

Hmmm... lets just say I tried. :P
Moddb.com
Moddb.com
Moddb.com

Lets just say there is only so many times I can threaten my laptop with unplugging it. an putting it away.. :P
And even then it didn't work. :P

Images should give you a good idea that ffe can't do it. :P

+2 votes   media: FFE AA head.
RT2...
RT2... Oct 17 2013, 5:39am replied:

When it comes to females, all of a sudden a miracle happens and my eye sight sharpens like a hawk. :P

+1 vote   media: 1024x1024 citizen woman texture effects on female
RT2...
RT2... Oct 17 2013, 4:50am replied:

Oh and by the way U is meant to be I. :P LoLz,

distracted by watching bushfire warnings, on the trip for the person I care for tomorrow. :P

Blind man typing on black keyboard. :P

I'll trade you some memory for some sight?

Blind and not blond, :P

+1 vote   media: 1024x1024 citizen woman texture effects on female
RT2...
RT2... Oct 17 2013, 12:38am says:

In File Format Editor you open up the Baneblade whe.

in the clst/clas, you will find no mention of a Autocannon.

So no Autocannon can be used. :)

+1 vote   media: FFE of the Baneblade Whe.... :) Winter Assault.
RT2...
RT2... Oct 16 2013, 7:46pm replied:

Grand theft Auto 3/VC/SA/4 I can do. :P

+1 vote   media: 1024x1024 citizen woman texture effects on female
RT2...
RT2... Oct 16 2013, 7:12pm says:

Hey Leo, hope it is treating you good.

All turning out splendidly. :)

+3 votes   media: Stell Legion Solders Retexture WIP
RT2...
RT2... Oct 16 2013, 6:19pm replied:

they are actually used on a couple of models U have worked on.

What improvements could you see, besides blending?

+1 vote   media: 1024x1024 citizen woman texture effects on female
RT2...
RT2... Oct 16 2013, 8:20am says:

How will the pony tail work?

the object stays in the same position and movement would be based off of the spine series of bones with bone relabels. in the msgr/mslc.

+1 vote   media: 1024x1024 citizen woman texture effects on female
RT2...
RT2... Oct 16 2013, 8:04am says:

View original ^ shows 1024x1024 png

+1 vote   media: 1024x1024 citizen woman texture effects on female
RT2...
RT2... Oct 15 2013, 11:00pm says:

Compile TGA from dawn of war texture tool 1.9
Using blood ravens team colour.

+1 vote   media: Team colouring comparison
RT2...
RT2... Oct 15 2013, 10:59pm says:

Standard RSH. :)

+1 vote   media: Team colouring comparison
RT2...
RT2... Oct 15 2013, 8:08am says:

OMG now I know why my poor morphine saturated friend paid $1200 for...^

I feel for this poor boy. :P

+1 vote   media: Lololololololol, loooooooool....... :P
RT2...
RT2... Oct 14 2013, 9:52pm replied:

Because of copyright and intellectual property laws.

you might see the correlation between these models and some of the Mech Warrior designs?

Or is it juts my perception?

+1 vote   media: Space Crusade - Mission Dreadnought - Dreadnoughts
RT2...
RT2... Oct 14 2013, 7:47pm says:

This would all depend on whether or now the SSHR can be workable to be able to have a disconnect between what the SSHR labels as a texture and the texture it points to in the contents. :P

And an animated texture will always animate, not just on certain animation., from the looks of previous work.

So if it is animated texture... Making a new sshr to point to the un-animted texture and the UV of the MSGR/MSLC using the un-animated texture.

Work flow doesn't allow me the luxury to do this.
So I am documenting it down before I forget. :)

+1 vote   media: A series dealing with ways around damage texture.
RT2...
RT2... Oct 14 2013, 7:44pm says:

Damaged texture implementation might need to be altered in the msgr/mslc, to use the animated or inversely un-animated texture for some body parts.

This would all depend on whether or now the SSHR can be workable to be able to
<---------

+1 vote   media: A series dealing with ways around damage texture.
RT2...
RT2... Oct 14 2013, 6:20pm says:

So if we want to change the address in FFE...?

we go for a text replace which you can file in the from the search down menu in the menu bar.

Note:
Auto update string size.
Selected Chunk and subchunks.

you should be able to group select the text. Holding down your mouse button and moving around the mouse.

If you have no success try selecting and dragging over the hex till you get the correct selection.

Then when you have the exact address highlighted.
Paste sel in the top box of the text replace window.

then place the address of the new file in the bottom window. :)

Save and it should be new sound in game.

Make sure you use a back up, just in case you write over something you shouldn't. :) You will see a pink box if you do. :P

+1 vote   media: Sound Fx Links in FFE in teh Whe...
RT2...
RT2... Oct 14 2013, 6:14pm says:

In the EVCT you will see a list of EVNT....

We are after one called Plasma_pistol_fire....
when you find it look down the right hand side and you will see the file address of the sound. :)

+1 vote   media: Sound Fx Links in FFE in teh Whe...
RT2...
RT2... Oct 14 2013, 6:13pm says:

In MTRE we open it to see the MTON and use a arrow to go down to find the "firing" loose term as it can be firing for multiple things.

Move firing as an example of structure.

Looking down the right hand side you will see the first thing is an animation linked to in the WHM or an xref anim in the whe, :)

We want to work with sound in this situation, so we are looking for sound_??????.....

so lets take the sound_Plasma_pistol fire route, for example ....

Now we know the name of the Event(EVCT/EVNT)

+1 vote   media: Sound Fx Links in FFE in teh Whe...
RT2...
RT2... Oct 14 2013, 6:08pm says:

In file format editor,
Open up the whe of the model you want to edit.

it should look like this.

We are interested in the MTRE/MTON first.
Then the EVCT/EVNT 2nd.

+1 vote   media: Sound Fx Links in FFE in teh Whe...
RT2...
RT2... Oct 14 2013, 7:46am says:

I ended up breaking this model down into four components which merge together perfectly in the build phase using the setup I used for the ork settlement walls.

the walls need to be broken down from 11k faces to show up properly and the seui still needs to be done up for each of the internal structures.

they all use addons at the moment and it is not as comprehensive without dependencies in the build setup.

Also I have thought about turning the addons into research so they upgrade at the same time.

With dependencies and research, I can see the building being able to have its structures built for dependencies, then the research being able to upgrade all four building addons sections at once.

As a protective wall you would set your troops to rally at the inner buildings and that would leave them protected by the walls for fire and possibly melee, as the walls would not have their seui changed and it would encompass everything and also draw the first shots. :P

I am yes to perfect the building collision box interaction for the best visual layout. Time is all it needs.

But for now, what was next in the work flow, some respite or some sleep?

0 votes   media: Confirming the 45,000 surfaces...
RT2...
RT2... Oct 14 2013, 7:27am says:

The two boyz over the back are so happy, they are dancing. :P

+1 vote   media: settlement walls....
RT2...
RT2... Oct 14 2013, 12:44am says:

Well done man. :)

Thoughts are with you. :)

+4 votes   article: 0.8 PATCH NOTES
RT2...
RT2... Oct 14 2013, 12:40am replied:

Or one of the woman_??? heads?

+1 vote   media: What We Did This Weekend: 2
RT2...
RT2... Oct 14 2013, 12:37am replied:

FFE a sisters head onto it?

I dunno as I haven't seen the model. :)

+1 vote   media: What We Did This Weekend: 2
RT2...
RT2... Oct 13 2013, 8:01am replied:

Yep

When you are asked if you want to add extra maps.... yes.

when you select the extra maps,
you must select 2 .DDS
to be able to use that section. :)
Not just _spec.dds

CTRL & Mouse click to add extra DDS.

I hope that translates better. :)

+2 votes   media: WTF?
RT2...
RT2... Oct 13 2013, 7:58am replied:

Yeah man, I just a few things out of the way in the workload, so I can chat for a bit. :)

If UA uses your textures, the heads will already be textured. :)

As all the extra heads are just basic sisters ones. :)

Sorry about the ffe spam man :P

Is:
Moddb.com

A tempting process?

it is just the quarry vehicle texture that would need some colour work into a wtp.
At the moment it is just a rsh.

Just curious?

Bed calls.
Internet almost run out. :P
I'm outta here. :P

+1 vote   media: Big Head Giver. :P
RT2...
RT2... Oct 13 2013, 6:15am replied:

yeah, I can get annoying after a while. :P

+1 vote   media: Mini update. Rino and Exorcist new texures
RT2...
RT2... Oct 13 2013, 6:09am replied:

Shiny Textures?

Forums.relicnews.com

+1 vote   media: Mini update. Rino and Exorcist new texures
RT2...
RT2... Oct 13 2013, 6:00am says:

How it looks after you copy and paste the _spec texture name into both windows. :P

+1 vote   media: Making shiny textures, the easy way. :)
RT2...
RT2... Oct 13 2013, 6:00am says:

selecting the DDS to make into a rsh. :)

+1 vote   media: Making shiny textures, the easy way. :)
RT2...
RT2... Oct 13 2013, 5:59am says:

When it asks if you want to add more textures,
click yes.

But when you add the new textures you need to add two textures to get the full capacity of DOW texture Tool.

So you use the texture you already want to create the rsh for.
and you choose the _spec you created before.

they must both be DDS.

The it is just a copy and paste of the _spec name into both the top two text boxes.

and presto. :P

+1 vote   media: Making shiny textures, the easy way. :)
RT2...
RT2... Oct 13 2013, 5:57am says:

The _spec DDS is just something you already can get from the WTP.

By converting it into a dds and and naming it the same as the texture of the dds in the rsh.

then just putting _spec at the end of it. :)

+1 vote   media: Making shiny textures, the easy way. :)
RT2...
RT2... Oct 13 2013, 5:53am replied:

Okay man. :)

+1 vote   media: Mini update. Rino and Exorcist new texures
RT2...
RT2... Oct 13 2013, 3:24am says:

remember you can use any marker icon details as long as it is relative size to your model. :P

+1 vote   media: Gotcha marker_icon......
RT2...
RT2... Oct 13 2013, 3:22am says:

Okay so we resize the top ffe window to allow for another ffe window under it so we can see the hex characters we want to replace.

First order is to shift the four hex characters before the first ascii character.

and replace the ones we wrote at the end with 41 or A.

then you just start putting in hex characters in the hex window.

remembering to check for errors by checking the hex above it in the bottom window and it should be error free, always check you have entered the correct Hex characters in by doubling up. :) checking a couple of characters before the one you want to enter and checking to confirm the one above it. :P

remember to save and always have a back up. :P

+1 vote   media: Gotcha marker_icon......
RT2...
RT2... Oct 13 2013, 3:14am says:

As can be seen here the ascii section shows the changes. :P

67 x A.....

+1 vote   media: Gotcha marker_icon......
RT2...
RT2... Oct 13 2013, 3:12am says:

Open up the whm in FFE.

Go straight to MARK.

Scroll down the bottom.

Open up replace text window.

select two ascii characters and Paste SEL
in both the top and bottom text box of the replace text window.
In the bottom text box, you will need to insert 67x A as an easy ascii character.

then you select character around it in a selection and replace text, making sure you have Selection radio button selected.

+1 vote   media: Gotcha marker_icon......
RT2...
RT2... Oct 13 2013, 3:07am says:

Got this problem?

+1 vote   media: Gotcha marker_icon......
RT2...
RT2... Oct 13 2013, 1:38am says:

Served me well here:
Forums.relicnews.com

+1 vote   media: Someone forgot the SSHR. :P
RT2...
RT2... Oct 12 2013, 10:29pm says:

Have you thought about doing a texture alpha transparency on this model and turning it into a reinforced armoured rhino?

as usual, more babble from me, if you wanted to experiment. :)

I will have to look into FFE and see if it can be done easily. :)
When I get time. :)

Man your texture work is good Leo, Thanks for all your effort. :)

+1 vote   media: Mini update. Rino and Exorcist new texures
RT2...
RT2... Oct 12 2013, 9:02pm replied:

I wish we could all be that way man. :)

On personal mods I use everything from the dow to dow 2, fire warrior, squad command generations, through to what ever else I can get my hands on. :)

With the paranoia that is being spread by the music/video industry, there is large legal battles worth lots of money around copyright and also in other digital media formats as well, and there is a lot of paranoia about it in general.

With the upcoming trans-pacific partnership agreements Australia government is going to sign up to, the insanity of the Americas is coming our way too. :)

The legal environment of the Americas is a very chaotic one, which stifles quality of life for greed.
It's all too crazy to believe.

What organizations need to learn is that there is a learning process for everyone and we all learn differently, instead of thinking they can spam us with free development tools as students so we are addicted to their tools as professionals.
Making lots of money out of the conditioned persons.

Everything should be open-source so that everything in the form of development can get better. Like Linux, which I abuse on many occasions. :P

Money is not the solution, it is about the lives of the ****-sapiens that are living and breathing in your time of existence. :)

But law is what causes paranoia and disharmony. :)

Watching the global news you all seem so chillaxed over there, it is heart warming. :)

+1 vote   media: SM > DOW
RT2...
RT2... Oct 11 2013, 6:17pm replied:

There is much more, that will come out over time as being a fanatic over 20+ years. :) I have seen much, much more. :)

I know of a few quite things that would be fantastic to get into games of DOW.

Like dark eldar bowl.

+1 vote   media: Space Crusade - Mission Dreadnought - Dreadnoughts
RT2...
RT2... Oct 11 2013, 5:45am says:

Nice working man.

Hows she go?

+1 vote   media: New IG game test
RT2...
RT2... Oct 11 2013, 3:26am replied:

Yep GW 40K

+2 votes   media: Space Crusade - Mission Dreadnought - Dreadnoughts
RT2...
RT2... Oct 11 2013, 3:25am replied:

If you dont tell too many people. :P

Here is what it was like in the early 90s.
-Space Crusade: Johnliu.net
Mission Dreadnought:
Dl.dropboxusercontent.com
Eldar Attack:
Dl.dropboxusercontent.com

+2 votes   media: Space Crusade - Mission Dreadnought - Dreadnoughts
RT2...
RT2... Oct 11 2013, 3:14am replied:

This is early 90's :P

Something many missed. :)

Space crusade search.
Mission Dreadnought expansion.

getting up some urls. :P

+2 votes   media: Space Crusade - Mission Dreadnought - Dreadnoughts
RT2...
RT2... Oct 11 2013, 3:05am says:

Yep I made a mistake after looking at so much HEX....
....That ba, is not meant to be in there. :P
In the 2nd one. :P

+1 vote   media: WTF I am lazy. :P
RT2...
RT2... Oct 10 2013, 7:29pm replied:

This is good for me, as I am learning where these extra unseen assets come from.

What about an alpha transparency on the bling on the body?
and run a white out on the armour?

Just thoughts. :P

+2 votes   media: Chief Apothecary concept
RT2...
RT2... Oct 10 2013, 9:08am replied:

Did you put this one on the back burner?

Or did you complete it?

+2 votes   media: Quick Doodle
RT2...
RT2... Oct 10 2013, 8:33am says:

Okay my ind cant focus and I am distracted if there is a fx that changes the height of models that pass over it?

Or if there is a fx that blocks traffic for some reason. preferably ---^

+1 vote   media: SEUI Complete....
RT2...
RT2... Oct 10 2013, 8:27am says:

Yeah I had to make icons so I didn't get lost with what I was building and editing. :P

working icons. :P

+1 vote   media: SEUI Complete....
RT2...
RT2... Oct 10 2013, 8:25am replied:

the dynamic nature of it, I went Nutzo with before to test how far a ork player could theme up their settlement.

I was impressed with what this allowed on the boring ol deadmans crossing.

After I get the visibility of 80 3F on the two non needed gunz.
Also I still need to do hardpoint/weapon usage to stop two of the weapons firing fx.

I will be looking into having the pile'o'junks visible permanently to truly pimp out the orkses. :P

I know you may have some trepidation still.
But it grows on you pretty fast when its used. :)

what I would like to be able to do is to alter the height of models as they pass over the ork structure. :P

Really blowing their minds. :P

Be safe buddy. :P
I'm off to test something that needs fixin' with dow, :P

+1 vote   media: Orkish super settlement theory.
RT2...
RT2... Oct 10 2013, 8:13am replied:

Because the down engine is still working on a 2d plane, I cant get true 3d work in with the interactivity of the buildings.

Meaning things like the Necromunda haven't come to me yet.
I hope I can fudge a way around it one day. :)

+1 vote   media: Build a bridge / Dam a River....!
RT2...
RT2... Oct 10 2013, 7:59am says:

I think I see grey knight power armour apothecary there, with nemesis force sword.

I am not sure if the bitz would go together. :P

+1 vote   media: Ensuring the Apothecary has its own traits always
RT2...
RT2... Oct 10 2013, 7:56am says:

Random image to babble on. :P

A jump apothecary has been talked about before, but I do not think it has been done. :P

Can the apothecary body, be used with the commander whm?
Apothecary shoulder pads? I dunno. :P
if needed dumb down the jump pack with another jump pack?

commander weapons variation would be good on an apothecary. :P

Q. would the other handed medi too fit under the powerfist?
80 3f visibility would fix everything else. :P

I see a jump pack apothecary with a F-ing big fist to scare them with and having small ranged armaments. And when not smashin' up stuff, he could heal the fallen or collect geneseed. :P

What an apothecary. :P

I'm scared. :P

+1 vote   media: Chief Apothecary concept
RT2...
RT2... Oct 10 2013, 7:43am says:

Beware the vattle sisters superior with the bone helm instead of the skinned celeestian helm. :)

+2 votes   media: Female soldiers revisit
RT2...
RT2... Oct 10 2013, 7:33am says:

If you used 80 3f its good. :)

If you can't because of several reasons like Xref. :)

in whe in the ffe.
You should see a vis"Weapon" mton(motion) calling on a vis"weapon" anim.
you can swap the anim to vis"flag".

This should come in handy when you start abusing xref to cut down on file size.

I am just mumbling about this here in case you need it later. :)

With the aforementioned method, you might need to do some blank fx work in the mton(motion) for vis"weapom"... :)

Take care man. :)
Lost in orkses struktures here. :P
I wouldn't pass any engineering with this. :P

+2 votes   media: Banner Bearer Update
RT2...
RT2... Oct 10 2013, 5:07am replied:

I used to feel that way too... :)

The I got severely mangled and came back a zombie for a very long time.

When you cant count to ten at the age of 22 when months before you were budgeting thousands of dollars of debt down for the person that inevitably mangled you. :P

You get a realization that every little bit helps and that the effort, every lil' effort that adds to the experience and learning is worth being cherished, because one day it could all disappear and counting to even ten could be out of your reach.

We all have to learn one way or another. :)

some of us have more focus and attention and time then others and we should be thankful for that.

Maybe I am full of **** too. :)

every one learns different. :)
Thankfully we are all different or we wouldn't get as much done in dow modding as we would all be doing exactly the same thing. :P

+1 vote   media: SM > DOW
RT2...
RT2... Oct 10 2013, 2:01am replied:

There was a level of calculable errors within the model development.
it need to be 95% in the LUA to be able to sit next to each other correctly, I think it has to do with the tiling in DOW. and the original model development.

So the set of SEUIs I am working on now are to compensate for the LUA rescale.

This is my best option as you can see the difficulties I have with aiming from the guard Wall. :) Buggers me how that is going to be fixed. We would need to find an aims expert.

+1 vote   media: Orkish super settlement theory.
RT2...
RT2... Oct 10 2013, 1:31am replied:

It is totally different now, :)

And the SEUI has not been done yet(selection volume/selection interface(green line)). :)

Moddb.com
Was basically what I did to allow them to be built in coordination with each other. :)

I still have to:
Moddb.com
Moddb.com
Moddb.com

Email me some time, or text me some time, or forum over me some time. :P

tic, tic, tic, Its always time. :P
Either I am too slow or too busy. :)

I think, therefore I am still getting there. :)

+1 vote   media: Build a bridge / Dam a River....!
RT2...
RT2... Oct 9 2013, 7:34pm says:

I am thinking to diversify it from the SM version, would it be a FFE head swap, to swap in the sisters heads? The ones Leo textured,

The knee insignia would need to be altered or removed and the chest emblem. :)

Some "80 3f" work in FFE and some "Alpha transparency" in the RSH/WTP.

Note Leo you mightn't understand what I am talking about, but some of your visitors will. :)

Because of something called digital rights and intellectual property and copyeight, some of the countries in the world cannot make access to this in its current format because of it genesis.

When FFE Kit bashed, it should be able to be used. :)
Also a greater diversity in the models produced from this basis. :)

Be safe Leo. :)

+1 vote   media: New camouflage face
RT2...
RT2... Oct 9 2013, 7:16pm replied:

I think it could just be the paranoia of the intellectual property and digital rights laws of where we live that makes this sad. :P

If we live in one of the countries where the IP / DR laws are not so paranoid, we would be like, Hell yessss... :P

Time to Migrate?

+1 vote   media: SM > DOW
RT2...
RT2... Oct 9 2013, 9:16am replied:

better animation set?

+2 votes   media: Grey Knights Standard Bearer
RT2...
RT2... Oct 9 2013, 8:59am says: +2 votes   media: SM > DOW
RT2...
RT2... Oct 9 2013, 6:54am says:

80 3f work?

+2 votes   media: Grey Knights Standard Bearer
RT2...
RT2... Oct 9 2013, 6:07am says:

Nice work man. :)

+1 vote   media: New voice for Nunciate WIP
RT2...
RT2... Oct 8 2013, 6:50pm replied: +1 vote   media: Big Head Giver. :P
RT2...
RT2... Oct 8 2013, 8:35am replied:

sorry if that got scarey man, I didn't mean to scare. :P

+1 vote   media: Texture series in the whm in FFE.
RT2...
RT2... Oct 8 2013, 8:30am replied:

Your right man. :)

As you want to. :)

Don't feel like you have to do it, it is just an option if you like. :)

I know what it is like to be out of time. :)

Enjoy what you are doing man. :)

+1 vote   media: Texture series in the whm in FFE.
RT2...
RT2... Oct 8 2013, 4:04am says:

Mainly for Leo.
But I hope Ombre... understands too. :)

In File Format Editor:
Forums.relicnews.com

In the Whm:
Click on the SSHR to find the one you want for the WTP you edited.
"Name" shows the ones address and its name.
Be careful as there is a special Character after the one in the Name, which needs to be in there. :P If you overwrite the character, get it from another SSHR and put it in the same position. :)

Replace "text replace" to replace the one in the SSHR.
make sure it is "Update File Length".
Make sure it is "Chunks and Subchunks".

Remember to save. :)

That should be the WTP correct. :)

Please think about tagging your Textures both RSH and WTP as I would hate to see them over written by other files, due to quality. :)

File structure in Windows:
Moddb.com

Remember (View Original) If the picture is too small. ---^

+1 vote   media: Texture series in the whm in FFE.
RT2...
RT2... Oct 8 2013, 3:52am says:

Mainly for Leo.
But I hope Ombre... understands too. :)

In File Format Editor:
Forums.relicnews.com

In the whm:
MSGR is a list of objects in a model. :)
MSLC is the objects in the model. :P
Data is the important part when doing RSH work. :D

Down the bottom of the Data is a texture address, o set of Texture Addresses.
These are specifically for the RSH.
Of if the SSHR address is in the WHM too, for the WTP as well. :)
<------------------------- WTP work with the SSHR.

Please think about tagging your Textures both RSH and WTP as I would hate to see them over written by other files, due to quality. :)

File structure in Windows:
Moddb.com

Remember (View Original) If the picture is too small. ---^

+1 vote   media: Texture series in the whm in FFE.
RT2...
RT2... Oct 8 2013, 2:11am says:

What is that ritual in the African region where they put the rings around their neck, to elongate their neck? :P

ROFLMAO.... :P

+1 vote   media: Thankyou FFE.... :P Sisters got head... :P
RT2...
RT2... Oct 8 2013, 2:07am replied:

If you do not like the African head?

ffe in one from the sisters of anything. :P

+1 vote   media: texture work for new Cantus...
RT2...
RT2... Oct 8 2013, 12:49am says: +1 vote   media: A true ork settlement.
RT2...
RT2... Oct 7 2013, 10:40pm replied:

As always ask questions if something does not work. :)

Don't frustrate,
Do communicate, :)

+1 vote   media: texture work for new Cantus...
RT2...
RT2... Oct 7 2013, 10:16pm replied:

Purifiers.
Moddb.com

These are the purest of the pure. :P

+2 votes   media: Grey knights apothecary?
RT2...
RT2... Oct 7 2013, 6:55pm replied:

Here is a model template that you can work from. :)

Dl.dropboxusercontent.com

2 Versions.
the second version will possibly be the best.

Just the body texture needed work. :)

+1 vote   media: texture work for new Cantus...
RT2...
RT2... Oct 7 2013, 5:39pm replied:

It would be nice to be able to swap everything in FFE, but a body sync is needed a lot. :(

+2 votes   media: Grey knights apothecary?
RT2...
RT2... Oct 7 2013, 5:18am replied:

Me too. :)

But I would rather play 2nd ed or Rogue trader then the later editions. :P

+2 votes   media: Terminator Apothecary for Grey Knights....
RT2...
RT2... Oct 7 2013, 5:11am says:

I am starting to hate rgds and swapping them between versions of UA.

I found a way around it, by making the rgd _02 and copying data into the one generated in corsix.

then deleting the imported RGDs.

+1 vote   media: Ork walls revist after New Races Down. :P
RT2...
RT2... Oct 6 2013, 7:00pm says:

You know the grey knight apothecary is a terminator? Right?

+1 vote   media: Grey knights apothecary?
RT2...
RT2... Oct 6 2013, 6:07pm says:

She actually looks good there. :)

+1 vote   media: Special for UA Team =)
RT2...
RT2... Oct 6 2013, 7:11am says:

Do you now how to do Level work on images?

That would blow the minds of the viewers of this image. :)

+2 votes   media: Old timer.
RT2...
RT2... Oct 6 2013, 6:56am replied:

Yeah you go from developer to maker of stuff....

doesn't make sense to me either. :P

technical term through to a spurious term.

+2 votes   media: I am 100% developer
RT2...
RT2... Oct 6 2013, 6:21am says:

Having no luck repeating my actions with mudflaps so having a stress break by working on something different in max.

As you can tell textures isn't my strength. :P

Because I have more then internet knowledge about 40k...
I get the luxury of working on units that no one has any idea of. :P

LoLz on the internet knowledgists. :P

+2 votes   media: texture work for new Cantus...
RT2...
RT2... Oct 5 2013, 10:35pm says:

Does the material on the upper arms and things look material enough?

+1 vote   media: texture work for new Cantus...
RT2...
RT2... Oct 5 2013, 9:41pm says:

Interesting concept.

Shall be interesting to see how it turns out. :)

+2 votes   media: Improved Apothecary
RT2...
RT2... Oct 5 2013, 9:37pm says:

Congrats man. :)

+2 votes   media: I am 100% developer
RT2...
RT2... Oct 5 2013, 9:50am replied: +1 vote   member: Ragnar-mantonero
RT2...
RT2... Oct 5 2013, 8:35am says:

harlequin solitaire:

Forums.relicnews.com

Forums.relicnews.com

Harlies in there man. :)

Test 'em out and feedback the threads if you have time. :)

+1 vote   member: Ragnar-mantonero
RT2...
RT2... Oct 5 2013, 7:28am says:

The Afriel Strain: Cost per unit (Guard Infantry),
gain ATSKNF, may take no other abhuman doctrines, may
not be combined with Iron Discipline or Chen-Inhaler.
May not take any Priests or allies from any
Inquisitorial codex.

+1 vote   media: Afriel Scripts.....
RT2...
RT2... Oct 5 2013, 7:26am says:

The Afriel Strain was a shadowy experimental process which used genetic material from a number of the Imperium's greatest heroes to, in effect, make clones of them. The legendary Macharius was among the individuals replicated in this manner.

The Afriel Strain was an attempt to create the perfect soldier, though it resulted in unforeseen mishaps. For no reason that their creators could ascertain, the Afriels appeared to attract the animosity of other warriors and suffer from the most appalling bad luck. In each case when the Afriel Strain has been fielded, it has met with a period of success - for its soldiers are undoubtedly superior - followed by a rapid decline and destruction of the regiment. Nonetheless, whoever the creators of the Afriel Strain may be, they continue to experiment, fielding their "perfect soldiers" across the war zones of the Imperium.

+2 votes   media: Afriel
RT2...
RT2... Oct 4 2013, 9:18pm says:

In the windows address bar is the same address style to help you find the textures you are looking for. :)

+1 vote   media: File structure of textures in the whm in FFE... :)
RT2...
RT2... Oct 4 2013, 9:17pm says:

When you FFE a whm, you will notice when opening up that you have a list of sshr, they are for WTP links.

if you go into the data of one of the objects you want to find the texture for.
Scroll down and there sould be a direct link to the texture or the RSH.

I hope that makes it easier.

<-------

+1 vote   media: RSH textures in the whm in FFE... :)
RT2...
RT2... Oct 4 2013, 7:04pm says:

I dont know if I have recall or I am making it up, but this would explain how I got the servo skulls in through mudflaps with wings work as well. :P

Just dumping in the skulls. :P
Making sure they were attached to the armatures.

LoLz, I feel so dumb(distracted) some days. :P

+1 vote   media: Reatard Realization... :P Mudflaps.... :P
RT2...
RT2... Oct 4 2013, 7:21am replied:

I trick myself too... :P

LoLz tat is even funnier. :P
It was a really good trick. :P

having just the rsh, should make the mod smaller, the large size wtp not needed. :P

LoLz.. :)

+1 vote   media: Empty drums.
RT2...
RT2... Oct 3 2013, 11:18pm says:

8 Parts that should be 7.
7 Animations.
! texture.

This would make a good lil' 80 3f FFE toy to learn on. :)

+1 vote   media: Plough the road boyz... :P
RT2...
RT2... Oct 3 2013, 7:02pm says:

I understand what to do with texture assignment per object even with multiple texture assignments on the one object.

The thing to figure out is if it is TGA/DDS/RSH I need to link to the Model in X->WHM.... :P

+1 vote   media: Mudflaps tool series, used to find more info...
RT2...
RT2... Oct 3 2013, 6:57pm says:

I understand the need for the data/art/... structure as it is teh way files calls on textures in the whm. :P Too used to that. :P

+1 vote   media: Mudflaps tool series, used to find more info...
RT2...
RT2... Oct 3 2013, 10:09am replied:

try to emulate the idle effect on position while rotation. :P

It reminds me of the nrcron deathmark.

easiest solution will be used and dump out the anim. :P
it isn't needed as the model is glowy enough

+2 votes   media: DOW UA 03:00 push...
RT2...
RT2... Oct 3 2013, 5:53am replied:

Python 2.4:
Python.org

+1 vote   media: Blender 2.42a
RT2...
RT2... Oct 3 2013, 3:16am says:

LoLZ on Fx for the animation for the produce and research.

Easiest solution I can think of is to ffe the whe and change the anim like in the mtre/mton to idle from production. :P

Unless someone has a brilliant idea about the fx setup. :P
Which if I am assuming would mean adding more markers to pit the fx between.

As I think that is a projection and not a fx link between two markers. :P

+1 vote   media: DOW UA 03:00 push...
RT2...
RT2... Oct 3 2013, 12:59am says:

Note: there is an array scan animation with production and research.

Time for a Siesta and Dream about where that build length variable was. :P

+1 vote   media: DOW UA 03:00 push...
RT2...
RT2... Oct 2 2013, 8:56am replied:

Well I cant have any coca cola either. :P

Maybe I will start the iced coffee style of stimulant one day soon. :P

Or wait for my 24hr sleep cycle to settle down. :P
It actually is the 24hr sleep cycle as you should notice me missing some mornings and there the night and missing some nights and there the next morning. :P
Eh GmT/UTC+10:00 means I am well out of touch with most of the DOW community. :P

+2 votes   media: How it has been. :P
RT2...
RT2... Oct 2 2013, 7:22am replied:

Yeah man, I thought about using cocaine. :P
And then I thought again about using such high level stimulants. :P

Seriously though, not a chance, just a "funny" about not being able to mix modding in as well as working 24/7.

+2 votes   media: How it has been. :P
RT2...
RT2... Oct 2 2013, 4:07am says:

First 5 squad are Halberds design,
Next squad is the Daemonhammer Squad design,
Next two Squads are Nemisis swords Design,
Next Squad is Falchions Design,
Next 3 Squads are Purgation with Incinerators,
Squads after that are um-designated.

With the three Dreadnoughts at the tail end. :)

+1 vote   media: Slowly getting Grey Knights. :)
RT2...
RT2... Oct 2 2013, 2:42am says:

with the purity seals are you getting the smoothing 1 issues when trying to export saying something like it cant build skinning issue due to loose vertex?

I cant remember the exact statement and I work around it and leave the livery separate to the objects I want smoothing on. :)
Boning the livery and linking it to armatures relative to the movement of the objects.. :)

+2 votes   media: Librarian Assault Pack WIP
RT2...
RT2... Oct 1 2013, 9:26am replied:

Yes FFE Latest version has a *.chk export/import now. :)

I am hoping I can get the Blender tutorial better with more complete information. I am not the best at it, as Ravenlance on relic would be the best to teach us. :)

Max can do it, but there are not enough maxers to go around sadly and we all have distracting lives. :(

I think if more babble about everything tried in FFE gets onto relic more might become available. :)

+2 votes   media: Slave Alternatives
RT2...
RT2... Oct 1 2013, 9:17am replied:

Nice and "gritty", really contrasting with the sheen of the character. :)

+2 votes   media: My own marking for my projects screenies
RT2...
RT2... Oct 1 2013, 9:11am replied:

LoLz, so you can see this would be a fun setup. :P

+2 votes   media: Slave Alternatives
RT2...
RT2... Oct 1 2013, 8:59am replied:

How about I build lots of buildings that build slaves and keep them running into the enemy base and reinforcing? :P

Rush with slaves. :P
"OMG, I got slaved rush to death" I can hear it now. :P LoLz. :P

So to keep that late game, might be better to keep them in the HQ Building as they are costlier to build and it would not happen very much. :P

All craziness to just add more diversity to the races. :)

+1 vote   media: Slave Alternatives
RT2...
RT2... Oct 1 2013, 8:53am replied:

With the tau fire warriors did you want to try and use the ones I did up with personal body shields for SS?
As the translucency doesn't work in DC as seen by the windows of the Mess.

What models need replacement parts?

For about 6 months I think DW78 Will be a bit busy with UM. :P
I know he needs a bit of help doing that as well. :)

Was Thudo invited to the team for his audio work added on ModDB?

+1 vote   media: Slave Alternatives
RT2...
RT2... Oct 1 2013, 8:40am says:

Nice :)

+2 votes   media: My own marking for my projects screenies
RT2...
RT2... Oct 1 2013, 8:39am replied:

LoLz, so we get only one builder Squad?

In comparison of what I just typed up, the builder squad would get 8 shooties and the slave bodyguard would get 8 shooties.

Both squad sizes 12 if you go with 4 leaders on the builder squad. :P

What else is going to make them tempting to use? :P
More Genetic clone influences. :)
Imagine a pure slave army coming at you. :P

... But would anyone use it? :D

+1 vote   media: Slave Alternatives
RT2...
RT2... Oct 1 2013, 8:21am replied:

Interface looks good too. :)

I hope you dont feel let down about not having to do it. :P

I wouldn't feel let down if someone got motivated and did all the Xenos and Deathwatch Allies. :P Models or what ever. :P

I am going to babble with more ideas now. :P Nothing New.

Just on the point of the deathwatch setup, could we(Team) access Deathwatch78s work?

On the Tau: Are they the Railgun Pathfinders? Codex? Not sure. :P
Ref: Railgun Firewarriors I did A while Ago. :)
Good long range fire power for the Xenos Allies.

On the Orks: Nuthink really. :P

+1 vote   media: Slave Alternatives
RT2...
RT2... Oct 1 2013, 8:12am replied:

What are your thoughts? on pimping out the squad leaders?

Yeah man I do the same thing myself as can be seen by the pictures on Relic.

I hope that didn't come across negative in context.

Every word is a thought provoker, there should never be anything I say, be perceived as derogating your own capacity. :)

+1 vote   media: Slave Alternatives
RT2...
RT2... Oct 1 2013, 8:07am replied:

I am pretty sure he has popped by here. :)

And babble may occur, as the link is in my tag for relic. :)
And I link from relic often. :)

+1 vote   media: DOW UA Monolith Biuldings.. Max Work...
RT2...
RT2... Oct 1 2013, 8:01am replied:

With the sisters concepts.

I cant go any further and the more thinking cognition on it the better chance of success.

No time, Like my babble about the fx for the alien Russ's on Relic Forum. :)

+2 votes   media: DOW UA Monolith Biuldings.. Max Work...
RT2...
RT2... Oct 1 2013, 7:58am replied:

Nah man, just going as far as I can, and I do not have time to go further at this point, hence the oodles of babbling I am doing. :)

Also if this PC goes down or anything happens I can find everything when I get more time. :)

+2 votes   media: DOW UA Monolith Biuldings.. Max Work...
RT2...
RT2... Oct 1 2013, 7:50am says:

Now with the Slave bodyguard, this could be interesting. :)

Obviously four of the original slave bodyguards as homage. 4 of them max.
No base infantry "upgrades squad size". (4)

"Bludger #1"/"Bludger #2" and original slave bodyguard could be bodyguard leaders. If you like you could set the Original Builders with ranged weapons to taunt the enemy as another leader.
4 Leaders. With lots of playability.

"Bludger #1" - nic' for toothless Slave bodyguard. (2)
-More health but less damage output.
"Bludger #2" - nic' for toothy older Slave Bodyguard. (2)
-More damage output, but less health.
"Slave Bodyguard" - nic for the two handed melee I did, of the original. (2)
-Even health to damage output.
"Builder" - nic' for the original models of the slave. (2)
-Ranged taunt weapon capacity.

Squad max size with leaders would be (12)

These are just some crazy thoughts to give the boring slave a bit of diversity. :)

In the slaves I see a boredom that would only have them used rarely.

+2 votes   media: Slave Alternatives
RT2...
RT2... Oct 1 2013, 7:35am says:

The idea was that the builders went with the original slave. :)
Homage to the original creators, who I dont know who they are who modeled it. :P
with the bionic eye as a 2nd leader. :)
The original leader would be left in there in homage also. :)

Leader Craziness could happen at this point. :P
-With "bludger #1" / "bludger #2" slaves as leaders, using both the two other slave variants. :P (Better combat capacity as they are from the slave bodyguard. :P

All four leaders used. :)

Crazy but more diverse then the original setup. :P

+1 vote   media: Slave Alternatives
RT2...
RT2... Oct 1 2013, 3:54am says: +1 vote   media: fixing canabilize?
RT2...
RT2... Oct 1 2013, 3:54am says: +1 vote   media: FFE the Mtre/Mton-Name
RT2...
RT2... Oct 1 2013, 3:49am says: +1 vote   media: Editing UVW....
RT2...
RT2... Oct 1 2013, 3:48am says: +1 vote   media: Bone sync techniques.
RT2...
RT2... Oct 1 2013, 3:43am says:

Note:
Max of complete animation needs to be broken down into several smaller ones and saved as the ones from the SS monolith building.

Not that hard of a job to do as it is just Key frame -> Delete Excess -> Scale -> save.

Fx is an easily import in OE.
using the fx idle or vis out of the Monolith, support monolith.
The it is just a matter of reproducing the idle/vis and basically adding a new animation into the motions.
so the fx sticks... Then deleting the old anims that was the vis/idle.

Importing the fx from the monolith out of Soulstorm would also be necessary in OE.

actions could be Xref'd, once all of the motions were the same as the original.

Easiest way I can think of doing it and getting it in game fast. :)

Look after yourselves. :)

+1 vote   media: DOW UA Monolith Biuldings.. Max Work...
RT2...
RT2... Oct 1 2013, 12:45am says:

Note if you dont know what you are doing ... Booooommmm...... Goes your DOW install. :P

If you think you know what you are doing ... Booooommmm...... Goes your DOW install. :P

If you are talking to me on how to implement them and think you know what you are doing ... No Booooommmm...... Goes your DOW install. :P ... Allegedly... :)

It's all going Booooommmm...... in the end. :P

+2 votes   media: DOW UA Sisters...
RT2...
RT2... Sep 29 2013, 9:23am says:

It all starts like this in your forum within my mind.

As there are four gods or more, you could break the threads down per god and undivided, and possibly buildings. :)

the start of a fantastic portfolio.

+1 vote   media: Daemons mod suggestions....
RT2...
RT2... Sep 29 2013, 9:14am says:

The topic setup contains a lost of units in the mod with development phases, showing all work and getting rid of any spurious claims later on.

The level of interactivity in your media online will give you a greater level of appreciation of the depth of Daemons compared to what has been seen in the mod so far. :)

If it all seems like a waste it is not. :)
There is a trick from being out here so long that these styles of unteractivity only gives you understanding and a reference you cannot deny. :)

Also a larger media component donation. :)

This is the rough design I was hoping Doofus would do for UA, but 13 races would make it a much larger task.

If you are not sure about the benefits of this strike up a conversation with me in PM and I can detail it further, :)

Keep up the good work.

As a developer with costly net, and lil of it, I cant always follow your work or be able to contribute, This would make it easier for other developers in my situation or who do not have time. :)

+1 vote   media: Daemons mod suggestions....
RT2...
RT2... Sep 29 2013, 9:07am says:

In the independent threads would be the content with acknowledgements. :)
Also it would be a good addition to your mods interactive digital media development portfolio.

Sound interesting, but you aren't quite sure what it means?

Meaning this will be a catalog and reference of your efforts. which can be used in future for portfolio references.

Also it should make some of the developers who develop for you or you have used development of more likely to contribute more media.
Also it will tempt new developers to contribute further media for the interactive media development activities.

+1 vote   media: Daemons mod suggestions....
RT2...
RT2... Sep 29 2013, 7:37am says:

While looking at the RTB-01 I realize all the ranged heavy weapons are different & all shoulder mounted like the 2nd ed version I did for the legion of the damned.

I am tempted to do all the weapons like its original armaments,

But that is not the goal of this activity and I am assured that someone else would of done it before me. :)

If you know otherwise ... please advise?

+1 vote   media: Model resource reference.... As I thought ....
RT2...
RT2... Sep 29 2013, 3:11am says:

When trying File/Export... *.sgm

I found to distinctly different areas of interest, that will stop me from rendering the model successfully.

Max four bones is easy as will be shown in the next Image. :)
setting bone limit to 4.

Normalizing bones is slightly harder but not impossible and will also be covered in the next Image.

+1 vote   media: Potential render difficulties...
RT2...
RT2... Sep 28 2013, 10:26pm says:

Slave Builder Leader Concept.
Or Big Slave. :P

+1 vote   media: Praetorian Slave Variations.
RT2...
RT2... Sep 28 2013, 10:25pm says:

Slave Bodyguard #2.

+1 vote   media: Praetorian Slave Variations.
RT2...
RT2... Sep 28 2013, 10:25pm says:

Slave Bodyguard #1.

+1 vote   media: Praetorian Slave Variations.
RT2...
RT2... Sep 28 2013, 11:23am says:

Did you do this already man?

I cant tell the difference so you might have. :P

sorry, If you did ignore my email. :P
And I will dump this image and fix up that thread. :P

+1 vote   media: What am I trying to do....?
RT2...
RT2... Sep 28 2013, 6:50am replied:

I dunno. :P

+1 vote   media: Compass
RT2...
RT2... Sep 27 2013, 3:24am says:

Saving as DDS DXT5 is DXTBMP.

+1 vote   media: Texture work for the previous, texture anim/damage
RT2...
RT2... Sep 27 2013, 3:22am says:

Saving as DDS in DXTBMP.

+1 vote   media: Texture work for the previous, texture anim/damage
RT2...
RT2... Sep 27 2013, 3:20am says:

Creating a new RSH from the DDS done in DXTBMP....

As you can see by DOW TT 1.9
It converts well for its size. :P

+1 vote   media: Texture work for the previous, texture anim/damage
RT2...
RT2... Sep 27 2013, 3:15am says:

In DXTBMP.

Flip image and alpha after you load it into DXTBMP

+1 vote   media: Texture work for the previous, texture anim/damage
RT2...
RT2... Sep 27 2013, 1:30am says:

UV mapping fro the new texture, not yet corrected for the change in texture.

+1 vote   media: Series dealing with texture swapping....
RT2...
RT2... Sep 27 2013, 1:30am says:

Expanded texture to accomodate the texture swapping through texture animation.

+1 vote   media: Series dealing with texture swapping....
RT2...
RT2... Sep 27 2013, 1:30am says:

Regular texture.

+1 vote   media: Series dealing with texture swapping....
RT2...
RT2... Sep 27 2013, 1:30am says:

regular UV mapping

+1 vote   media: Series dealing with texture swapping....
RT2...
RT2... Sep 27 2013, 1:29am says:

thanks to mudflaps, I have an interesting model to work with. :)

Texture unchanged.

+1 vote   media: Series dealing with texture swapping....
RT2...
RT2... Sep 27 2013, 1:28am says:

Converted texture not yet UV mapped.

+1 vote   media: Series dealing with texture swapping....
RT2...
RT2... Sep 26 2013, 9:42pm replied:

rofl. :)

yeah man, not many mentions through the years, but worth a looksee anyway. :)

+2 votes   media: Female Ogryn Areas of interest.....
RT2...
RT2... Sep 26 2013, 6:05pm replied:

100 pairs with 0. :P

+1 vote   media: What some of my babbling resulted in ....
RT2...
RT2... Sep 26 2013, 6:00pm replied:

I see 10 man, due to English architecture.

As there is no joiner before it.
I think it has to do with the English language more then calculating
2070.. Terminus.
2020.. Terminus
10 Terminal....

everyone will see something different. :)

Okay how I would calculate 1-100...
1 has 99, so 100+100=200
2 has 98. so 200+100=300
....there are 50 pairs.
So 50x100=5,000
and there is the 50

So guestimations go 5,050?????
Is that right?

didn't need to use any fingers then to type this shirt statement. :P

+1 vote   media: What some of my babbling resulted in ....
RT2...
RT2... Sep 26 2013, 8:03am says:

Good strong dark lines, that feels like depression and an overwhelming feeling or lack there of control.

Feeling vulnerable?

+2 votes   media: Quick Doodle
RT2...
RT2... Sep 23 2013, 7:33pm says:

She happens to now have a Redning Heavy Bolter. :P

+2 votes   media: Who else gets AP-1 Heavy Bolters.... ?
RT2...
RT2... Sep 23 2013, 6:25pm replied:

too true man. :)

I cant document everything just yet as there s soo many possibilities. :)

+1 vote   media: FFE XREF for Dow....
RT2...
RT2... Sep 23 2013, 10:46am replied:

If, big IF, the babble in corsix about the called special abilities.

calls on motions and not actions, you may be able to get away with it.
But I think it calls on Actions. :(

ANIM>MTON>ACTS

Ive just been talking to Gambit about this on Relic. :)

+1 vote   media: FFE XREF for Dow....
RT2...
RT2... Sep 23 2013, 10:39am replied:

If bones are right. :P
as bones is what the ANIM is all about.

Have fun with it if you get bored, :)

How do you implement feral leap into the actions(ACTS) though?
As it is the ACTS or actions the game uses for things. :P

Also you would want the MTON and that calls on EVNT and markers.

you would want to get the EVNTS and alter the markers to what MARK in the whm allows you to have, :P

But I cant see a way around the ACTS. :P

Think Tau Russ style and then some. :P

+1 vote   media: FFE XREF for Dow....
RT2...
RT2... Sep 23 2013, 10:16am says:

Now on to the XREF.

The Xref is broken down into two parts.

the first part is the address of the file you want to get the animation from, or XREF.

the second part is the animation we want to use from that model.
Remembering that the animation must be the same as the name of the ANIM in the whe. :) Which will be the same as the ANIM name in the whm we want to steal the ANIM from. :)

Or pink box of Doooooommmm....! :P

+2 votes   media: FFE XREF for Dow....
RT2...
RT2... Sep 23 2013, 10:11am says:

First thing we need to do after we put the ANIM chunk into the whe is to rename its Name. :P

Name it the same as the ANIM you want to remove from the whm.

Remember there is a space at the end of the name, you dont touch that because it is not actually a space. It is a character we cannot toy with. :)

+1 vote   media: FFE XREF for Dow....
RT2...
RT2... Sep 23 2013, 10:06am says:

Notice the lack of ANIM in the whe. :)

+1 vote   media: FFE XREF for Dow....
RT2...
RT2... Sep 23 2013, 10:04am says:

ANIM in the Whm, where they usually all are. :)

+1 vote   media: FFE XREF for Dow....
RT2...
RT2... Sep 23 2013, 10:02am says:

Notice the reduced amount of ANIM in the whm.

+1 vote   media: FFE XREF for Dow....
RT2...
RT2... Sep 23 2013, 9:59am says:

Whe after the xref has been transferred.

Notice all the ANIM are in the whe?

+1 vote   media: FFE XREF for Dow....
RT2...
RT2... Sep 23 2013, 12:41am says:

Are you gents doccumenting on forums what you find?

So other can campaign after your experience and give the community a lot more to go through over time.

Also allowing others to explore what you did not have time to do?

+2 votes   media: the door
RT2...
RT2... Sep 23 2013, 12:33am says:

A curious fact about this damn ball of dust we live on.

Because on implementation time, you actually would of gotten these objects ingame before I even developed them by a good 5 1/2 hours. :P

Damn GmT/UTC, screwing around with all of us global workers. :P

This is just a small waning if you are developing with others in other countries and development issues come into play, with legalities.

Remember the global time base at UTC/GMT is any statements.

Just in case someone tries to pull a funny on you. :P

As someone who has had it done to the with online development since I am at GmR+10, some lovely US participants tried it since they were at GmT-8:00.
Meaning they tried to claim copyright be a good 18 hours. :P Which was the afternoon of the day before. :P So they claimed a day ahead development. :P

Their only problem with the claim was that I was using GmT as a standard. :P
So time is not always time. :P

a message from the future. :P GmT+10:00....
Cracks me up every time. :P

Have fun now I wasted your time. :P

Hurry up and catch up. :P

+4 votes   media: Termius Prime : Ice Cave
RT2...
RT2... Sep 22 2013, 6:36am replied:

so it is the interpolation in the interpretation, which is not always followed. :)

How to pull that off in a multilingual/multi-aged environment accommodating for all language structure and be able to use what the translators are feeding the people.. :P

Hence picture heavy babble. :)
Lotz of arrows.. :P

+2 votes   media: Head Swapping: Frankstein style
RT2...
RT2... Sep 21 2013, 9:59pm replied:

similar topic....

I am looking at schema development in persons who have difficulty with this area of interest and trying to find ways to be able to translate it into their thought processes.

If I remember correctly its engineering?
So putting stuffz together and being able to find what keep it together and make sure it works as designed.

Easy to imagine structures and their conglomeration of components.

I have tried an object oriented design approach, and a plain textual linear flow approach.

what areas of interest I have not yet been able to get around is the GUI based persons who need a repetitious structure with identifiable areas of the screen to input data.
I have tried left/right, top/bottom in my statements. using classifications for the contents of the areas.

Is a suggestion needed to have the tools more labeled to assist the GUI based personalities?

Maybe I will have to do a tut based around understanding the FFE interface and shortcuts to getting it to all work from a GUI based perspective. :)

+2 votes   media: Head Swapping: Frankstein style
RT2...
RT2... Sep 21 2013, 2:12am says:

The MSGR/MSLC-Data must contain the name of the SHDR you want the texture to apply to the UV.

+1 vote   media: Internalizing Dow Textures.
RT2...
RT2... Sep 21 2013, 2:11am says:

The TXTR's name must be the address of the texture with the exception of the textures_share addition into the name with the name of the shdr at the end.

+1 vote   media: Internalizing Dow Textures.
RT2...
RT2... Sep 21 2013, 2:10am says:

The internalized SHDR must have the name for the MSGR/MSLC-Data to link too. :P

+1 vote   media: Internalizing Dow Textures.
RT2...
RT2... Sep 21 2013, 2:09am says:

A regular whm without internalized textures. :P

+1 vote   media: Internalizing Dow Textures.
RT2...
RT2... Sep 21 2013, 2:08am says:

As can be easily seen the two chunks in above the sshr in the whm. :P

+1 vote   media: Internalizing Dow Textures.
RT2...
RT2... Sep 21 2013, 2:07am says:

As you can see by the architexture of the rsh...

it will be these two chunks we need. to either save and load the chunks or copy and paste. :P Into the whm of course above the other SSHR textures.

+1 vote   media: Internalizing Dow Textures.
RT2...
RT2... Sep 21 2013, 2:03am says:

In the SHDR when copied across into the whm either via chunk or the good old copy and paste chunk method.

the 1st chunk contains the address of the TXTR that it calls on.

+1 vote   media: Internalizing Dow Textures.
RT2...
RT2... Sep 20 2013, 5:18pm says:

It is all exploration man. :)

strangely enough the latest plastic versions of the models comes with a couple of different bare heads and I have been using them. :P

As well as abusing terminator helms as I wanted my minis to look unique. :P

+2 votes   media: Head Swapping: Frankstein style
RT2...
RT2... Sep 20 2013, 4:29pm replied:

there might be a way around it if A torso was found without an ammo belt. :)

Yes I dreampt of a solution last night...

Nightmares all night. :P

+2 votes   media: Female Ogryn Areas of interest.....
RT2...
RT2... Sep 20 2013, 8:37am says:

while the obj is smoothed in the view.
when it gets to X again the smoothing reduces or is gone.

+1 vote   media: Blender 2.42a
RT2...
RT2... Sep 20 2013, 8:36am says:

There is bound to be a way around this area of interest. :)

+2 votes   media: Female Ogryn Areas of interest.....
RT2...
RT2... Sep 20 2013, 5:16am replied:

Awwwwwww sorry man....
"Worlds smallest Violin plays in the background."

Around mid day, i got a chance to test it while awake a minimally fatigued. :P

Can you get anything out of this information?

+1 vote   media: The other option for wargear_upgrade_01
RT2...
RT2... Sep 20 2013, 3:43am says:

Maybe it is my import/Export for X in blender 2.42a

+1 vote   media: No work ..... work
RT2...
RT2... Sep 20 2013, 3:33am says:

Failure god damn it all. :P

+1 vote   media: What am I trying to do....?
RT2...
RT2... Sep 19 2013, 11:58pm says:

maybe none would do the job too, but not default... :P

And the whe I sent is fudged. :P

+1 vote   media: The other option for wargear_upgrade_01
RT2...
RT2... Sep 19 2013, 7:43am replied:

deadmans crossing is a good 2p.

+2 votes   media: Thunderhawk complete animation. :P
RT2...
RT2... Sep 19 2013, 7:01am replied:

I dont doubt you man. :)

Is it just the one map?
Which has map boundaries?
-Stretching possible solution. :P

+1 vote   media: Thunderhawk complete animation. :P
RT2...
RT2... Sep 19 2013, 6:58am replied:

Moddb.com

First time I heard of this. :)

+1 vote   media: Chaos thunderhawk getting stuck in the air
RT2...
RT2... Sep 19 2013, 6:53am says:

So the FX goes through the TH as it sure as heck doesn't look like it has finished its animation. :P

+1 vote   media: Chaos thunderhawk getting stuck in the air
RT2...
RT2... Sep 19 2013, 1:52am replied:

Maybe one day. :P

+1 vote   media: Chaos missing wing texture.
RT2...
RT2... Sep 17 2013, 7:17pm says:

I think it is the dow commander for guard swords, I use it on the psyker battle squad. :P

I found it and looted it from DOW, I know it isn't the inq as he has the hammer. :P

Or it could be a loose sword that is floating around as wargear.

+1 vote   media: Praetorian with staff and other things
RT2...
RT2... Sep 17 2013, 6:38pm says:

with an open max.

Ctrl-A
Ctrl-2 in my case

And we have the dow Properties Browser.

+1 vote   media: Dow properties Browser...
RT2...
RT2... Sep 17 2013, 6:37pm says:

"Keyboard" Tab,
Scrolling down the list to find the "r" symbol with "Dow Properties Browser" next to it.

Bind keys.
Ctrl-2 was what I used. :P

+1 vote   media: Dow properties Browser...
RT2...
RT2... Sep 17 2013, 6:35pm says:

Right Click on the empty button Bar and "Customize".

+1 vote   media: Dow properties Browser...
RT2...
RT2... Sep 17 2013, 6:26pm replied:

Yeah I will have to look into the vid.

Id we had a screenshot of it, would you be willing to put it up on the forum or the images page to see who else had the issue?

it is splendid to hear they are so useful in campaign.

+1 vote   media: Chaos missing wing texture.
RT2...
RT2... Sep 17 2013, 7:37am replied:

thanks for all the feedback man. :)

You got mail. :P

+1 vote   media: Chaos missing wing texture.
RT2...
RT2... Sep 17 2013, 7:07am replied:

cant replicate your results man.

I know it happens with certain bldgs... but unable to get it work with chaos thunderhawk. Sorry man.

You must have your camera a long way out also. :)

+1 vote   media: Chaos missing wing texture.
RT2...
RT2... Sep 17 2013, 6:48am replied:

never had that problem.

it could be visibility at the end, but it shouldn't be as it wasn't an issue there before. :)

checking. :P

+1 vote   media: Chaos missing wing texture.
RT2...
RT2... Sep 17 2013, 5:45am replied:

which mod and which race?

I know the guard super heavy building can have its flyer stuck in mid air when building units. :)

+1 vote   media: Chaos missing wing texture.
RT2...
RT2... Sep 17 2013, 2:38am replied:

How so man?
I remember our conversation now. :)

Would this ability be feasible?

+1 vote   media: Chaos missing wing texture.
RT2...
RT2... Sep 16 2013, 8:08pm replied:

I am basing most of my babble off of the Thunderhawks in UA as I have helped work them in and the oe work wasn't that difficult through mudflaps. :)

+1 vote   media: Chaos missing wing texture.
RT2...
RT2... Sep 16 2013, 6:00pm replied:

How do I put this. :P

It is like your turrets for the praetorians man. :)

At 0200 I was able to while compiling the FFE babble and have not bee able to replicate it again. :P
Most likely 4L of Iced coffee was involved. :P

As usual I was only able to do it for FFE work on the beaky and then went off doing more FFE research. :P

then computers crashed November last year I think, after everything, and I haven't been able to replicate it again. :P

That is why I am babbling about procedure on RELIC to see if I can get another burn through. :P

Its a chainsaw moment every time I try, when I can see in teh past I was obviously able to do it. :P

+1 vote   media: Praetorian Supervisor
RT2...
RT2... Sep 16 2013, 7:20am replied:

why do you need to get python man?

you just plug and pray. :P

all I needed to do. :P

+2 votes   media: Praetorian Supervisor
RT2...
RT2... Sep 16 2013, 7:10am replied:

I dont mean to be a pain in that *** with ideas man, but just to let you know that there is other ways around any situation, using all you ave practiced in combination. :P

+1 vote   media: Praetorian Supervisor
RT2...
RT2... Sep 16 2013, 7:02am replied:

Yeah man it doesn't always work. :P

what about a mudflaps export into DirectX ?
I have a good direct X babble on relic and that might be another way to see what can be done. :)

I dont know about the editing capacity yet as I haven't got enough references to make a competent statement. :)

As far as head texture issue, or invis head,... could the commissar head be made visible and the parts of the other head you dont want... Do a Alpha invis in the texture?

Remember you can link to another 64x64 texture and make a wtp for it that is invis? all in the whm. :)
Howzat?

+1 vote   media: Praetorian Supervisor
RT2...
RT2... Sep 16 2013, 6:45am replied:

in future for reference you can load the Mudflaps work in through OE.
combining all visibility into one motion ... will show up straight away what conflicts. :)

I know the code might not be easier or might be, just another option. :)

on conflicts with the head have you tried an 80 3f vis work?
Just as another option. :)

+1 vote   media: Praetorian Supervisor
RT2...
RT2... Sep 16 2013, 6:33am replied:

Okay so because the thunderhawk is a building it should be possible to use the ability and have the thunderhawk take off and disappear. :)
still vague, could the ability actually spawn another thunderhawk building and wait to deploy the troops?

+1 vote   media: Chaos missing wing texture.
RT2...
RT2... Sep 15 2013, 7:58pm says:

FFE MAN. :P

CAN I YELL FFE ANY LOUDER?
I dunno. :P

Forums.relicnews.com
REF: FFE Hardpoints/Weapons to use in Corsix/AE..

Similar area in the CLST/CLAS.

To know what is what, you can either go through the whe and look in mtons to see what anim they use.
then into the whm and anim and see what 803f
and then look at the object name.

Or you could roll the dice and try it ingame. :P

+1 vote   media: Praetorian Supervisor
RT2...
RT2... Sep 15 2013, 6:16pm replied:

So it is a double click unit situation?

Is it the priority of building over units when selecting?

Also could an ability be to redeploy and unload troops?
Or is that too complex of an ability?

Thunderhawks are for the sacrifice to get the infantry and dreadnoughts in place. :)

+1 vote   media: Chaos missing wing texture.
RT2...
RT2... Sep 15 2013, 8:13am replied:

Yeah, liking gimp. :P

+2 votes   media: Icon tests
RT2...
RT2... Sep 15 2013, 7:50am says:

Circuitry definitely wins. :)

+2 votes   media: Icon tests
RT2...
RT2... Sep 15 2013, 12:46am replied:

100 squads, bloody typos. :P

+1 vote   media: Ulta-LoL.....
RT2...
RT2... Sep 15 2013, 12:42am replied:

stuff dies too easily here for me. :)

I bet no one actually uses the chaos thunderhawk?
Do you ever find a use for it?

I think it would be more useful if unload actually moved it into a position and unloaded the passengers... :)

While the defense systems fired at the thunderhawk... Like the cans they are. :P

Is that even possible?

+1 vote   media: Chaos missing wing texture.
RT2...
RT2... Sep 15 2013, 12:40am says:

571llb0rn

Should be:

571ll60rn.

Or you didn't get told about b and 6?

+1 vote   member: lvl5hyperspace
RT2...
RT2... Sep 14 2013, 9:58pm replied:

Under the codex astartes scribed by Roboute Guillman after the Horus Heresy, a chapter design was brought to gear for the space marines called chapters.

A chapter is one fighting force of space marines at its maximum size to prevent further heresy issues on the scale of the horus heresy.

One chapter is composed of 10 Companies.
each company contains roughly 10 squads.
each squad contains 10 marines.
every chapter has auxiliary staff and they are never exactly 1,000 marines, it it is a rough guide.

We use roughly Company size in UA, so this chapter deployments would seem strange I guess. :)

I have seen several chapter deployments over the years but not as affluent as it should be. But remember this gaming system is designed at youth that could not manage that level of management of units. :)

these will also come unpainted and will need painting each and every single one. :P I wouldn't like that, as it would be a rough job, with each squad taking at its best a week to paint so the 199 squads raking 100 weeks, Plus auxiliary staff, meaning roughly 3 years... If it was a dedicated painting regime. :)

People see the picture and think yes I want tat, but they dont think of what it would take to actually have it useful.
Let alone be able to manage that level of assets. :)

+2 votes   media: Ulta-LoL.....
RT2...
RT2... Sep 14 2013, 8:38pm replied:

Yeah man, it does need donations, But pushing donations at the start would be a bit too much of a rush. :)

Have you had any success with this process?
And being able to produce a DirectX file.

There is another trick where you may need to update the .Py from the one in the setup.

A quick widows search shows up the old one and open file location, with a copy and paste and replace to fix the old file.

+1 vote   media: Blender 2.68a.... Direct X Export
RT2...
RT2... Sep 14 2013, 7:10pm replied:

Donations are an interesting situation.
I could scream donation to the clouds and not have as many users as would help.

So initially I am going to pass on donations statements and leave it 'till persons are getting success...
Unless they might be donating for something that will not work.

When I get more feedback of success, donation statements will come.

It actually looks like 2.68a will not do what we need, so it would be a moot statement.
2.42a on the other hand works in certain situations.

The main purpose of doing Blender statements is getting people away from illegal versions of 3ds max.

One step at a time.
When confirmation of usefulness comes up. So should come the donations statements. :)

+1 vote   media: Blender 2.68a.... Direct X Export
RT2...
RT2... Sep 14 2013, 6:32pm says:

Good balance of white space.

Also if you look at the plug.tga you can see the break up of the white space in the background with what looks like fire? Only reason It looks like fire is because I worked on the RGB.

All it is is a background selection with an inner/outer bevel which breaks up the white space further.

Just some thoughts.. :)

+1 vote   media: Praetorian Icon Examples
RT2...
RT2... Sep 14 2013, 6:24pm replied:

Healing instances can be fixed up in beta man, I wouldn't worry. :)

+1 vote   media: Icon concept for praetorians
RT2...
RT2... Sep 13 2013, 10:47pm says: +1 vote   media: Blender 2.68a
RT2...
RT2... Sep 13 2013, 8:08pm says:

Excellent work there man. :)

+2 votes   media: Icon concept for praetorians
RT2...
RT2... Sep 13 2013, 5:31am says:

DirectX export setup.

-Anim Off
-Flip Norm off
-Swap z/y off
-Flip Z off
-Speed off

=BI.Normals on.

Export all....
I do not think Export Sel is viable.
Exit to get out of the Export function.

+1 vote   media: Blender 2.42a
RT2...
RT2... Sep 13 2013, 5:30am says:

-File Drop down menu
=Export
=DirectX .x

+1 vote   media: Blender 2.42a
RT2...
RT2... Sep 13 2013, 5:29am says:

Notice the underscore 2 after the File name, it will be handy to keep track of what you are editing and how far you got

+1 vote   media: Blender 2.42a
RT2...
RT2... Sep 13 2013, 3:42am says: +1 vote   media: Blender 2.42a
RT2...
RT2... Sep 13 2013, 3:21am says:

reselect user preferences. ---^

-File drop down menu
=Import
=DriectX .X

+1 vote   media: Blender 2.42a
RT2...
RT2... Sep 13 2013, 3:20am says:

Now you should have clicked Import DirectX up in the right hand top part of the screen.

Wow it is the missile from mudflaps tools...

Did you think I was going to do something creative? :P

+1 vote   media: Blender 2.42a
RT2...
RT2... Sep 13 2013, 3:20am says:

Yes yes this is not like windows as it is a bit more of a pain.

the double dots on the page take you up a folder precedence.
clicking on the folder you want to go into goes into the folder or down a precedence.
single click is needed here. Not windows double click as in standard controls.

We are not all SuperNerds like we thought we were. :P

There is a lot more then widows operating systems schemas out there. :P

+1 vote   media: Blender 2.42a
RT2...
RT2... Sep 13 2013, 2:22am says:

scroll up and down on the mouse wheel moves in and out of the scene.
Holding down the mouse wheel allows you to rotate the scene.
Try some play around the scene manipulation...

+1 vote   media: Blender 2.42a
RT2...
RT2... Sep 13 2013, 2:22am says:

3D view is the one you want to change too up the top for the next bit.
Remember to open and save you reselect user preferences.(This will be used later for the purposes of DirectX work)

+1 vote   media: Blender 2.42a
RT2...
RT2... Sep 13 2013, 2:21am says:

Textured Surfaces... Since we are going to be using textures.

+1 vote   media: Blender 2.42a
RT2...
RT2... Sep 13 2013, 2:21am says:

right click the object to select it.

then left click on one of the arrows that shows up for its axis movement.

+1 vote   media: Blender 2.42a
RT2...
RT2... Sep 13 2013, 2:05am says:

I think you actually scared a few people with this image man. :)
Cheers for the endless laughter as imagining their faces turns green and their mouths droop at trying to understand everything in front of their eyes. :)

+1 vote   media: Stolen from Lord Doofus. :)
RT2...
RT2... Sep 12 2013, 7:20am replied:

Sweet, man. :)

+4 votes   media: Did you use the seeker skull with major?
RT2...
RT2... Sep 12 2013, 2:46am says:

In my mind I saw Major with the seeker skull that would trail him around and would also scope out new targets by moving in a position/direction away from Major for the Hunt. :)

+4 votes   media: Did you use the seeker skull with major?
RT2...
RT2... Sep 11 2013, 10:11am replied:

are you ready to beta with a beta team?

+1 vote   media: Did you get this stuff in man?
RT2...
RT2... Sep 11 2013, 8:55am replied:

Thought about doing what I did and cloud it man?

+1 vote   media: Did you get this stuff in man?
RT2...
RT2... Sep 11 2013, 8:41am replied:

Nice. :)

I have been wondering how you are going. :)

But life steals me, I hope you are well. :)

+3 votes   media: Did you get this stuff in man?
RT2...
RT2... Sep 8 2013, 1:24am says:

Your Psychosis is fascinating. :)

1) I am glad you think this is an English only participants game, remember the internet children. It's more then a Grammar Nazis world out here. :P

2) What is a Warp Storm? Why are you so self absorbed? :D

3) Your lore knowledge is abhorrent. Nethammer knowledge is not everything. :P

Your Lore psychosis is very interesting and I would advise a psychological assessment to prevent you from too high of a dopamine build up and suicide. :)

If you think you can contribute, grab an account and stop babbling like a baby and lend that solitary neuron. :P

Also remember the forums....
Remember your inappropriate aggression can get your ideas ignored. :)

Feedback:
Moddb.com
What do you want to see in the future?:
Moddb.com

Please have a nice day now. :)

0 votes   mod: Ultimate Apocalypse mod
RT2...
RT2... Sep 4 2013, 6:51pm says: +1 vote   media: More randomness
RT2...
RT2... Sep 4 2013, 6:48pm says:

10k poly roof at a single time. :)

5k at a time good.. :)

+1 vote   media: Feeling random
RT2...
RT2... Aug 31 2013, 11:35pm says: +1 vote   media: DOW
RT2...
RT2... Aug 31 2013, 7:07pm replied:

Thanks man.
I will look into the sleeves visibility.

sb_obj_sleeves

Moddb.com

Not sure if that is helpful.

With my intimate kniwledge of sisters being that I have remade them on multiple occasions, It is easier for me to find it. :)

Remember to ask. :)

+1 vote   media: Sister superior without several wargear
RT2...
RT2... Aug 31 2013, 8:17am says:

I guess a head swap could be used to replace the helm with a head from the seraphim and make her look younger. :)

Halo fx is easy enough to get blank. :)

then it is just blue jeans and knee high boots with a nice blouse and an enhanced breast plate.
maybe elbow length gloves.

Just thoughts man. :)

Thanks for giving it a run... Life consumes me too much, damn it all. :P

+1 vote   media: Sister superior without several wargear
RT2...
RT2... Aug 31 2013, 1:49am replied:

Uts already done in a 3d modelling software.

It just needs to be converted across. :)

If only someone could groom this person to get a copy of it, it would all be so much easier. :P

+1 vote   media: StarCrusher
RT2...
RT2... Aug 30 2013, 7:53am replied: +1 vote   media: StarCrusher
RT2...
RT2... Aug 30 2013, 7:53am replied: +1 vote   media: StarCrusher
RT2...
RT2... Aug 30 2013, 7:53am replied: +1 vote   media: StarCrusher
RT2...
RT2... Aug 30 2013, 2:17am replied:

did you see the actual monolith size on the other pic?

<-------

+1 vote   media: StarCrusher
RT2...
RT2... Aug 29 2013, 12:20am replied:

You would be right there, a Ultramarine Venerable Dreadnought. :)

These are just the model styles I am going with, not the actual paint schemes. :)

+1 vote   media: Grey knight dreadnought styles I am thinking of...
RT2...
RT2... Aug 28 2013, 7:01pm says:

Yeah the alpha grey underlay is supposed to make the skin more worn.

Pinks are a good way to do it with humans.

I guess it is about the breakdown in the epidermal layers regenerative capacity from aging. :)

+1 vote   media: Kroot Veteran with some textures changes
RT2...
RT2... Aug 28 2013, 6:57pm says:

80 3f visibility work?

Maybe this on the superior gives us better Cantus and Constantia.

Ref:
Moddb.com
Moddb.com
Moddb.com

Moddb.com
Moddb.com

Delegating these attempts to Novices.

Only thing is, I think the inferno pistol would need to be changed with a Las-pistol.

+1 vote   media: Alternative idea to create some guardswomen
RT2...
RT2... Aug 28 2013, 8:51am replied:

sorry to sound like a downer, but after over 20 years of this, you might be able to understand my frustration of trying to communicate to those that cant even play any versions of the game and rarely pay attention to what they are reading, or are able to access all media from GW. :)

+1 vote   media: Improved Scars
RT2...
RT2... Aug 28 2013, 8:45am replied:

Okay should they be built from the sister famulous?
Like the ethereal?

It is still a ***** game though and the large amount of young males wouldn't be able to integrate with the changes.
Strangely enough they dont have the knowledge from years of gaming and babble the net spawn which they stumble upon.

Under vandires planetary guard might also be another way to get them in through sisters of battle.

So many ways I could think of using them, but what mod would actually go for anything that isn't a part of the internet spam spawned upon the poverty stricken, testosterone and poorly educated persons, about the warhammer 40,000 universe.

I know that may sound harsh, but it is the truth of what we are surrounded by as developers. :)

+1 vote   media: Improved Scars
RT2...
RT2... Aug 28 2013, 7:15am replied:

Okay so the sisters of battle and the church cannot have men under arms.

They are a lil advanced for cantus for sisters of battle. :)

Moddb.com

Sister Famulous.... A possibility?

+1 vote   media: Improved Scars
RT2...
RT2... Aug 28 2013, 4:02am says:

Iron warriors Daemon Prince?

+1 vote   media: Obliterator Titan
RT2...
RT2... Aug 28 2013, 4:01am says:

Yeah, it would be good to find some mods that would use these. :)

+2 votes   media: Improved Scars
RT2...
RT2... Aug 28 2013, 3:59am replied:

Rougher texture work, maybe more faded, by working an alpha level underneath this and working on the transparency?

Making the under level a grey scale of this should allow it to fade with texture composition. :)

+1 vote   media: Kroot hierarchy idea
RT2...
RT2... Aug 28 2013, 2:37am replied:

Lolz, you need to get a skull pen, you will never stop. :P

+1 vote   media: DOW UA
RT2...
RT2... Aug 27 2013, 10:35pm replied:

Which reminds me, did I ever get round to doing the 80 3f visibility on the machine cult for the thunderhawk dropship, instead of a texture alpha-out.

+1 vote   media: DOW
RT2...
RT2... Aug 27 2013, 10:27pm replied:

What about the containers from the guard mechanized command?
It come into my head yesterday while I was babbling about it on Relic forums. :P

+1 vote   media: DOW
RT2...
RT2... Aug 27 2013, 10:17am replied:

Smart man, as it saves you having to do it all again. :P

+2 votes   media: Issue with the afriel head texture
RT2...
RT2... Aug 27 2013, 7:06am replied:

Great that you feel confident enough to do it man. :)

they could be a bit rough as they were done so long ago. :)

+2 votes   media: Issue with the afriel head texture
RT2...
RT2... Aug 26 2013, 7:16pm says:

Is it just one of the heads?
or is it the headset?

+1 vote   media: Issue with the afriel head texture
RT2...
RT2... Aug 25 2013, 7:44am says:

Interesting concept man. :)

+1 vote   media: Medi Crate
RT2...
RT2... Aug 24 2013, 9:56am replied:

Could you apply the rule of thirds in graphical design?

so if the surface area is 100Px^2 = 10,000Px...
meaning 3,333 Px... :)

It may seem easy to make the cross a third the width of the box and a third the length of the box.
Problem is that the spot in the centre. :) = over 50%...
So if the cross is a quarter the width and length and the length of the cross is 3/4 the width and the length of the box, you should be right. :)

75px X 25px per Line. :)
Also if you do it in an alpha channel, you can change the transparency of the cross and make it look more painted on man. :)

Make sense?

+1 vote   media: Medical supplies alternative
RT2...
RT2... Aug 24 2013, 9:05am replied:

LoLz... :P

+1 vote   media: Medical Supplies
RT2...
RT2... Aug 24 2013, 9:05am replied:

LoLz... :P

+1 vote   media: Medical supplies alternative
RT2...
RT2... Aug 22 2013, 2:54am replied:

Yep and I believe the last lot of knight class titans are the ones chaos get. :)

+1 vote   media: DOW UA
RT2...
RT2... Aug 20 2013, 12:33am replied:

Did you check out the animations on Facebook?

+1 vote   media: DOW UA
RT2...
RT2... Aug 19 2013, 11:15pm says:

.MDL / .TEX / ,gfx / .sfx ... Got me. :P

+2 votes   media: Squad Command Themed Clone Progress....
RT2...
RT2... Aug 19 2013, 6:53pm replied:

Now I pointed it out to you. :P

+1 vote   media: DOW UA
RT2...
RT2... Aug 19 2013, 4:35am replied:

build setup.

up down colums.

fade in weapon guidance system. :).

ground pane representation. :)

+1 vote   media: DOW UA
RT2...
RT2... Aug 16 2013, 8:53pm says:

I thinking purifiers. :P

+1 vote   media: DOW
RT2...
RT2... Aug 16 2013, 9:46am says:

I did a selection of units and none of the buildings yet, as I believe this might be a plausible way to increase quality.... :)

Jones I lost you Email addie. over 1000 emails for modding dow and I know why I lost it. :P
JL Has a complete set of these in uncompressed BMP format.

These are to see if you can work with them. :)

PNG compression did some blending not in the BMP....
Not sure if it is better.

Remember TGA will do some blending also, which is why I sent BMP.
And JL looked keen to get them set for the Mod. :)

Would like your opinions gents. :)
Hit up JL, Jones if you want the bitmaps, as I think I am about to run out of my paltry 4g bandwidth, :(

Be safe Gents as I am nodding here ready to sleep. :)

+1 vote   media: DOW
RT2...
RT2... Aug 15 2013, 4:02am says: +2 votes   media: DOW
RT2...
RT2... Aug 14 2013, 6:48am says:

If you read this doofus:

I might suggest trying to get the texture pack from Jones for the IDH.

+1 vote   media: DOW
RT2...
RT2... Aug 14 2013, 12:56am says:

Lotz of Bugz....

I like bugz cuz they are good to eatz... :P

+2 votes   media: DOW
RT2...
RT2... Aug 13 2013, 4:45pm replied:

To make it even more remarkable is that you are at
UTC/GMT +2
...And I am at
UTC/GMT +10

Thank you, to the internet. :P

+2 votes   media: Termius Prime : Ice Cave
RT2...
RT2... Aug 13 2013, 4:36pm replied:

Ive got to ask, if it would be possible to make a complete 1024x1024 map with this terrain, based around a asteroid mining complex?

Something that could be a ruthless 8P.

+2 votes   media: Termius Prime : Ice Cave
RT2...
RT2... Aug 13 2013, 4:17pm replied:

If only everything worked that fast it would be sweet. :P

But I think you will find that ten minute turn around rather unique to a few situations. :P

+3 votes   media: Termius Prime : Ice Cave
RT2...
RT2... Aug 13 2013, 3:53pm says:

On FB.

Facebook.com

+1 vote   media: DOW UA
RT2...
RT2... Aug 12 2013, 7:32pm replied:

Thanks buddy. :)

Amazing still could use improvement, and thankfully I have people that can help me figure it out. :)

+2 votes   media: DOW UA
RT2...
RT2... Aug 12 2013, 7:27pm replied:

Alpha transparency is very useful, to delete things. :)

I used that combined with mesh fx to make things look very different in the past, like some of the grey knights, this was all before I could get max to work properly. :)

Remember 80 3f for bones, if you want it all invis. :)
I found the extra texture work can be mod heavy though and bloat a mod.
so I am glad I know how to skin and also bone invis as this point also. :)

+1 vote   media: Would transparencies be of any interest?
RT2...
RT2... Aug 12 2013, 7:52am says:

Sorry I didn't pop round sooner man.

RL really screws me.

In the list is the items you would need to invis through msgr/mslc and msgr-data renames. :)

Moddb.com

Just checked and they are all skinned. :)

+1 vote   media: Would transparencies be of any interest?
RT2...
RT2... Aug 11 2013, 11:34pm replied:

No need to be sorry,
Truth is best, that's why I asked. :)

I dont need groomers, but troothers. :P

+2 votes   media: DOW UA
RT2...
RT2... Aug 10 2013, 11:43pm replied:

Like this?

Moddb.com

Or is it too rough?

+1 vote   media: DOW UA
RT2...
RT2... Aug 10 2013, 10:13pm says:

As with everything:
there is a million and one models in concept.
And:
there is a billion and one modellers to train up.
And:
there is a trillion and one jobs around the house to be done as a full time carer. :P

+1 vote   media: DOW UA
RT2...
RT2... Aug 10 2013, 1:30am says: +1 vote   media: DOW UA
RT2...
RT2... Aug 7 2013, 9:17am says:

On facebook.....

Facebook.com

+1 vote   media: DOW UA
RT2...
RT2... Aug 7 2013, 4:37am says:

Fleeop.com
There you go

Dark_Crusade_ModTools_1.20.exe
Corsix Mod Studio 0.5.5 - Modstudio.corsix.org
Corsix SGA Reader 2.150209 - Forums.relicnews.com
DOW Advance Mission Editor v0.41 - Forums.relicnews.com(v0-41-08-01-2012)
Fneep Tools 0.4 - not in can only find 0.2
Mudflap tools v3.0 - Forums.relicnews.com
Dark_40K File Format Editor 0.41 - Forums.relicnews.com
Santos tools (which ever gorbs link is) with latest WHM import script added HOWEVER i'm not sure copy_animation is in there - Forums.relicnews.com
IBBorad Texture Tool 1.9 - Skins.hiveworldterra.co.uk
Relic Audio Converter - Forums.relicnews.com
DXTBMP - Mwgfx.co.uk
mudflaps_custom_sky_tool.zip - Dawnofwar.filefront.com
ScreenEditor - Forums.relicnews.com

at the moment. :)

+2 votes   media: DOW
RT2...
RT2... Aug 4 2013, 7:39am says:

145pts?

+1 vote   media: Vindicares cost in 6th Edition of 40k?
RT2...
RT2... Aug 3 2013, 8:39pm replied:

Both the transformations are bold writing in OE meaning they aren't called on by anything.
The Mono might have ripped out incorrectly.

Got me, Till I put more time into it. :)

+1 vote   media: DOW UA
RT2...
RT2... Aug 3 2013, 2:49am replied:

Forums.relicnews.com

Someone said would it be possible to make this out of a basilisk and a Shadowsword, and I couldnt find a way, so I made and alternate way and made it a bit of a ffe tutorial. :P

+1 vote   media: DOW
RT2...
RT2... Aug 2 2013, 9:29pm replied:

As far as necrons go and the monolith in SS, I am trying to seduce a developer from shapeways into developing in DOW, specifically UA, you will see his pylons -->
At the same time I am trying to get the DOW SS Monolith to be able to be printed at shapeways, so I can have an alternate set of monoliths for my "Baleful Necropolis" apocalypse formation.
Using the real monoliths in an older "Doomsday Phalanx" apocalypse formation with a Doomsday Monolith.
At the moment I only have a "Monolith Phalanx", so a ways to go. :P
Got the 400 necrons from second ed though. :P

I understand the timing is set in the addon phases as I found with the Praetorians.
Unless I can create a modifier like the build modifier and attach it to the addon phases. I dunno. But this would save a lot of timing procedures. As I could use an inset delay(OE) and have the animation delay to the end of the time for the inset.

Also there is visibility areas of interest around what should be visible at what part of the addon phase, like the guns not being visible but the ball joints being visible in addon 2.

Can you tell me if the corsix/ae calls on a "transformation" or "reverse_transformation" motion?
As I think I found things like this for the psyker battle squad a long time ago. :P
And If it is found with the monolith it will mean that that is why the actions. not game actions, of Transformation and reverse_transformation get used like they do.

This is all without the FX used in the monolith bldg, as I might just xref it in OE and use the previously well worked monolith fx. :)

Back to the person I care for, :P

+1 vote   media: DOW UA
RT2...
RT2... Aug 2 2013, 10:07am replied:

Of you ffe the necron_monolith_main.whm you will see the anims I need to emulate. :)

the length of the main anims is trick as they are extensive to accommodate the research for the bldg addons.

There are also areas of interest around finding animations so the components dont crash together.

I just wish I had a good 24 hrs to put straight into the concept.

Its just a matter of time now. :)

+1 vote   media: DOW UA
RT2...
RT2... Aug 2 2013, 7:39am says:

addon 1 should be plants at 75%
addon 2 should be plants at 100%
addon 3 should be visibility of tower. :P

+2 votes   media: DOW UA
RT2...
RT2... Jul 30 2013, 4:18am says:

For OH&S reasons the Punisher cannon had to be shielded.
So the whole squadron got shielding on their Punisher cannons.

Something about testicular mutilation. :P

+1 vote   media: Tank Commander...
RT2...
RT2... Jul 29 2013, 11:59pm replied:

Meh, I didnt set dependencies at this point. :)

It shows something about the codex evolutions interface that I wanted to point out to gerberman on relic forums. :)

+1 vote   media: Evolutions indiscretions.
RT2...
RT2... Jul 29 2013, 11:30pm replied:

Go for it buddy, Help yourself. :P

+1 vote   media: Busy, Busy, Busy.....
RT2...
RT2... Jul 29 2013, 9:00am replied:

Now that is heart warming. :)

Glad to see you are happy with where you are at. :)

+2 votes   media: DOW UA
RT2...
RT2... Jul 29 2013, 8:24am replied:

You laugh and I will make all the patents and get filthy rich. :P

+2 votes   media: DOW UA
RT2...
RT2... Jul 28 2013, 9:48pm says: +1 vote   media: OE work...
RT2...
RT2... Jul 27 2013, 9:51pm says:

If these were to be implemented into BFG I would be suggesting the label of Exodites.

Corsairs already have a forgeworld based model set.
And craftworld are the standardized.

As these were the earliest version of the Eldar ships it would seem appropriate that exodites would be using them. :)

Or am I completely deluded.

+2 votes   media: Shadow Hunters
RT2...
RT2... Jul 27 2013, 8:51pm replied:

Thanks buddy. :)

Mucho grazias. :)

+2 votes   media: DOW UA
RT2...
RT2... Jul 26 2013, 10:48pm replied:

Its the formation area of interest that is stopping sqwadrons being in game. :)

This conversation is spread all over the place the last week. :)

They might be implemented if even done as flyers to get rid of the terrain / formation conflicts in the dow engine. :)

Or at least that is what we are trying to sort out with all the babble. :)

Thanks for the heads up that they are treated as skimmers, as I wasn't aware of that and have not seen a game with them used in as, even though they were released a couple of editions ago, they are not popular with the boyz I watched in the past. :)

Also to take into account the 6th ed flyers rules a deviation from table top might actually make them game friendly for dow. :)

Do you know if the Chinorks are Skimmers also?

punktuashun iz fur skool teshers....

+2 votes   media: DOW UA
RT2...
RT2... Jul 25 2013, 11:17pm replied:

You can see the monoliths I believe. :)

The pylons from understandings, is what enhances the guass blast from what I understand, also focusing it to a more devastating weapon. :)

+1 vote   media: DOW
RT2...
RT2... Jul 25 2013, 8:14am replied:

This is the monolith OE code.

I am trying to understand how it does its transformation in OE so I can make Anims to accommodate for it in Max.

I think it is the transformation sets, that are used for the spawned monolith as I dont know the actions called on when monolith transform.

Busy, busy, busy, with real life and got squat done.

Trade you any day. :P
You be a full time carer and I will mod with my free time. :P

+1 vote   media: DOW UA
RT2...
RT2... Jul 24 2013, 7:33pm replied:

Not really, just updating the Assets list possible. :P

+1 vote   media: Deffkoptas....
RT2...
RT2... Jul 23 2013, 9:07am replied:

Combo till I get the scalpel into em. :P

this is what I am talking about with flyers as a squadron, as I cant see terrain being an issue. :) I hope. :P

So it might just be formation work. :)

+2 votes   media: DOW UA
RT2...
RT2... Jul 23 2013, 7:18am says:

I just pulled 26 of the single rotor Deffkoptas for a good price. :P

Games-workshop.com
@$55 I doubt I would get my hands on many of these. :(

Forgeworld.co.uk
@63 Pound, with Forgeworlds lack of international support, means I will possibly never see these.

But this is what I am looking at ork wise, as not even the speed freaks keep my attention. Im'a Flyboy Boyz...

+2 votes   media: DOW UA
RT2...
RT2... Jul 22 2013, 7:48am says:

Glad your back. :)

+1 vote   media: New abbattoir for necron.
RT2...
RT2... Jul 22 2013, 2:56am says:

As you can tell, I have no idea of how to get the separated monolith structure building to work properly.

see in the background on the right hand side.

Fx is till rough with it.
Its about 2 weeks to understand the build method in max and then another week to understand the build method in OE.
With a week period to setup the fx properly.

Through max and OE, I cant see any other way to have it decent.

Not quite the questioned two minutes. :P

+2 votes   media: MAX WORK...
RT2...
RT2... Jul 21 2013, 8:40pm says:

As you will notice at tier_2 you can turn it into a Support monolith. :P

+2 votes   media: DOW UA
RT2...
RT2... Jul 21 2013, 7:49am says:

Canon, I dont think the restored monolith should be in the game. :P

I think canon dictates that the Dark Crusade SP necron be used. :P

C.A.N.O.N. :P

+1 vote   media: DOW UA
RT2...
RT2... Jul 19 2013, 9:21pm says:

I actually used this song set as cognitive stimulant while researching the Diagnostic and statistical manual on mental disorders version three(DSM-III), in the early 90's.

So it is rather nostalgic that I use it to do study of the diagnostic and statistical manual on mental disorders version five(DSM-V), in the early 10's.

Parody is that 20 years of the DSM-IV didn't really help people as much as it was revolutionized to do.
And it still contradicts UN Declarations and Convention on human rights.

DSM-VI will take into consideration this new thing we call the internet and Digital media. :P Whether it be interactive or non-interactive. :P

A human is a human, **** Happens, Relax and Chill Out. :P
In the words of the generations through the 70's and 80's.

+1 vote   media: Dead eyes opened...
RT2...
RT2... Jul 19 2013, 8:30pm says:

LoLz... :P

+1 vote   media: TP open....
RT2...
RT2... Jul 18 2013, 9:35am replied:

Can you farm?

I cant see why you would need them :)

+1 vote   media: My new Graphics card!
RT2...
RT2... Jul 17 2013, 5:48am says:

Using the bound key combination you can bring up dow properties browser and work on states for certain animations

+1 vote   media: Dow properties Browser...
RT2...
RT2... Jul 17 2013, 5:47am says:

In this situation we go the first tab and scroll down to the DOW properties browser then set a key binding.

+1 vote   media: Dow properties Browser...
RT2...
RT2... Jul 17 2013, 5:47am says:

At this point we want to right click and go to Customize.

+1 vote   media: Dow properties Browser...
RT2...
RT2... Jul 17 2013, 12:22am says:

How to track an apocalypse scale game of this rule set?

Look around you and see what type of portable device can do maths,
can communicate with other devices if necessary,
Can use OCR to determine dice rolls.
and automatically update database table online or on text to be later updated to online.

What device would that be?

+1 vote   media: Dark Heresy by Games workshop, warhammer 40,000
RT2...
RT2... Jul 17 2013, 12:18am says:

Yes I am heretical for releasing sacred parchments of the adetpa sororitas. :P

I have 700 of the lil' beggers... I think I earned my strips. :P

+1 vote   media: Dark Heresy by Games workshop, warhammer 40,000
RT2...
RT2... Jul 16 2013, 11:06pm says:

Red and Black really decided it for me, and an couple of Emporers would be able to hold enough of them. :P

+1 vote   media: Sisters of battle Transport.
RT2...
RT2... Jul 15 2013, 11:27am replied:

saturation reduced all together.

lightness reduced by 25% is what I use. :)

+2 votes   media: Icon work generator
RT2...
RT2... Jul 15 2013, 11:14am says:

Looks good man. :)

How do you feel about it?

Yak away as I might have techniques for you. :)

+2 votes   media: Icon work generator
RT2...
RT2... Jul 15 2013, 7:20am says:

There is a tau russ texture from Hangar 8 I believe.

I havent tested it yet. :)

+2 votes   media: The Tau Russ is now working fine
RT2...
RT2... Jul 15 2013, 7:18am replied:

Are you drinking lots of cold water man?

It should allow for better concentration and better blood flow to the head and brain, by re-hydrating your circulatory system. :)

Meaning more nutrients should get through to where they are needed for cognition. :)

+2 votes   media: Obliterator Titan
RT2...
RT2... Jul 14 2013, 9:51pm replied:

they are just repentia with a body trick so they dont all look like genetic clones.

The flaming sword is optional as the eviscerator is still in there. :)

+2 votes   media: DOW UA
RT2...
RT2... Jul 14 2013, 8:39pm replied:

You are a busy fellow.

I hope the heat gets cooler soon. :)

+2 votes   media: Obliterator Titan
RT2...
RT2... Jul 14 2013, 7:42am says:

Lua rescale is good.

How are you going with FFE WHE SEUI work?

+2 votes   media: Obliterator Titan
RT2...
RT2... Jul 13 2013, 1:09am replied:

Emailed. :P

to see if someone else besides me can get it to work.

If they cant it is my fault. :P

+1 vote   media: DOW
RT2...
RT2... Jul 12 2013, 10:33pm replied:

What's really scarey is you understand some of what I babble on about. :P

+2 votes   media: Sisters Resources. :P
RT2...
RT2... Jul 12 2013, 8:21pm replied:

Parody is that the statement was architectured that way due to the complex statement capacity, :P

How to form a theory?
How to form, a theory.
How to form, a theory?

:p

+1 vote   media: DOW UA
RT2...
RT2... Jul 12 2013, 6:54pm replied:

rofl.. Engrish, whats that good four but skool?

+2 votes   media: Sisters Resources. :P
RT2...
RT2... Jul 12 2013, 5:19pm says:

Is it something that could potentially deepstriked guardians onto the battlefield.

+4 votes   media: WTF?
RT2...
RT2... Jul 12 2013, 5:03pm replied:

Blackadder, Nice, :)

+2 votes   media: Sisters Resources. :P
RT2...
RT2... Jul 12 2013, 4:09pm replied:

Ever so slowly converting her into 40k, so I can get more games in. :P

She gets a good deal of bable about whta I do as far as modding goes, and surprisingly at times she asks me how I am going and what I am modding. :P

Then she just listens. :P
I don't think she understands my babble. :P

+2 votes   media: Sisters Resources. :P
RT2...
RT2... Jul 12 2013, 4:07pm replied:

Its actually a focus task for the person I care for to build up her confidence by getting her to read them out loud to me, and boosting her confidence and reading ability. :)

I could of went with some of the Horus Heresy Series, but I think it would of bored her with Jargon and the architecture of the novels. :)

+2 votes   media: Sisters Resources. :P
RT2...
RT2... Jul 12 2013, 4:03pm replied:

If you wanted some more details about sisters of battle. :)

James swallow does some good work. :)
Like Nemisis. #13 out of the Horus Heresy Series. :)
Which is subsequently the last one I read, so I better catch up on the past couple of years.

Red and Black is easy to read, you just put the disc into your pc and headphones on for the audio book. :P

+1 vote   media: Sisters Resources. :P
RT2...
RT2... Jul 12 2013, 2:26pm replied:

My last two weeks and next week go like this, :P

Sick from flu, Output = Babble... :P
Bust Prepping Person for week away and food prep, Output = Less the babble...
House inspection preparation, Output = Whispers. :P

I see a couple of options, using previous techniques. :P
Bone sync over FFE into Fire Dragons Exarch. :P Similar to what I did with teh combo Aspects. :)

Bone sync and weapons addons, the Xref over fire dragons exrach in OE. :P Similar to what I did with the wraithguard,

Back to housework @ 04:30 GmT+10:00

+1 vote   media: DOW UA
RT2...
RT2... Jul 12 2013, 1:03pm replied:

Found a few more big things for you, If you feel like coming out of the eye of terror. :P

+1 vote   media: Custom Hierophant WIP stages
RT2...
RT2... Jul 12 2013, 12:21pm says:

Subtle yet works.

Wraps well too from my perspective. :)

+2 votes   media: Trying to make the texture "dirtier"
RT2...
RT2... Jul 12 2013, 2:27am says:

You seem to gave found a niche man. :)

enjoy. :)

+1 vote   media: I wonder if the new tattoos are nice?
RT2...
RT2... Jul 11 2013, 6:32am replied:

Not sure about stahls version. :)

+1 vote   media: DOW
RT2...
RT2... Jul 11 2013, 6:21am says:

SSHR needs to be implemented in the whm. :)

+1 vote   media: Be careful snipers are around and await targets!
RT2...
RT2... Jul 10 2013, 10:03am says:

Wooohooo....!
Sexy.... :P

+2 votes   media: It seems the guardswomen can have sexy hats!
RT2...
RT2... Jul 10 2013, 9:52am says:

Is the Lt. cap a bone/forceskinned bone, mesh, enveloped/skin object?

Do you remember the pic of teh differences.

You might be able to slide it into the goggles spot. :P
Having them all with sexy caps. :P

+2 votes   media: Lieutenant and Kasrkin sergeant females
RT2...
RT2... Jul 10 2013, 7:52am says:

Liking the work man. :)

+2 votes   media: Female Standard bearers
RT2...
RT2... Jul 10 2013, 7:50am replied:

Yeah man, spoiler it up on relic.
And listen for some feedback,

It mightn't all be positive, but some positive ideas may come.

Remember this is a homophilia based genre which focuses mainly on males and the psychosocial conditioning that astride certain humans rights, mainly xeno/gender phobias... Blah, Blah, Blah... Is about all my statement was going to be worth so I will stop there. :P
If I said the words testosterone driven psychosis, it might make more sense. :P

Sorry about the extra babble. :P

+1 vote   media: Guardswomen and Female Sergeants
RT2...
RT2... Jul 10 2013, 7:36am says:

Did you use head one?

As it calls on the sisters RSH and uses the true battle sister hair style.
hence the grey nomads. :P

brb

+1 vote   media: Guardswomen and Female Sergeants
RT2...
RT2... Jul 10 2013, 3:59am replied:

I think its better if we don't waste ordnance on that planet as there is something called grennhouse effect and they are doing it themselves already. :)

+2 votes   media: DOW
RT2...
RT2... Jul 9 2013, 11:06am says:

Ordnance R Us.... :P

+2 votes   media: BFG
RT2...
RT2... Jul 9 2013, 11:01am replied:

hit up JL

+1 vote   media: Mixed Genre squads in Soulstorm?
RT2...
RT2... Jul 9 2013, 10:59am replied:

Yeah you got it good from my perspective. :)

+1 vote   media: Mixed Genre squads in Soulstorm?
RT2...
RT2... Jul 9 2013, 10:47am replied:

You should of gotten all that freshly canned spam. :P

Usually called ideas. :P

+1 vote   media: DOW UA
RT2...
RT2... Jul 9 2013, 10:46am says:

Helmet ready....
email malcom_foster@hotmail.com

How to apply Helmet?. :P

Helment is set to replace goggles and just needs a rename, then a ?inserted for visibility in the ANIM of head 1 2 3 4 5.....

80 3f In example of visibility. :P

you too can have 5 new female heads with helmets.

If you do email me remember to title it guard helmet incase I forget while I sleep. :P

+1 vote   media: Mixed Genre squads in Soulstorm?
RT2...
RT2... Jul 9 2013, 10:13am says:

If you are using teh sisters heads?

Use heads 2/3/4/5, that way you can use the texture of the sisters heads in comparison to the head out of teh sisters base texture.

Skins.hiveworldterra.co.uk

Then this rsh for the sisters heads will blow your mind. :P

do not extract straight over the top of your soulstorm, as it dumps the textures in w40k and dxp2 folders.

Or if you do, get the sisters head rsh out and put it into the mod folder or My_Mod.
The hair colour and eye work are excellent for this. :)

did you want helmet?

+1 vote   media: Mixed Genre squads in Soulstorm?
RT2...
RT2... Jul 9 2013, 9:17am replied:

Yeah man, Ideas will come from this media. :)

Hows your belly?

+1 vote   media: DOW UA
RT2...
RT2... Jul 9 2013, 8:40am says:

Cant find this mesh. :)

+1 vote   media: DOW UA
RT2...
RT2... Jul 9 2013, 7:54am replied: +1 vote   media: DOW UA
RT2...
RT2... Jul 9 2013, 7:53am replied:

Need more intel. :)

As comsocrat would **** over these models. :P

+1 vote   media: DOW UA
RT2...
RT2... Jul 9 2013, 7:52am replied:

Download Epic Legions....

Must do. :P

+1 vote   media: DOW UA
RT2...
RT2... Jul 9 2013, 7:49am replied:

Nerdgasm.....!

+2 votes   media: DOW UA
RT2...
RT2... Jul 8 2013, 2:29am says:

Warp-Rift-01.pdf
Dl.dropboxusercontent.com
Warp-Rift-02.pdf
Dl.dropboxusercontent.com
Warp-Rift-03.pdf
Dl.dropboxusercontent.com
Warp-Rift-04.pdf
Dl.dropboxusercontent.com
Warp-Rift-05.pdf
Dl.dropboxusercontent.com
Warp-Rift-06.pdf
Dl.dropboxusercontent.com
Warp-Rift-07.pdf
Dl.dropboxusercontent.com
Warp-Rift-08.pdf
Dl.dropboxusercontent.com
Warp-Rift-09.pdf
Dl.dropboxusercontent.com
Warp-Rift-10.pdf
Dl.dropboxusercontent.com

+1 vote   media: Warp Rift Series.
RT2...
RT2... Jul 6 2013, 9:35pm says:

I think this is the poster version of the craftworld that was released in white Dwarf many years ago.

I am not sure if I have a copy of it around. Its been so long. :P

If need be and I find it I could easily generate Doom of the Eldar without all the lines and jizzbang.. :P

+1 vote   media: Eldar Craftworld.
RT2...
RT2... Jul 6 2013, 8:47am says:

Only onw problem is that warp rift stipped at issue 33....

+1 vote   media: A true Battlefleet from Space-fleet
RT2...
RT2... Jul 5 2013, 4:38am says:

GhostFrahon I havent been able to find besides in the cards. :P

Nightwings are very scarce, but possible. :)

+1 vote   media: Spacefleet/Doom of the Eldar....
RT2...
RT2... Jul 5 2013, 3:48am says:

How you say? WYF are Inks?
Stained glass windows here I come. :P

Yeah, been a long time, but i notz forgotten. :P

Bet you thought you would never see that in your BFG. :P

+1 vote   media: BFG
RT2...
RT2... Jul 4 2013, 11:32pm says:

Influenza repression is still in effect due to the amount of stuff ups I made trying to get these ingame and rescaled...

+1 vote   media: DOW UA
RT2...
RT2... Jul 3 2013, 8:53am says:

Great replacement for my thousand sons Devastation squadron.

+2 votes   media: BFG
RT2...
RT2... Jul 3 2013, 8:51am says:

Good replacement for my Khorne cruiser group out of Styx.... :)

Also a good replacement for my Styx with Devastations for Black Legion.

+1 vote   media: BFG
RT2...
RT2... Jul 2 2013, 12:38am says:

Contents of Burn_Sgm.bat designed for the sisters. :)

+1 vote   media: DOW
RT2...
RT2... Jul 2 2013, 12:37am says:

Example of file setup for burning with DOW tools Burn_sgm.bat

+1 vote   media: DOW
RT2...
RT2... Jul 1 2013, 9:28am replied:

LoLz man... :)

I'm doing what ever my concentration allows me toooooo. :P

+2 votes   media: 40k....
RT2...
RT2... Jul 1 2013, 9:20am says:

Why the Deathwinds?
so I don't need to take vehicles in the assault army. :P
All in with pods and heavy support with pods. :P

Just sweet use of Wolves. :P

+2 votes   media: 40k....
RT2...
RT2... Jul 1 2013, 8:48am says:

So what am I doing with my time....
Myworld.ebay.com.au
Trawling E-bay for the real hobby, not participating in the development of this promotional media with no real dignity in its design.

Wow I won a game of DOW, Wooopdidoooo... :P
A PC game...
Won a hard fought battle of 40k, Alright, lots of dice tossing... :D
Playing against things called real people. :P
Talking, maths and some real problem solving. :)

+1 vote   media: DOW
RT2...
RT2... Jun 29 2013, 2:43am says:

Interesting it was the Corsix code that made it happen, from my understanding.

So it is looking like you cannot break down one hardpoint across two hardpoint designations or it will go with the last hardpoint weapon loadouts working properly.

This will take a UI redesign again. To be able to use the weapons as desired ingame.

How to go about it?

+2 votes   media: DOW UA
RT2...
RT2... Jun 28 2013, 8:17am says:

Dual frost claws on a wolf priest will be nasty. :P

And love the hair do on the rune priest with the dual handed Axe. :P

+1 vote   media: Space Wolves.....
RT2...
RT2... Jun 27 2013, 9:26pm says:

Got the Patronica Superior armour done this morning. :P

Lots of checking to do before I go any further. :P

+1 vote   media: DOW UA
RT2...
RT2... Jun 27 2013, 2:43am says:

Dias of destruction
Raider Obviously
Ravager
Scourge and sybarite.

+3 votes   media: DOW UA
RT2...
RT2... Jun 27 2013, 1:18am says:

That's with Soulstorm textures as well, as I haven't completed development of teh new vector rescaled textures. :)

+2 votes   media: DOW UA
RT2...
RT2... Jun 26 2013, 11:36am says:

Interesting.

+3 votes   member: dza-dza
RT2...
RT2... Jun 26 2013, 9:12am replied:

Yeah man he does a good go from new fx. :)

I dunno if he wants to develop for UA.

Time will tell. :)

+1 vote   media: DOW
RT2...
RT2... Jun 26 2013, 4:03am replied:

rofl. :)

So true. :P

Khrone bowling style. :P

+1 vote   media: DOW UA
RT2...
RT2... Jun 26 2013, 4:00am replied:

Just a quick ember babble for some explosion effects. :P

Moddb.com

he did a better job then my babble. :P

+1 vote   media: DOW
RT2...
RT2... Jun 25 2013, 9:42pm says:

Open up the Heirophant Whm in File Format editor.

Open up MARK and TEXT REPLACE Point02 with Point_2.

Go into the MSGR and find the Object01 MSLC and ctrl-D to move it to the bottom of the MSGR MSLC List.

Now Onto Max and Import whm.
Regular import process and you will see when Importing it will crash and you wont have Object01... Listed ---> Previously.

Save into the correct folder in your modding setup with your initials at the end of it after and underscore.

Now into max again and get object02 and clone it.
Wow it is Object01... Surprise... :P
Saving the envelope at this point.

Delete the skin on the clone.

Mirror along the X Axis,

Alignment movement will be needed to get it into perfect position.

Go and note down bones in the skin of object02.
Look for corresponding bones in the position that the new object01 is in and note them down.

Depending if you have an auto update string hex editor.
When you go to load the nevelope, Hex edit it and put in corresponding bones to the ones that are in there, only if you have an auto update string hex editor.

If you don't, forget the envelope and skin the object01 onto a bone on the objec01 side which it should be associated with.

Saving and working normal and any other burn stoppers.
Do not change the name of anything.

Burn it out.

+1 vote   media: FFE WORK.... MAX work.... Etc......
RT2...
RT2... Jun 25 2013, 11:55am replied:

FFE Wins.... :P

I cant get you anis, but you can xref because of mudflaps. :P

How you want to go about this?

If you can follow my babble you can do it yourself.

For me now Is bed time. :P

Errr... I meant to say I couldn't do it so I could watch you make a new one and then say, Hey guess what I just figured out, several months ago. :P

yeah yeah a lot of messages possibly in a confused order, but I got it do able without anims and you will need to mirror object02 to make an object02.....

Just to make sure you didn't miss it. :P

Redundancies everywhere...

Night. :P

+1 vote   media: Custom Hierophant WIP stages
RT2...
RT2... Jun 25 2013, 11:53am replied:

FFE Wins.... :P

I cant get you anis, but you can xref because of mudflaps. :P

How you want to go about this?

If you can follow my babble you can do it yourself.

For me now Is bed time. :P

Errr... I meant to say I couldn't do it so I could watch you make a new one and then say, Hey guess what I just figured out, several months ago. :P

yeah yeah a lot of messages possibly in a confused order, but I got it do able without anims and you will need to mirror object02 to make an object02.....

+1 vote   media: DOW UA
RT2...
RT2... Jun 25 2013, 11:47am says:

Man no lick burning through teh issue as object01 is still corrupt no matter how i screw it up. :P

+1 vote   media: FFE WORK.... MAX work.... Etc......
RT2...
RT2... Jun 25 2013, 11:35am replied:

Interesting thoughts. :)

Could be but I have no idea truely.

It could be a bad clone work given one and two are the same just mirrored along the x axis. :P

Found a way around it...

Just seeing If I can get A sgm and ebp through mudflaps to be able to get other anims. :P

Also try a burn.sgm.bat for re extraction. :P

Burning in, burning out, all just to get something to work in MAx for Cosmocrat :P

+1 vote   media: FFE WORK.... MAX work.... Etc......
RT2...
RT2... Jun 25 2013, 11:32am replied: +1 vote   media: Custom Hierophant WIP stages
RT2...
RT2... Jun 25 2013, 11:14am replied: +1 vote   media: Custom Hierophant WIP stages
RT2...
RT2... Jun 25 2013, 10:49am replied:

One of the areas of interest can be fixed by using ffe on the whm and changing point0 in mark of the whm into point_ in a text replace and you pretty much have the sisters ready. :)

There are extra tricks needed for dark eldar.
We know about the dds/tga issue from rambling a while back, like beginning of 2011... :P
also the point0 out of sisters comes into play.

Moving msgr/mslc up and down in the whm. to get around illegal objects. :P and Xref around it in ffe or OE. :P

There are still a few more to get to grips with as you will see if you keep going ----> that way with the bog DE vehicle extraction faults that I get every now and then. :P And just cant completely get around. :P

Mostly done, just a few bugs in the worx.

Heirophant still confuses me as there are a lot more issues then I can get around and I will look at it again right now. :P

+1 vote   media: DOW UA
RT2...
RT2... Jun 25 2013, 10:20am replied:

It would be a good asset for people to use as a few ffe'ers are coming in and may want to work with UA. :)

I'm right here with the burner in DOW tools Burn_sgm.bat covering me. :)
A part of my time is talking a few through max to start modelling into DOW with max burn.

If there is anything you think would be done fast through hex'n'tex go for it, as it saves a lot of animating and other widgets, that make me want to sleep. :P

A few of the hexers are starting max work, and having some success, but for those that are still in ffe would enjoy the resource. :)

I have already done a grey knight "weapon master"? for Soulstorm grey knights as well as a sisters weapon master for sisters in soulstorm.

If there is anything you think would be handy, go for it man for a bit of fun to help modellers, who cant max it out. :)

+1 vote   media: Custom Hierophant WIP stages
RT2...
RT2... Jun 25 2013, 9:51am replied:

Getting more watchers means you need a larger throughput and a larger capacity for development taking a lot more time, or cheating like a mofo. :P

Only reason I get any watchers is because I cheat like a mofo, using new tools that people don't fully understand.

Sacrificing your life for watchers is over rated. :P

+1 vote   media: Custom Hierophant WIP stages
RT2...
RT2... Jun 25 2013, 9:48am replied:

Did you want the Heirodule from Drogoth to work with?

Size only matters if you aren't well endowed. :P

Man enjoy your niche. :)

+1 vote   media: Custom Hierophant WIP stages
RT2...
RT2... Jun 25 2013, 8:13am says:

Yes I have had the Warhound scout battle group since 95, well before ****** world got into the action.

Been a tank *** for a long time as well.

Meaning the baneblade and warhounds are from Armorcast.
With the 2nd baneblade being the late 9O's rip of the armorcast baneblade. :P

Wouldn't mind a 2nd Armourcast baneblade, using the ****** world rip off as a Squadron leader, because of the main cannon build.

Already got a butt load of tank commanders in metal as I didn't think they were suitable for the russ and went with the tank commanders in plastic for battle tanks.
Metal is too precious and earns more money without the tank.

Yeah I punched em out of the Russ turrets and used the plastics brought out in a update last decade.

+2 votes   media: Guard Russ'
RT2...
RT2... Jun 25 2013, 4:19am says:

So you like the big ztuff?

+1 vote   media: Custom Hierophant WIP stages
RT2...
RT2... Jun 25 2013, 4:16am replied:

The ones that matter are watching. :P

+2 votes   media: Custom Hierophant WIP stages
RT2...
RT2... Jun 24 2013, 11:22am replied:

I am pretty sure it is a male in there with that strong of a right wrist. :P

+1 vote   media: DOW UA
RT2...
RT2... Jun 21 2013, 10:32pm says:

I get the feeling that because of that head gear that after I do all the normalizing I will loose the capacity to be able to smooth the body. damn it. :P

+1 vote   media: DOW UA
RT2...
RT2... Jun 21 2013, 9:07pm says:

This development may just be what has given me a way around needing leaders for squads so I can use complex upgrade systems.

The dual single handed weapons systems means that there is a way to create a veteran superior for any squad using code changes in OE and have the capacity to have coplex upgrades available to the squad and no leader needed for wither the Sisters variants or the Seraphim variants. :)

A lot more time will be needed to see if this is viable. ;)

+1 vote   media: DOW UA
RT2...
RT2... Jun 21 2013, 9:02pm says:

Heck I could even apply it to any of the sisters of battle armoured units as an extra armour and have her upgradable like weapons for one in the squad. :)

Just a fraction of what is possible. :)

Might be a way to get around this two leader complex upgrade area of interest that I hear espoused around the countryside. :P

+1 vote   media: DOW UA
RT2...
RT2... Jun 21 2013, 8:45pm says:

286011130110208 Patriarch Dumas, The Veiled Fiend
280002330140207 Sisters of Battle Canoness with Power Axe
280000211440200 Sisters of Battle Seraphim / Patronica Squad
280000111440201 Sisters of Battle Battle Sisters
280000411840206 Sisters of Battle Exorcist / Catafalque of Sins
280002430140206 Sisters of Battle Prioress Lazarea Verata
280002230140208 Sisters of Battle Sister Superior Magdalenia
280000330740205 Sisters of Battle Repentia Squad

As part reference





+1 vote   media: DOW UA
RT2...
RT2... Jun 21 2013, 4:03am says:

With the Sera-Curia I found the solution towards this area of interest. :)

+1 vote   media: DOW UA
RT2...
RT2... Jun 20 2013, 4:11am says:

Understanding left right in Icon terms. :P

The majority of the icons I have seen and worked on has been for right handed persons. :P
And the grip is mostly on the left. :)

So if it is a left hand weapon the grip would be on the right. :P

So dualies cross over and what ever. :P

+1 vote   media: DOW UA
RT2...
RT2... Jun 19 2013, 6:59pm replied:

Working on that at the moment. :)
It will be the same for all Sisters units if possible. :)

Grab an account and join in buddy. :)

0 votes   media: DOW UA
RT2...
RT2... Jun 19 2013, 4:29am says:

roflmao....

After trying to figure out the vis problem all day, i looked at the anim and it has all visibility on... :P

Serves me right for ripping it in fast without checking for vis with dow properties browser... LoLz... :P

+1 vote   media: DOW UA
RT2...
RT2... Jun 18 2013, 11:38pm replied:

Hey man, I cant do everything myself, I dont have enough time. ;P

So I hope my babbling helps someone. :P

Hows FFE going?

+1 vote   media: DOW UA
RT2...
RT2... Jun 18 2013, 6:21am says:

I am getting distracted by a chuck norris vietnam movie. :P

+1 vote   media: DOW UA
RT2...
RT2... Jun 18 2013, 12:12am says:

Later on if I get the heads I would like to be able to integrate faces for other races besides the two base I am using as standard in this run.. :P

Also hair colour based on damage of the unit would be a dream I wouldn't mind, that way You wouldn't need to click on them to see how their health is. :)

Further expansion is the jump packs on the sisters and using their two handed weapons with the anims from the Seraphim brought in for movement and jumps.
Ive actually been talking about this for the longest time and still have no clear thought process or logistical way to do it at this point.

Why? Why so much for Sisters? Well it is a unique systems in the 40k gaming psychosis that maybe 15 years old and not worked well enough yet as it is still a patriarchal psychosis that pervades the genre.
Not saying that I am not using a patriarchal ideal or ideology, but I am trying to step aside from human rights issues based around sexual identity. :)

Babble, Babble, Babble... Yes I am having a mental break away from the puzzling of the potentials of this unit. :)

On a personal note:
Screw you ModDB saying I type too many characters, I need to bloody communicate with descriptives to help people understand what I am attempting.. :P

+2 votes   media: DOW UA
RT2...
RT2... Jun 17 2013, 9:15pm says:

The area of interest here is the lack of animations in the firing anims I made up for the inferno pistols a while ago, so it is a matter of learning how to import bone positions to give the Seraphim a suitable firing position for idle. Or a week of testing to get it kosha. :P

+1 vote   media: DOW UA
RT2...
RT2... Jun 17 2013, 10:06am says:

Doesn't matter how good I make these...
Playing against guard and an inferno Russ comes out and its all over... RUN......!

Opps I couldn't run away fast enough, now I am a toasty roadkill for the tracks of the Leman Russ. :P

+2 votes   media: DOW UA
RT2...
RT2... Jun 17 2013, 7:27am replied:

east fix in ffe, just find the sword and look for the angels text and replace it with sisters texture link. :P

+2 votes   media: DOW UA
RT2...
RT2... Jun 17 2013, 12:48am says:

Yes, Yes, Lightsabers. :P

+2 votes   media: DOW UA
RT2...
RT2... Jun 16 2013, 11:23am replied:

every bit helps. :)

+1 vote   media: DOW UA
RT2...
RT2... Jun 16 2013, 11:20am replied:

You make it sound like I jave an idea of what I am doing. ;P

I think there is a lot I have to learn yet. :P

I think it would be easier for me to have the sisters show up their weapon options as a flowery floater around them wham I select a unit out of a squad. :P

+2 votes   media: DOW UA
RT2...
RT2... Jun 16 2013, 10:08am replied:

Would you care to elaborate? :P

+2 votes   media: DOW UA
RT2...
RT2... Jun 16 2013, 7:57am says:

Why cant I use these last two positions?

+3 votes   media: DOW UA
RT2...
RT2... Jun 16 2013, 2:32am says:

Back to testing these out. :P

+1 vote   media: DOW UA
RT2...
RT2... Jun 15 2013, 10:37pm replied:

Thanks man. :)

+1 vote   media: DOW UA
RT2...
RT2... Jun 15 2013, 10:12pm says:

I am thinking about moving the two ssiters armour variants up the top with the leaders.

But I am not sure if I can break one hardpoints weapons down across two hardpoints and use the same aims and calls.

Also moving the sisters melee weapons under the armour.
Meaning that I could dump out that unused 0... :P

Pair would be aligned like.
Flamer/hvy flamer
gold bolter/hvy bolter
melta/multimelta
and the three combi weapons would be at the bottom right of the section i can actually alter.

Just thoughts as I might not be able to break the Hardpoints up.

+1 vote   media: DOW UA
RT2...
RT2... Jun 15 2013, 9:56pm says:

That is why you would need to use the long coat on her back as it should cover it.

It is to do with the long hair female heads. :)

Or use another head with her texture. :)

+1 vote   media: It seems the female logican head is wrong
RT2...
RT2... Jun 15 2013, 7:17am replied:

if you want afro you can go for the praetorian female logican if you wanted too. :)

+1 vote   media: It seems i may have found the solution!
RT2...
RT2... Jun 15 2013, 7:15am replied:

A tip might be to ask on the relic forum for a skins database and see if they have any Brom skins?

skins@huveworld terra I think. :)
Im not sure though. :)

+1 vote   media: It seems i may have found the solution!
RT2...
RT2... Jun 15 2013, 7:12am replied:

Love the call. :)

+1 vote   media: DOW UA
RT2...
RT2... Jun 14 2013, 7:27pm replied:

Possibly.

I was trying to do it through hardpoints to make every sister independently upgradable. :)

Hence melee weapons upgrades too. :)

+1 vote   media: DOW UA
RT2...
RT2... Jun 14 2013, 7:01pm says:

Yeah man, that is the stuff. :)

Is there anything in particular you wanted to achieve?

+2 votes   media: It seems i may have found the solution!
RT2...
RT2... Jun 14 2013, 8:41am says:

O am yet to understand the rgd well enough for weapons to get the armour and the weapons to reinforce on a different list so they dont use up the reinforce lots. :P

Same will go with the melee weapons. :)

+1 vote   media: DOW UA
RT2...
RT2... Jun 13 2013, 10:55am replied:

Yeah the standard size man. :)

The combi-weapons still need some fluer de lys. :)

So in theory to get them under the SOB reinforce I would need to add in 6 weapons and that would fill up the two sets of columns. :)

Chain sword melee upgrade for celestians?
Ardent blade melee upgrade for Angelics?

If I could, like the two armour upgrades for the imagifer and the Superior, that would make 4.. :)
6 there. :) This would be nerdgasmic. :P

Or the three golden bolters and another unknown upgrade. :P

+1 vote   media: DOW UA
RT2...
RT2... Jun 13 2013, 8:17am says:

still no idea of how to move around the icons in the UI. :P

Getting there though.

Also need to find a way to make the armour variants upgradable after each other. :)

+1 vote   media: DOW UA
RT2...
RT2... Jun 12 2013, 9:53pm replied:

Problem solving approach:

Check the head on the female body, check in teh head msgr/mslc and see how many bones are in there and check to see if they are the same as in the guard you want to use.

Swap the head across if you get a suitable match.
Remember you can rename bones to like position bones in the new model. :)

Best possible problem solution towards getting a female guardsmen, as if it is the penal legionnaire she is based off of the codex srg and ffe over the top.
Meaning the head should be in a swap position in FFE already. :)

+1 vote   media: DOW UA
RT2...
RT2... Jun 12 2013, 9:12pm replied:

Penal Legionairre?

+1 vote   media: DOW UA
RT2...
RT2... Jun 11 2013, 9:12pm replied:

Its just been swapping to visible weapons, I haven't got stuck into creating Weapon RGDs yet. :)

I have to also do another burn of another set of the sisters models with marker and extra accessories, then I can start in earnest to worry about the weapons.

In this early stage I am just checking moving and idle firing for errors and also any initial fx errors.

I am a bit slow at rgd and also busy with caring. :P

So it's slow and I will work on it when I can. :)

+1 vote   media: DOW UA
RT2...
RT2... Jun 11 2013, 11:16am says:

Got some funk updating armour when set as weapons.

Icons all work good. :)

Just the upgrades of one armour takes away weapon upgrades.
also one armour doesn't allow to be upgraded to another armour when is more advanced.

In time it will be learned, but for now it confuzzles me. :P

+2 votes   media: DOW UA
RT2...
RT2... Jun 11 2013, 3:55am says:

Also it is once per army. :P

single character unlike shown here. :P

+2 votes   media: DOW UA
RT2...
RT2... Jun 9 2013, 11:31am replied:

you can only try a head swap with the women out of dow.
or even a sob if you used SS.

just a bit of ffe. :P

+2 votes