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

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RT2... Author
RT2... - - 3,305 comments

addon 1 should be plants at 75%
addon 2 should be plants at 100%
addon 3 should be visibility of tower. :P

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GreenScorpion
GreenScorpion - - 1,935 comments

It seems to be going nice! Is there much work still undone or is it close to completion?

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RT2... Author
RT2... - - 3,305 comments

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. :)

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GreenScorpion
GreenScorpion - - 1,935 comments

In many aspects the monolith is a complex building especially in the model itself but also in the coding related to it. Timing needs to be precise and in my opinion making a working monolith from scratch probably was more time consuming than most of the necron units together (even considering there was a previous version in Winter Assault).

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RT2... Author
RT2... - - 3,305 comments

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

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GreenScorpion
GreenScorpion - - 1,935 comments

From what i can understand it doesn't really call transformation or its reverse motion directly but the addon 3 activates the transformation motion through some OE work it seems and the offline_ext defines some stats on when the vehicle gets offline and returns to the building form. Will have to investigate further but this is what seems to be done.

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RT2... Author
RT2... - - 3,305 comments

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. :)

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Lord_Cylarne
Lord_Cylarne - - 7,166 comments

Oh three? Got it!

The niceness of your thinking trumps all. :3

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Bones in place, now the anims next.

When I get time. :)