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Seregruth 4hours 30mins ago replied:

not really on my list now...
like many mods already have a chaos LR and they don´t look bad, so no need to make a new one.
but when I would do one, it would be a great conversion with a giant maw for the main front hatch, or torn body...simply more than just adding spikes a skulls here and there ;)

+1 vote   mod: Seregruth´s Land Raider Variants
Seregruth 4hours 43mins ago says:


+3 votes   media: Sith Lair Map
Seregruth 6hours 5mins ago says:

"iniParseFXlist --FXlist FX_VilyaEnd not found!
Error parsing field ´DeathFX´in block ´Object´ in file ´data\ini\object\projectile.ini´, line 441"
(very sad face)

+2 votes   download: BFME: Tactics beta 1.0
Seregruth 11hours 34mins ago replied:

well it uses the same bone names as LR Crusader so I guess it should be somehow mergable with its already done animations. but I have 0 experinece with OE, so...

+1 vote   media: Land Raider Achilles
Seregruth 11hours 35mins ago replied:

thanks, I´ll correct it. don´t you know what policy do they use for their work?
added you on skype.

+1 vote   media: Land Raider Achilles
Seregruth 13hours 41mins ago replied:

"blablabla...->PM" ;)

+2 votes   media: Land Raider Achilles
Seregruth 17hours 21mins ago says:

so it´s basically ready for any mod which wishes to have it. in that case ->PM.
thanks Enpremi for the texture, he made a good job.

+2 votes   media: Land Raider Achilles
Seregruth Jan 29 2015, 5:33pm says:

SFXs are very often the Achilles´ hell of many mods (UA not completely excluding) :/
but this, this is truly magnificent! this sound pleases Slaneesh!
great job, Eranthis.

+5 votes   media: Eranthis Aconite's voice over work for UA
Seregruth Jan 27 2015, 7:16pm replied:

yeah, it seems that the roof uses just a plain grass texture. this won´t hurt that much in a render, but since this engine can´t really handle ambient occlusion/soft shadow, they have to be "painted" on the texture manually. and maybe also add some details here and there.
otherwise good job as always ;)

+3 votes   article: The Road to Edain 4.0: Queer Lodgings
Seregruth Jan 26 2015, 9:48pm replied:

if you can get them ingame, then sure ;)

+1 vote   media: WH30k Ancient Weaponry
Seregruth Jan 25 2015, 3:06pm says:

does a planet destroyed by Sun Crusher looks different than destroyed by Death Star?

+2 votes   media: Carida after be destroyed by the Sun Cruser
Seregruth Jan 20 2015, 9:49am replied:

I´m talking about the last hero - the one in the lowest row.

+1 vote   media: EvilMen Heros
Seregruth Jan 19 2015, 3:44pm replied:

and what about the last one (bottom right) - he has a portrait of a mumak rider, some elephant-like abilities and mount/dismount...?

+1 vote   media: EvilMen Heros
Seregruth Jan 19 2015, 5:53am says:

so two leaders on Mumakil?

+1 vote   media: EvilMen Heros
Seregruth Jan 17 2015, 8:10am says:

Am I right, that you removed buildable space hypervelocity gun from GC?

+1 vote   media: Small Golan III
Seregruth Jan 17 2015, 7:38am says:

still, your warlord is dead... :/

+3 votes   media: Death Squad
Seregruth Jan 15 2015, 1:27pm says:

Bell Keepers?

+1 vote   media: New stuff for Dwarves (WIP)
Seregruth Jan 14 2015, 7:14pm says:

hmmm, interesting idea to put some additional armour on the sponson weapons as well...

+1 vote   media: Standard LR w Reinforced Armor
Seregruth Jan 13 2015, 11:19am replied:

or you could give code as third ability with autofire and applicable on infantry units only, so that it solves this "omg, why does it takes so long to kill a group of weak soldiers?!" and you still 2 ability slots for use.

+2 votes   media: Infantry Rigging Test
Seregruth Jan 13 2015, 5:59am says:

omg, you did it! I´ve tried and failed so many times... :D
gonna release a tutorial for it?
then maybe you could give them "Take cover" with absolute speed reduction but increased accurace/fire rate/damage/whatever...

+1 vote   media: Infantry Rigging Test
Seregruth Jan 12 2015, 5:55pm says:

this calls for a sync kill where he devours the defeated leader within its thorax!

+1 vote   media: Dimachaeron (early WIP)
Seregruth Jan 12 2015, 11:36am replied:

oh...not really. I have to change this, cause I thought it won´t be that hard to get them ingame...

+1 vote   mod: Seregruth´s Land Raider Variants
Seregruth Jan 11 2015, 9:45pm replied:

I was reffering to the "bar", but looking at it now, I think the entire lower part should be more robust...

+1 vote   media: Tyranid Consumption Node - Passive Adaptation Alt
Seregruth Jan 11 2015, 9:43pm says:

well I have already created some new models for LRs. the issue is that I can´t get them ingame...
so if interested:

+1 vote   media: Land Raider Standard
Seregruth Jan 11 2015, 9:38pm replied:

not sure I get your question, but if I do then:UV stays with the model, once you UV it and apply this modifier onto the mesh - you can export it convert it, use in another program... the UV is still bound to the mesh. if you add some new parts to it, you have to make a new UV/edit the existing one

+1 vote   mod: War Eternal
Seregruth Jan 11 2015, 3:24am says:

I know this feeling... I actually never played Men of War, I followed this mod just cause Chompster was doing hell of a good job, but it´s a shame anyway :/
but maybe you´ll get back to it, or come across a new game where you could use the assets. anyway, thanks and good luck in future

+1 vote   article: Men of the Emperor: Burning Horizon development
Seregruth Jan 10 2015, 6:48pm replied:

yeah, me too. I liked that he was unique but still wasn´t this much different... this is nice, but it sort of breaks the traditional "nine" (or eight+leader).
but if you don´t mind breaking the "9 riders in black concept", maybe you could make more of them special (GamesWorkshop as inspiration) ;)

+4 votes   media: Khamûl
Seregruth Jan 7 2015, 7:40am says:

maybe you could UV that "eye-glow" to the engine glow texture, so that it also fades out and doesn´t end so abruptly... or you can screw this, since nobody will notice it ingame...

Seregruth Jan 6 2015, 1:29pm says:

thanks, just thought you were using something new, cause I didn´t know about that it reflects the colour of skybox (partially because I used that shader in space)... anyway, great always!

+1 vote   media: Some new props and effects
Seregruth Jan 6 2015, 10:39am says:

what shader do you use for it, if I may ask?

+1 vote   media: Some new props and effects
Seregruth Jan 4 2015, 7:18am replied:

I call it Kadalbe as well :D

+1 vote   media: Keldabe battleship reporting
Seregruth Jul 5 2014, 11:34am replied:

heh, curious are you? :)
ad maps) probably the same GC maps, maybe adding a starting planet for Vongs, but we have to finish space and land skirmish first...
ad cooperation) once this mod is finished (space skirmish->land skirmish->GC)the Vong race will be complete, so there won´t be much I could help the other team with. but time will show...

hope I answered all your questions ;)

+1 vote   mod: Vong Invaders Expansion
Seregruth May 29 2014, 5:03pm replied:

have you tried sticking it deeper into the weapon so that it is not glowing that much? otherwise a good job on making it work!

+3 votes   media: Qolaraloq Attack!
Seregruth May 18 2012, 5:00am says:

the cockpit would look better with a texture on it(not simply black) IMO...

+4 votes   media: Dug Railgun
Seregruth Feb 8 2012, 9:25am replied:

I´m quite familiar with the Invasion (Refugees,Rescues,Revelations) series. Problem is that it´s a comic book so the colours are not "real". Apart from this, shape of many ships shown there doesn´t look organic, so they need some tweaks. But you´re right, it´s a possible source/inspiration.

+2 votes   media: Coralskipper
Seregruth Feb 7 2012, 6:29pm replied:

muchas gracias, Iván... :)
?tienes algunas ideas cómo pueda bonificarlo?

+2 votes   media: Coralskipper
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Jan 31, 2015
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