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15 comments by abrun4 on Jul 25th, 2013

OK .. SO what would I LIKE to See in WH40K-II?

I would like to see HIVE Cities.
I did some Hives on the OFPWH40K Armageddon 2 Map, but was not really satisfied with them. :-/ 

I started to make NEW Hives for Armageddon 3 Map .. but still Not really what I wanted.
I know the Limits of a Building is 64m x 64m x 128m tall ... this is good to go, But a REAL HIVE per say is many many MANY Meters Tall.
SO I will have to limit it to 128m tall , yeah yeah I know there are tricks to the trade to make 256 meters tall and if not taller... But I will stay with 128m's .

Here is some concept work I am doing .. 
(** Bare in mind - these are not final - **)

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The walls are 50 meters Tall, and about 50 meters wide on the outer edge.
ALL Buildings are HIGH Poly Models, the final (if I go with any of these) will be LOW Poly **Of Course**.
Image #3 and #10 show man units for Scale. They are Standard 1.8 meters tall.
With the Event of LARGE Wh40K Vehicles, I have plans for 50 meter wide streets, The Lite BLUE squares are 40m x 40m with a 10 meter white sidewalks ... yeah yeah .. who the hell makes 10 meter wide sidewalks ... WELL the World of 40K does ... :P 

Currently I have a BASE size of 20m x 20m x 5 meters tall per floor (** this could change **), and I have a smaller W x L x 10 meters tall (sorry I did not write down the width or length) - Needless to say it's smaller then 20x20 meters.

I have some "Enter-able" buildings that would be 2 to 5 story's tall, as I really do not Know the Poly count of said building if it was More then 5 Stories.

Some of you might be asking ... "What about Air units Crashing into the Taller Buildings ... ?"
Well for AI .. Don't make them go Near the Taller Buildings .. as for Players .. Learn How to FLY ... 

I really Do not know how these Buildings will work in A2 .. I know of some Buildings that are 100m + but by default, I think 5 stores is the Tallest that A2 has. ( I could be wrong) ^o) 

End Vox Transmission !

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Release of "Pre Alpha" WH40K II Patch 0.001

Release of "Pre Alpha" WH40K II Patch 0.001

Mar 21, 2014 Patch 14 comments

Here is a Small Up Date for the Pre-Alpha that was Suppose to have gone out but was held back as the Machine Spirit was Cranky. **NOTE** You still need...

Post comment Comments  (0 - 10 of 475)
Commissar_Blam
Commissar_Blam 6hours 26mins ago says:

I was fairly impressed with this mod (once I managed to get a server up and running). For a project in its early alpha stage it certainly shows a lot of promise. Clearly the cadian models need a little reworking, the shoulder pads are a bit off and I'm not entirely sure what's going on with the snipers' buzz lightyear helmets, but the core elements are there for a great wh40k fps, the likes of which we've never seen before. I was surprised with the level of detail you put into the chimera interior and I'm really excited to see where you take the mod next; the new hive city certainly looks interesting and is a location rarely visited by most games in the franchise. Keep up the good work!

+1 vote     reply to comment
Commissar_Blam
Commissar_Blam 6hours 21mins ago replied:

On a side note, if you're looking to play this mod online, I can host a small dedicated server. Please post a comment on my profile with your steam username if that's something you're interested in.

+1 vote     reply to comment
E_50_Panzer
E_50_Panzer 1hour 51mins ago replied:

Definitely interested! My Steam name is the same as my one here, would love to have a server for some ArmaII40k Mp.

+1 vote     reply to comment
kdub40k
kdub40k Oct 19 2014, 6:50pm says:

for a first model that is very good

+2 votes     reply to comment
ZmajOgnjeniVuk
ZmajOgnjeniVuk Oct 20 2014, 9:20am replied:

Thanks, I am quite pleased how it came out :)

+2 votes     reply to comment
E_50_Panzer
E_50_Panzer Oct 20 2014, 1:16am replied:

It is A LOT better than some of my first models, that is for sure!

+2 votes     reply to comment
ZmajOgnjeniVuk
ZmajOgnjeniVuk Oct 20 2014, 9:25am replied:

Thank you Panzer...may I know what was your first model?

+2 votes     reply to comment
E_50_Panzer
E_50_Panzer Oct 20 2014, 5:58pm replied:

Well, twas an Eldar man that was very very blocky, and had WAY too many verts. in places like the head (over 4,000!!!!!), and the general proportions of the model just didn't add up to make it look like an Eldar. A little secret, a few of the parts from him are on the current model I am working on...

+3 votes     reply to comment
ZmajOgnjeniVuk
ZmajOgnjeniVuk Oct 18 2014, 9:03am says:

Hello there, I came across this mod couple of weeks ago and must say it looks really good. As a small token of my appreciation for your efforts, I would like to offer you first model I made. I have no idea about your specifications on number of polygons but model itself has between 60.000-80.000 thousand polygons, was made in 3dmax 2010 and has no texture or animations. It's a model for Tyranid gaunt. I'm supposing that you are planing Tyranids for your mod, so if you are willing you can use it.
Here's link to the picture of the model.

Izmajognjenivuki.deviantart.com

Now, there is lighter model in terms of polygons, has only 3000, the same model from above but really cut down. Here is the link.

Moddb.com

You are free to modify this model, and its your under simple condition of giving me credit for it, nothing more.
If you are interested, contact me here on ModDB
All the best and keep up good work.
Zmaj

+3 votes     reply to comment
ladiefromhell
ladiefromhell Oct 18 2014, 3:56pm replied:

Thank you for sharing, yes the 60,000 to 80,000 is WAYYYYY too much for A2 or even for A3 for that matter, the 3,000 will work for sure, in A2 and even A3 , there are units that are up to 9,000 to 17,000 for a MAN model....
Knowing that there might be 100 plus units on the map, 3,000 polys sounds good as the LAG will not be so much.

I will get back to you on this.

+2 votes     reply to comment
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