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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 18 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 534)
kdub40k
kdub40k Dec 16 2014, 4:44am says:

Found an amazing mod for arma 3 that I hope can one day mean amazing things for the wh40k universe. It's called the "cosmos engine". What it basically does and or hopes to do is combine arma maps into a world or planet with the ability to go from one island to another or blast off into space to another planet. I was just imagining wh40k ship to ship combat. The mod is still early stage but check it out.

+3 votes     reply to comment
Macser Creator
Macser Dec 16 2014, 1:18pm replied:

Looks amazing.If it's stable and works as advertised then it would definitely open up a new dimension for the Arma series.It could have applications beyond military simulation too.

I don't have A3.But I'll be keeping an eye on that.

+3 votes   reply to comment
ladiefromhell Creator
ladiefromhell Dec 16 2014, 1:15pm replied:

I Hope that When WH40K II becomes Part of the A3 Universe, That It will work fine in the "Cosmos Engine" As I have not had much time in looking into the MOD for the SPACE part of things, Ship to SHIP fighting would be pretty damn SWEET to have ..

Or to see your IG or SM transports showing up to a NEW Planet to wipe out the "ELdar", "Orks", "Necrons", etc ...

+1 vote   reply to comment
[TFDN]derptrooper
[TFDN]derptrooper Dec 16 2014, 11:47am replied:

Moddb.com

Moddb.com

Here are links to both parts of the mod.

+2 votes     reply to comment
ladiefromhell Creator
ladiefromhell Dec 15 2014, 7:44pm says:

Just letting the People of the Imperium Know that Mars is still working on the Chimera Family, They Received the Salamander Scout Chimera over the week end, and sent a data burst to show how things are looking:

S1.zetaboards.com

O_O

+2 votes   reply to comment
[TFDN]derptrooper
[TFDN]derptrooper Dec 10 2014, 3:35pm says:

So I've noticed an incompatibility with this mod and the JSRS sound mod. The sound effect of the lasguns plays alongside the replacement sound for the AKS when fired.

+2 votes     reply to comment
ladiefromhell Creator
ladiefromhell Dec 12 2014, 9:06pm replied:

Is this the MOD in QUESTION?

Armaholic.com

+2 votes   reply to comment
[TFDN]derptrooper
[TFDN]derptrooper Dec 13 2014, 10:36am replied:

Yep

+1 vote     reply to comment
ladiefromhell Creator
ladiefromhell Dec 14 2014, 3:12pm replied:

kk

+1 vote   reply to comment
ladiefromhell Creator
ladiefromhell Dec 11 2014, 8:44pm replied:

"The sound effect of the lasguns plays alongside the replacement sound for the AKS when fired."

That is STRANGE... AS the Lasgun is not a AK nor is it a M4/M16 assault rifle .. It's been too long since I looked at the current cfg, and Macser would Know this better then I ..

+2 votes   reply to comment
[TFDN]derptrooper
[TFDN]derptrooper Dec 12 2014, 10:32am replied:

Yeah that was one of the reasons I posted it.

+2 votes     reply to comment
ladiefromhell Creator
ladiefromhell Dec 12 2014, 8:38pm replied:

if you come across anything else that seems strange of that .. let me know please.

+2 votes   reply to comment
[TFDN]derptrooper
[TFDN]derptrooper Dec 13 2014, 10:35am replied:

Will do :D

+2 votes     reply to comment
ladiefromhell Creator
ladiefromhell Dec 10 2014, 3:59pm replied:

"JSRS sound mod" WHY would you be using a SOUND Mod ?
"JSRS sound mod" is for AK's and M4's etc ... not WH40K ...

BUT .... Since you have seen/found this out, I will look into it as some point..

What is in the "JSRS sound mod" that you think would Benefit your Gaming Exp. with the "WH40K II Mod"?
Is there some NICE Radio sounds or Explosion FX etc that makes the Gaming better ?

Please Explain..

Thanks.

LFH

+2 votes   reply to comment
[TFDN]derptrooper
[TFDN]derptrooper Dec 10 2014, 4:50pm replied:

Yeah much better explosion effects among some other things that could benefit this mod.

Also some people will probably want to make modern armys vs wh40k scenarios or something.

Its definitely not a big or game breaking issue, just something I wanted to point out :p

+2 votes     reply to comment
Macser Creator
Macser Dec 11 2014, 10:24am replied:

Hopefully you won't take offence at this.As it's not intended that way.

I don't see why an incompatibility with another mod would be anything to do with this team.Mods and addons are third party projects created by different people with their own goals in mind.You could just as easily post the same issue
over on the JSRS thread.You'd likely get a similar response to mine.

If that's an actual mod as opposed to an addon,then it would likely use it's own config.Which means a version of it may need to be adapted to accommodate the Wh40k mod.

While it's possible.The questions are,would you have the guys divert attention away from this project just to accommodate someone else's?Who would be volunteered to do the work?And who is actually capable of coding and bug-testing the config? :)

+2 votes   reply to comment
[TFDN]derptrooper
[TFDN]derptrooper Dec 11 2014, 2:33pm replied:

Yeah no offense taken :D

your right. Like I said, its not really a biggie unless you want to involve modern army in your editor scenarios for whatever reason :)

+2 votes     reply to comment
Macser Creator
Macser Dec 11 2014, 10:38am replied:

Yeah.It's quite an involved mod.With dependencies on CBA.

Although if it only replaces default sounds it shouldn't affect the WH40k mod.Have you set your samples to 128 in the game's audio options?Not doing so can apparently cause misfires.

There's no guarantee that will solve anything.

The best person to ask would be the author,LordJarHead.
:)

+1 vote   reply to comment
[TFDN]derptrooper
[TFDN]derptrooper Dec 11 2014, 2:30pm replied:

Thanks man Ill try that :D

+2 votes     reply to comment
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