I am not as experienced with what we can and cannot do with the game engine, so I'm not saying it will happen, but I think we could do that if he was a tank with custom animations.
Well there is no reason we cannot make him a man, it is just that, like Macser said, there is a hefty load of work if we do it that way. If a unit we want to make a man does not have the same size as a regular Arma II man, then custom animations will need to be done unless you want that said unit to look like it is being pulled into the warp. :) (the said unit will get EXTREMELY distorted) The problem with having to make custom animations is that it takes time. Lots of time. When things get settled down and we have a decent amount of units for most races and factions out, (hopefully sometime soon) and I have little more experience at modding, I could start working on the Avatar. :) Oh yeah, I have a question, which Craftworld first? : \
The warhound is based on the man class.But the animations
have to be created from nothing.As the default stuff just won't work.
The up side for these types of unit,is that you don't need to recreate every single animation.Like crouches and prone for example.
But still.Someone has to sit down and create files.
As I've found out the hard way,animation is not that easy.
It's not too difficult to get the arms swinging or the legs sliding backwards and forwards.
But making something that looks good can be tough when you don't have the experience.I'm still learning myself.
Very large or very small units are possible.But even though they would be humanoid,a full set of animations would have to be tailored to suit them.And you'd even have to add a few extra if it's a melee unit.
That's quite a lot of time and work. :)
Or you can take the tank approach as Panzer mentions.The only downside would be the animations themselves.They're config based.So they'd look very robotic.
Model is looking sweet indeed but if you don't mind, I would like to suggest a small correction. I believe that helmet gets narrower as it rises. The plume holder part of the helmet is the same width as the rest of the helmet but it needs to be 1/3 or less of the of the overall helmet width.
Really good work.
All the best.
Well Done E_50_Panzer, Well Done indeed.
Just a little question so I could love your mod even more. Are the units as Khaine possible in future?
I am not as experienced with what we can and cannot do with the game engine, so I'm not saying it will happen, but I think we could do that if he was a tank with custom animations.
How come it cant be based on the man unit like the titans in that CW40k video?
Well there is no reason we cannot make him a man, it is just that, like Macser said, there is a hefty load of work if we do it that way. If a unit we want to make a man does not have the same size as a regular Arma II man, then custom animations will need to be done unless you want that said unit to look like it is being pulled into the warp. :) (the said unit will get EXTREMELY distorted) The problem with having to make custom animations is that it takes time. Lots of time. When things get settled down and we have a decent amount of units for most races and factions out, (hopefully sometime soon) and I have little more experience at modding, I could start working on the Avatar. :) Oh yeah, I have a question, which Craftworld first? : \
Thanks for the response man.
Alaitoc or Saim hann fist pls.
The warhound is based on the man class.But the animations
have to be created from nothing.As the default stuff just won't work.
The up side for these types of unit,is that you don't need to recreate every single animation.Like crouches and prone for example.
But still.Someone has to sit down and create files.
As I've found out the hard way,animation is not that easy.
It's not too difficult to get the arms swinging or the legs sliding backwards and forwards.
But making something that looks good can be tough when you don't have the experience.I'm still learning myself.
Thanks for the response man. Also want to say, your titan animations are like something I would expect from a professional dev team, good work :D
Thank you. :)
Very large or very small units are possible.But even though they would be humanoid,a full set of animations would have to be tailored to suit them.And you'd even have to add a few extra if it's a melee unit.
That's quite a lot of time and work. :)
Or you can take the tank approach as Panzer mentions.The only downside would be the animations themselves.They're config based.So they'd look very robotic.
Model is looking sweet indeed but if you don't mind, I would like to suggest a small correction. I believe that helmet gets narrower as it rises. The plume holder part of the helmet is the same width as the rest of the helmet but it needs to be 1/3 or less of the of the overall helmet width.
Really good work.
All the best.
Yes, I have been tinkering with that part of the helmet a lot, I will get to that at one point or another.
Ok, good, just wanted to point it out for more precise depiction of the unit.
:) Cheers