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Thread: Faction Thread 3: Skaven

  1. #61

    Default Re: Faction Thread 3: Skaven

    personally i dont really see how you can do Skaven very easily, as alot of there "under empire" is below empire cities and this would be imposable to do on a campaign map. Although you could have them as rebel armies for the empire and have the main Skaven faction based somewhere else.
    For Middenheim & The Empire!

  2. #62

    Default Re: Faction Thread 3: Skaven

    Well although the skaven all live in the under empire most of the citys are based under swamps and the like. So just make the skaven towns all swampy and the buildings in ruins.

  3. #63
    Member Member lanky316's Avatar
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    Default Re: Faction Thread 3: Skaven

    I've been thinking about the clan structure... How are we going to show the strongholds of the various clans? I know on MTW you could give + valour in certain regions for certain units but isn't that impossible in the current game? I guess you could start the regions under a certain set-up but once the game progresses how will we show the difference between Pestilence in the West and Eshin in the East?

    Come to think of it... I'm sure the distance the empire covers will probably lead to the civil war type scenarios anyway...

  4. #64
    Bad Ass Member Sarathos's Avatar
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    Default Re: Faction Thread 3: Skaven

    Or just use the various clan banners....Skaven dont generally have different structures but they are seperated by Warloads and symbols
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  5. #65

    Default Re: Faction Thread 3: Skaven

    I was considering an approach similar to the 'temple' approach in RTW. IF you have a 'clan Eshin' building in a settlement it allows you to build Eshin units. It would also prevent building of a Skyre or Pestilens building. Conditionals would mean that the buildings could not co-exist.

    Skyre building allows building of Skyre units and so on. If you don;t have ANY of those, all you get is basic Clanrat units. That way, each town could 'specialise' in a particular sort of unit.

    the other option is to use the town/castle thing....but that only gives 2 options.
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  6. #66
    Member Member lanky316's Avatar
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    Default Re: Faction Thread 3: Skaven

    Actually... I sort of had that idea this morning thinking about this at work (Our accountants son is in for the holidays and we were talking during my lunch break, I'm not that obsessed!) and that was the kind of thing I thought of. The way the families all had unique temples and bonuses. Is there a trigger for only one type per city? THough you'd think "Old 'Blighty" (C)Lankywords 2007 would have access to the lot. Oh well, it's definately a way I'd work it I think. Town and castle is too restrictive in it's way.

  7. #67
    Bad Ass Member Sarathos's Avatar
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    Default Re: Faction Thread 3: Skaven

    Well you could keep to the clan specialty, such as Clan Eshin could only produce assassins. Or let them have assassins as special units. So all clans can build the same units in their various structures but specialize in their clan fields.
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  8. #68

    Default Re: Faction Thread 3: Skaven

    Quote Originally Posted by Bwian
    I was considering an approach similar to the 'temple' approach in RTW. IF you have a 'clan Eshin' building in a settlement it allows you to build Eshin units. It would also prevent building of a Skyre or Pestilens building. Conditionals would mean that the buildings could not co-exist.

    Skyre building allows building of Skyre units and so on. If you don;t have ANY of those, all you get is basic Clanrat units. That way, each town could 'specialise' in a particular sort of unit.

    the other option is to use the town/castle thing....but that only gives 2 options.
    I think this will work out great. It adds to the immersion aswell, having a different clan in each town.

  9. #69
    Bad Ass Member Sarathos's Avatar
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    Default Re: Faction Thread 3: Skaven

    So is anything happening here....?
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  10. #70
    Annoying Warhammer know-it-all Member DrZoidberg's Avatar
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    Default Re: Faction Thread 3: Skaven

    Quote Originally Posted by Sarathos
    So is anything happening here....?
    Considering that Bwian is just starting to make the units now...then...yeah. Plenty is happening right now. But maybe you were talking about metaphysical ramblings on forums concerning the Skaven place in the cosmic reality of fantasy life? Or something.
    Sorry you must have been boring. -Dr Zoidberg

  11. #71

    Default Re: Faction Thread 3: Skaven

    Quote Originally Posted by Sarathos
    So is anything happening here....?
    Nah...I just sit around on my backside doing nothing all day, waiting for the ungrateful to go away.

    Perhaps you would like to make the scratch built skeleton, complete animation set to give moving tails and then make the skin and mesh. Shouldn't take you more than a few minutes......
    Careless Orc Costs Lives!

  12. #72

    Default Re: Faction Thread 3: Skaven

    Quote Originally Posted by Bwian
    Nah...I just sit around on my backside doing nothing all day, waiting for the ungrateful to go away.

    Perhaps you would like to make the scratch built skeleton, complete animation set to give moving tails and then make the skin and mesh. Shouldn't take you more than a few minutes......
    Keep up the good work!

    Moving tails will be in then?

  13. #73

    Default Re: Faction Thread 3: Skaven

    Got the skeleton built, and am now struggling with the MS3D animation keyframer, which is nowher near as user friendly as a Max one
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  14. #74

    Default Re: Faction Thread 3: Skaven

    moving tails

    whats MS3D?
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  15. #75
    Warhammer: Total War Team Member Alletun's Avatar
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    Default Re: Faction Thread 3: Skaven

    Quote Originally Posted by Bwian
    Got the skeleton built, and am now struggling with the MS3D animation keyframer, which is nowher near as user friendly as a Max one
    Bwain, you can get animations from ms3d into 3dsmax. I've written how to in my guide. it's not a complete perfect solution and it's not very tested through but it might be worth a shot.
    I think it's on page 60 or something.
    remember to take "sequence" instead of "reference".,


    @enthes: ms3d = MilkShape3D
    Last edited by Alletun; 10-28-2007 at 19:13.

  16. #76
    Member Member Taranaich's Avatar
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    Default Re: Faction Thread 3: Skaven

    You'd think moving tails would just be superficial prettiness, but it adds tremendously to the life and personality of a character, I'm glad you're doing this for the Skaven!

    Will you use this set for the Lizardmen too, to save skeleton/animation space?

    "Know, O Prince, that between the years when the oceans drank Atlantis and the gleaming cities, and the years of the rise of the Sons of Aryas, there was an age undreamed of, when shining kingdoms lay spread across the world, like blue mantles beneath the stars...
    Is fhearr fheuchainn na bhith san duil.

  17. #77

    Default Re: Faction Thread 3: Skaven

    Thanks Alletun.... I'll give it another read. Currently KE is writing a script to get both animations and MS3D files imported into Max to make life a lot easier for all concerned. ANYTHING that allows me to do animation work in Max rather than MS3D would be great.... I just don't get on with the MS3D keyframer!

    Taranaich ... yes...I plan to re-use the skeleton for Lizardmen so their tails move too.
    Careless Orc Costs Lives!

  18. #78
    Bad Ass Member Sarathos's Avatar
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    Default Re: Faction Thread 3: Skaven

    Woah guys settle down. All I meant was there was not talk, I wasn't calling anyone lazy or not doing anything. I just want a chat....
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  19. #79

    Default Re: Faction Thread 3: Skaven

    Sarathos, chat is fine .... but do read your post before hitting 'submit'. Something more like 'How's progress' ... or 'got any screenshots for us' ... that sort of thing. Sounds a lot more positive than your comment did. Which really does sound like a comment regarding lack of progress.

    Still..we ARE making progress in some areas, and less progress in others. There is really no precedent for some of hte things we are doing, and the level of knowledge and the niumber of mod-teams actually making new skeletons and animations is pretty small. This means we hit more technical hold-ups than most. If all we had to do was make new models and juggle the stats, we would be a lot further along .... but the mod would be a hole lot poorer for it!

    The Dwarves...for example ... were the first models being built using a wholly new skeleton with the animations grafted back on. They served as a testbed for KE's tools and thrashed out the process.

    We are also working to get chariots in game, and that WILL happen thanks to mare hard work and research, coupled to the technical support of KE and GOM. Again...no-one else has tried this, and we found a whole load of new problems and issues that were hidden in the stock game. The stock horse animations were based on a non-zeroed skeleton...which should not have happened...but has slipped past the CA devs! That's how cutting edge we are!

    KE has made a tool that allows extra bones to be made...and we are using that. I don;t hink there are many mod teams planning to use these features... but we are.

    Making the Skaven faction will bring together ALL these features and extra's and will be a major factor in making this mod do the things we only dreamt of in RTW. It WILL be worth the waiting!
    Careless Orc Costs Lives!

  20. #80
    Bad Ass Member Sarathos's Avatar
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    Default Re: Faction Thread 3: Skaven

    So guys, hows progress? Got any screenshots of the great work you guys are doing?
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  21. #81

    Default Re: Faction Thread 3: Skaven

    Gratuitous Eye Candy Thread

    Eye Candy continues

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    Yeah! 2000 Post Landmark

    As for skaven progress I think that is clear from the rest of this thread, Bwain is making custom skeltons and animations for the skaven models so that they can have moving tails.

  22. #82

    Default Re: Faction Thread 3: Skaven

    Initial Skaven model is done, but I am not happy with a few details. I built the head using a rat head as a template, and I made the eye too big! I need to re-scale that, and work on the shaping of the shoulder/upper back area. It needs to be more sloping.

    I have built the rough skeleton, but will need to tweak that as well to fit the planned changes to the mesh.

    Skin is just a placeholder right now.

    Animation work has begun ... in order to get a working tail. I can easily use KE's tools to adjust the animations to fit the new animations, so I am not worried.

    Hope to have some pictures of the Rodents by the weekend.

    I would have got more done, but we had some major breakthroughs in the chariot department... and I made some Khorne Knights ...
    Careless Orc Costs Lives!

  23. #83

    Default Re: Faction Thread 3: Skaven

    ahh milkshake never used it myself.

    are u doing all different models for chaos knights or just different skins for each knight?
    For Middenheim & The Empire!

  24. #84

    Default Re: Faction Thread 3: Skaven

    Love to see the progress of the unbelivable things you people are doing.. I mean.. wow.
    New sige engines, swarms, Giants, skeleton horses, chariots, Skaven and more!..
    Groundbraking.. absolutly.

  25. #85
    Member Member Jonlissla's Avatar
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    Default Re: Faction Thread 3: Skaven

    I have a question about the Skaven: will you add Poison Wind Globadiers (sp?)? You could use the Naffatun units, but is it possible to add a area attack instead of just attacking single units?
    "Life is pain, get over it."

  26. #86

    Lightbulb Re: Faction Thread 3: Skaven

    Clans sometimes fight with each other. I think you should make 4 skaven faction and allow them to hire clan's uniqe units as mercenary.

  27. #87

    Default Re: Faction Thread 3: Skaven

    4 scaven factions is a bit much i do hope however they will divide the faction with temples giving access to different clans units and blocking others.
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  28. #88
    Member Member Dreq-Kai's Avatar
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    Default Re: Faction Thread 3: Skaven

    I agree. If you divide Skaven, then you might as well divide the Empire into city states, etcetera, etcetera.

    By the way, I though I heard mention of skaven screenshots? Is that true? Or am I mistaken?

  29. #89
    RnJ PR Officer Member Eufarius's Avatar
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    Default Re: Faction Thread 3: Skaven

    Not mistaken, it's not the full model with skin but it's the model without it (that made no sense) but if you browse you'll find it.


  30. #90
    Member Member Dreq-Kai's Avatar
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    Default Re: Faction Thread 3: Skaven

    Ah, found it. That looks pretty good... from what I can tell from a 3dS max screenshot.

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