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-   -   Mod Warhammer Nation: Northern Greenskins (http://forum.shrapnelgames.com/showthread.php?t=35823)

okiN September 17th, 2008 10:33 AM

Re: Dark Lands Greenskins - Warhammer Nation
 
Quote:

Originally Posted by Aezeal (Post 638855)
I'd make it darker :D and the attacksprite spear seems strange on the tip, the other one looks nice, I'd use that head on the attack sprite too.

Eh, I don't want to go overboard with the darkess, black orcs are coming later. As for the spear - I'm afraid I can't just rotate the pixels to form the exact same shape at a different angle, that's the best approximation I could come up with. I'm not 100% happy with it myself, though, so maybe I'll tinker with it some more once I have most of the sprites done.

Quote:

Originally Posted by Edratman (Post 638862)
That was meant as a compliment.

Heh, I figured as much, I guess I should have used a ;) instead of a :P.

I'm mucking about with the goblin now, but it looks like it's going to end up looking pretty different. We'll see when it's finished.

Kristoffer O September 17th, 2008 11:45 AM

Re: Dark Lands Greenskins - Warhammer Nation
 
You could try making a shadow a few pixels wide on the gray hide to the right of the green leg to make the leg stand out more. Just a detail, but a detail I think would look nice. Perhaps the same on the hide beneath the shield and behind the butt of the rider.

okiN September 17th, 2008 11:50 AM

Re: Dark Lands Greenskins - Warhammer Nation
 
Quote:

Originally Posted by Kristoffer O (Post 638876)
You could try making a shadow a few pixels wide on the gray hide to the right of the green leg to make the leg stand out more. Just a detail, but a detail I think would look nice. Perhaps the same on the hide beneath the shield and behind the butt of the rider.

I tried doing that, actually, but it ended up just making the area look like a nondescript dark smudge, instead of being recognizable as actual shading. I'll probably get back to it later, see if I can't figure out a way to do it properly.

okiN September 18th, 2008 09:56 AM

Re: Dark Lands Greenskins - Warhammer Nation
 
1 Attachment(s)
Goblin spearman done! Attachment 6900

I based him partly off Sombre's gnoblar, but there's been a fair bit of tweaking, so you can certainly tell he's a different breed. In all, he's a fair bit bigger than the old one, not to mention much meaner-looking and a lot less cheerful. :D

okiN September 18th, 2008 04:40 PM

Re: Dark Lands Greenskins - Warhammer Nation
 
1 Attachment(s)
Night goblin done! Attachment 6901

I'm generally quite happy with him. He's a vicious little bastard, and I'm especially pleased that I managed to fit a decent-looking Bad Moon onto his little shield.

Humakty September 19th, 2008 05:24 AM

Re: Dark Lands Greenskins - Warhammer Nation
 
Oh yeah, I can feel the power of the waagh flowing through me, it's so gooood !!!

okiN September 19th, 2008 05:21 PM

Re: Dark Lands Greenskins - Warhammer Nation
 
1 Attachment(s)
Orc boy bigun done! Attachment 6918

Dressed to impress and ready to lay down the smackdown. :cool:

Aezeal September 19th, 2008 08:02 PM

Re: Dark Lands Greenskins - Warhammer Nation
 
I like the color of the shade much better.. use that as primaty and then make the shade a bit darker. Pretty big that bigun, the mace is... well not sure.. just looks more like cotton candy somehow.. love the axe though.
I'd put some blood on the axe myself..easily done with a paint brush with dark red/brown in GIMP

okiN September 22nd, 2008 04:06 PM

Re: Dark Lands Greenskins - Warhammer Nation
 
Slow on the sprite front, but I've updated the first post with a plan for the mod. Please take a look and tell me what you think.

Aezeal - warhammer orcs really aren't all that dark, I'm sorry if it doesn't agree with your tastes. I did mess with the mace a bit, it's slightly less regular now. I'll skip the blood, it makes the units look messy, and not in a good way.

okiN October 4th, 2008 01:30 PM

Re: Mod Warhammer Nation: Northern Greenskins
 
1 Attachment(s)
I've gotten to work on the bigun attack sprite, and will probably be knocking a few new ones after that. Here's a little something to prove I haven't just been sitting on my hands, though. ;)

Attachment 7028

Humakty October 4th, 2008 05:11 PM

Re: Mod Warhammer Nation: Northern Greenskins
 
This is damn cool, wouldn't I be drunk, I would find some compliment to make. Continue the hard work, someone told me God would reward you in the after life.

Theonlystd October 6th, 2008 07:13 PM

Re: Mod Warhammer Nation: Northern Greenskins
 
Quote:

Originally Posted by okiN (Post 642898)
I've gotten to work on the bigun attack sprite, and will probably be knocking a few new ones after that. Here's a little something to prove I haven't just been sitting on my hands, though. ;)

Attachment 7028

i wants

TheMenacer October 13th, 2008 01:33 PM

Re: Mod Warhammer Nation: Northern Greenskins
 
Will we have goblin squig riders by the end of this mod? I love those guys. I'm thinking size 2 tramplers so that when they rout they go nuts and attack anything in their way, seems like the best way to convey the fact that they're pretty much known for... going nuts and attacking anything in their way.

llamabeast October 13th, 2008 01:39 PM

Re: Mod Warhammer Nation: Northern Greenskins
 
Size 2 tramplers can't trample humans.

TheMenacer October 13th, 2008 02:07 PM

Re: Mod Warhammer Nation: Northern Greenskins
 
Would size two tramplers attack things when they rout? The idea wasn't to have them actually trample things, but just to make them attack friendly units when they rout because squigs are known for doing exactly that. I just assumed that the code wasn't for tramplers to trample friendly units on routing, but rather to attack them and the trampling just sort of naturally happened thanks to the size difference and ability.

HoneyBadger October 13th, 2008 02:36 PM

Re: Mod Warhammer Nation: Northern Greenskins
 
By the way, I show 7 heroes (as opposed to Multi-heroes) for the Nation. It's my understanding that the limit on these is currently 6.

okiN October 13th, 2008 04:07 PM

Re: Mod Warhammer Nation: Northern Greenskins
 
Quote:

Originally Posted by TheMenacer (Post 645310)
Will we have goblin squig riders by the end of this mod? I love those guys. I'm thinking size 2 tramplers so that when they rout they go nuts and attack anything in their way, seems like the best way to convey the fact that they're pretty much known for... going nuts and attacking anything in their way.

For the sake of clarity, I'm using the 7th edition rules for squig hoppers where they're treated as regular, skirmishing cavalry with respect to everything except movement. It makes things a lot less confusing than the old rules where they were a part of squig herds - basically they'll be hard-hitting, fast, but quite fragile cavalry. Squig herd hunting teams, on the other hand, will have multiple, diminishing forms, eventually resulting in a single loose squig.

Quote:

Originally Posted by HoneyBadger (Post 645329)
By the way, I show 7 heroes (as opposed to Multi-heroes) for the Nation. It's my understanding that the limit on these is currently 6.

Ach, I'm sorry to hear that. I guess I need to pass one of the heroes down to the Southern nation, though that is a bit unthematic.

Bigun attack frame is done, I'll post it soon for comments. I'm currently grappling with a black orc, but it's turning out to be a bit tricky - though probably not as dangerous as doing so literally. ;)

HoneyBadger October 13th, 2008 04:25 PM

Re: Mod Warhammer Nation: Northern Greenskins
 
You might consider doing one of the heroes as a Pretender or a Summons

okiN October 13th, 2008 04:41 PM

Re: Mod Warhammer Nation: Northern Greenskins
 
Nah, that wouldn't make any sense. They're decent thugs and generals, but nothing more. Only commander summon I'm thinking of doing is a warboss on a wyvern.

Sombre October 13th, 2008 05:06 PM

Re: Mod Warhammer Nation: Northern Greenskins
 
You can fairly easily do 8 true heroes that turn up randomly. You just make sure the two multiheroes have the unique tag. You're very unlikely to get a repeat appearance and if you do, well no big problem, they are just teleported back to your cap.

HoneyBadger October 13th, 2008 05:57 PM

Re: Mod Warhammer Nation: Northern Greenskins
 
That's a clever idea.

Morbius October 13th, 2008 06:53 PM

Re: Mod Warhammer Nation: Northern Greenskins
 
hi everybody,

just 2 questions:

where to i put those new nation files?
is there a nation editor/if yes, where do i find it?

thx alot in advance,

Morbius

rdonj October 13th, 2008 07:10 PM

Re: Mod Warhammer Nation: Northern Greenskins
 
There is no nation editor, in order to edit a nation or create a new one you need to use a text editor (if you're using windows, notepad is a text editor). There is also a modding manual document in the "doc" folder of your dominions 3 directory that has all the commands you need to make a functioning mod.

In order to play a mod you put the .dm file and the folder containing all the image files into your dominions 3 "mods" folder.

Aezeal October 15th, 2008 05:40 PM

Re: Mod Warhammer Nation: Northern Greenskins
 
PS morbius: best way to start modding is

1. read the mod manuals (in doc folder as mentioned)
2. keep the mod manual opened in background at all times (certainly when starting
3. DL some mod with plenty of stuff changed (a new nation mod will usually have most of the basic commands covered) and read it.
4. Start with copy pasting the basic commands from that mod (the first lines naming the mod, the nation settings etc, I still do that just to save some time) and then change them to fit your nation
5. just start deleting what you don't need.
6. add units when you need them :D

7 when in doubt ask on forum

but it's really pretty easy except for a few things you'll not encounter right away (shapeshifting has some wierd stuff in it)

Sombre October 29th, 2008 06:24 AM

Re: Mod Warhammer Nation: Northern Greenskins
 
GIEF MOD Oink!

plz plz gief!

okiN October 29th, 2008 04:25 PM

Re: Mod Warhammer Nation: Northern Greenskins
 
Patience is a virtue. Or something.

Aezeal October 29th, 2008 09:30 PM

Re: Mod Warhammer Nation: Northern Greenskins
 
Sombre when you are bored and waiting you are allowed to play with my dragon nation ...

okiN October 29th, 2008 10:36 PM

Re: Mod Warhammer Nation: Northern Greenskins
 
Hey, no offense, but do you mind not doing that? This mod may be a vaporware pipe dream, but that's no reason to show up out of nowhere just to push yours. The joke of puffing your work at every opportunity is getting really old anyway.

Sombre October 30th, 2008 08:19 AM

Re: Mod Warhammer Nation: Northern Greenskins
 
It's definitely not going to be vaporware. If you don't finish it then I will, but obviously I'd much rather you did it (the more people making quality warhammer nations the better imo).

You have good ideas and clearly you're up to the graphical task.

okiN October 30th, 2008 10:36 AM

Re: Mod Warhammer Nation: Northern Greenskins
 
Thanks for the encouragement, I'll try my best. :)

okiN November 15th, 2008 06:24 PM

Re: Mod Warhammer Nation: Northern Greenskins
 
1 Attachment(s)
NOT DEAD!

...in case you were wondering.

I've been busy with studies, and I also decided to redo the black orc, so I haven't had a lot to report. That one's basically done now, but still needs some detailing so I won't post it yet.

I'll throw you a bone, though. Here's one graphic that should go over pretty well. ;)

Attachment 7258

Cave squig for squig herds - I'll make a different one for hoppers, one more suitable for riding. I'm pretty satisfied with this one's overall viciousness.

okiN November 15th, 2008 10:22 PM

Re: Mod Warhammer Nation: Northern Greenskins
 
2 Attachment(s)
Oh well, what the hell.

Here he is, ladies and gentlemen: the biggest, the baddest, the 'ardest of the 'ardboyz -- the one, the only, the black orc!

Attachment 7260

And as if that wasn't enough, we have for you tonight a double feature! By popular demand: the cave squig, new and improved!

Attachment 7261

All comments and criticisms appreciated.

Unless it's Aezeal demanding more blood and darker colours.

HoneyBadger November 16th, 2008 03:19 AM

Re: Mod Warhammer Nation: Northern Greenskins
 
Your graphics look quite good, okiN. I especially like the squig--probably because I have a lot of trouble, myself, with drawing teeth.

Are you going to post a collection of this Nation's sprites on the main page? It would really help if we had a centralized overview of them all in one place.

I'm looking quite forward to this Nation.

thepodger June 27th, 2009 08:45 AM

Re: Mod Warhammer Nation: Northern Greenskins
 
bump for updates!

lch June 28th, 2009 05:42 AM

Re: Mod Warhammer Nation: Northern Greenskins
 
Oh, you optimistic little man. I feel like quoting some angst...

Sombre June 28th, 2009 07:39 AM

Re: Mod Warhammer Nation: Northern Greenskins
 
Oink says he's going to keep this mod all to himself :[

okiN June 29th, 2009 05:49 AM

Re: Mod Warhammer Nation: Northern Greenskins
 
Basically, if I don't release this, it will be Sombre's fault. He keeps trying hard to demoralize me. I think it's because he's jealous; he wants me to quit so he can take over.

Humakty June 30th, 2009 08:18 AM

Re: Mod Warhammer Nation: Northern Greenskins
 
Pleeassse gents, follow me to thhe lowwerrr flooorrr of thhe dunngeonn, werrre we'll disscusss ressponssibilities....

Alderanas August 21st, 2011 05:15 PM

Re: Mod Warhammer Nation: Northern Greenskins
 
So is this thread dead?? Hope not was lookin forward to tryin this out.

PriestyMan August 21st, 2011 10:10 PM

Re: Mod Warhammer Nation: Northern Greenskins
 
Sure looks dead. oKin hasnt been seen in a long time. Ragnoff was working on greenskins a while ago on the Dom3Mods forum, you could post on that thread to maybe wake him up

cux47 February 18th, 2012 02:56 AM

Re: Mod Warhammer Nation: Northern Greenskins
 
a little advise, should the orc's helmet have two horns, that would be great in immage.


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