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ombrephenix
ombrephenix - - 11 comments @ Afriel Shock Troops

I'm not dead friends. Just an unfortunate episode of COVID. I can ensure my work this year, but I leave you a lot of "A.E" to manage. I wanted to frame some of my gameplay "concepts" before letting you implement them for unification. I thought you had enough short-term work with Unification to be patient. But it seems to me that I was wrong. I will give my data mod this year to save you work already done. But you will have to assume to fix the "A.E" of model concepts which can be difficult to analyze.

Good karma+3 votes
ombrephenix
ombrephenix - - 11 comments @ UI Overhaul WIP

@ thudo when I brainstormed Codex Evolution. I have done an analysis of several gemeplay that I think are relevant to DOW Mod. Codex Rules is the gameplay that influences the “U.I” the most, but it's not the only one. The skill bar comes from "GW1" and the "U.I" menus designed to support MOBA gameplay in DOW. (DOWA: no MOBA type cards but capture objectives in conquest mode.)
The basic idea is to have multiple wargear heroes impacting the gameplay of the faction being played. (All these concepts put into theory before DOW2;))
For me we are still far from the full potential of "upgrades / Wargear".

Currently I don't have the time or the inclination to do Gamescreen.
But I guarantee you that there is the potential to do a lot more than any current UI. (I haven't had the opportunity to test "Scrolling", page scrolling or other types of screens in a skirmish ...).

Good karma+1 vote
ombrephenix
ombrephenix - - 11 comments @ Men of Praetoria

This Mod is alive! I guarantee it. I am solely responsible for its pause. Mainly for "IRL" reasons which forced me to review my priorities. New models have already been made (implemented in the game) and others are corrected and updated. It is "3D", Animations, "OE", "AE" and Arts works, relatively complex because they impact the gameplay. I have to make sure that the teams that have or will work on the gameplay understand the objectives of my models. The "Structures" are at the origin of the design concepts created by "RT2" and "GreenScorpion" which I reworked to accentuate the visual identity of the faction. I modified the models to build the "Background" of the gameplay and be able to obtain a "build_order" more consistent with this "background".
It's a gameplay point of view that involves only me at the moment, I have to sell my "vision" to the rest of the "team". I'm just one of the "tools" that synthesizes the aspirations of members of the "Men of Praetoria" mod development team.
My personal challenge is "Arts Design" and to get a consistent faction in its gameplay and Background. Unfortunate design choices can easily distort this faction. I favor the "old school" vision of the wh40k hobby. (I am not an expert on rules but I like the old-fashioned scent of old codices.) My Inspiration for my work comes from the official background but also that created by the fans.
There is no point asking questions that will remain unanswered for the time being. I really don't have the time "IRL" to promote the Mod. So I leave this “time consuming” task for the rest of the team for the moment. I only focus on a version of the mod that implements the full potential of the models. The main objective being to archive the work already carried out.
They will have a clean and tidy toolbox to finalize the "build order" and do a "brainstorming" on the deeper "global DPS". This will allow us to wait for the rest of my work for the faction, because I still have many models to make for the faction. (Alternatives to the "buil_order" which will no longer impact the "heart" of the gameplay.)
To understand my motivation, I made the "Modding" support of the "Praetorian Faction", which implies that my work is intended to be exported to other types of gameplay ("Dowpro", "Codex" or "UA" for example). Mod "Men of Praetoria" is dedicated to "DoW / SS" gameplay and therefore does not have the obligation to use the full potential of the models. It is something that I accept with serenity, when I have finished the list of my works for the faction I will study the interest of making it myself a mod.

Sorry if the translation is wrong.

Things done in 2018:
Forums.revora.net
2019 is less impressive on the outside but brings a lot more to the interior mod. I fell behind on my annual report.

Good karma+8 votes
ombrephenix
ombrephenix - - 11 comments @ Old RDN Wiki and old DOW info back online

Thank you, friend! I always support this kind of initiative.

Good karma+3 votes
ombrephenix
ombrephenix - - 11 comments @ jONES1979

Hi, not dead. Just in deep modding. "IRL" does not allow me to be more active on the Forums. But I am attentive to most developments. Project in short set of vehicles for Praetorian Mod. Basilisk, Medusa, Griffon finished.Chemere under construction.

Design templates for the support of codex mods: "FoK / Pok" reworked structure "O.E" and fix errors of it.

Good karma+2 votes
ombrephenix
ombrephenix - - 11 comments @ Taurox

Very good work Cosmocrat! I did not know which teams were working on this project. Personally I planned to do after work on Basilisk for Praetorian (Fok design). Basilisk is my first vehicle. It allows me to learn to do things correctly before working on Taurox. It is because I understand the work of "putting to the clean" that you realized, that I appreciate it has just value.

Good karma+3 votes
ombrephenix
ombrephenix - - 11 comments @ Praetorian mod 0.8 Beta release

Thank you! The work is correct for 512x512. That's the format I use. This is one of my personal chalenges. Stay within the standards of the DoW1 engine textures. I optimize UVmapping when possible. To the extent of the rainsonable because there are trade-offs to be made for the "time line" allocate to each model.

Good karma+3 votes
ombrephenix
ombrephenix - - 11 comments @ taurox

It does not seem to open up in 3Dmax7. You have a compatible file?
Are you working on animations?
Permission to edit the "Mesh"? (For Praetoria pattern)

Can you invite me on the development forum?

Overall my work is for all IG_Mod in an indirect way. So if I have the opportunity to make Modulable versions for our projects. My works are modding sources for you. (Especially for many OE fix)

Good karma+2 votes
ombrephenix
ombrephenix - - 11 comments @ Men of Praetoria

For the "Lore" you have to understand. That the faction survived the abandonment of "GW", thanks to communities of supporters. The informal "Lore" became the references of the faction. Personally I was inspired more of the informal Lore than that of "GW". GW has the launch of the concept of the faction. "The soul" is the "heart" is the community of fans.

40konline.com

Victoriaminiatures.highwire.com

Good karma+5 votes
ombrephenix
ombrephenix - - 11 comments @ vostroyan mod

This is certainly one thing I will look at very closely. Thanks for all your efforts. More time. Time is wasting the soul. Vodka only the liver.

Good karma+4 votes
ombrephenix
ombrephenix - - 11 comments @ taurox

Great job! comrade. You win the race on this model. I planned this chalenge for Praetorian Mod. (Blueprint paper or free creation model?). You have how many polys on this one? It seems to me that the UV Mapping is still a WIP. (Remember to think optimize the model before finishing UV map. This saves you time modding. Especially if you plan to deleted hidden Polys.). You are comfortable with the Texturing? Personally I hope to work on this model one day. It can help buy time working on my own project. My vision of the concept is that the model is more consistent in a faction that lives in a warm climate.

Good karma+3 votes