Search found 1168 matches

by Wise Windu
Tue 01 Oct, 2019 6:08 pm
Forum: General Discussion
Topic: Further Zoom Out
Replies: 5
Views: 856

Re: Further Zoom Out

Ah, okay, so more like a floor than a ceiling.
by Wise Windu
Mon 30 Sep, 2019 5:48 pm
Forum: General Discussion
Topic: Further Zoom Out
Replies: 5
Views: 856

Re: Further Zoom Out

From what I remember, maps have built into them a sort of net over the top that constrains the movement and zoom for the camera. For a mod of these, someone might have to go into each map and change that.
by Wise Windu
Mon 06 May, 2019 4:02 am
Forum: Community General Discussion
Topic: Looking for a basic game guide
Replies: 9
Views: 1965

Re: Looking for a basic game guide

https://dawnofwar.info/codex.php?page=e ... t_glossary

Also this if you're looking for the very, very basics of the game, and what the codex terms mean. Made it a long time ago now.
by Wise Windu
Fri 01 Jun, 2018 5:09 am
Forum: Community General Discussion
Topic: Could ability indicators have a different colour depending on who casts it?
Replies: 15
Views: 2485

Re: Could ability indicators have a different colour depending on who casts it?



Sorry for the poor quality. Monitor has a weird resolution. I haven't tested with anyone to see if the enemy side works, but the fact that the allied one works should mean the enemy does as well. It's red ofc. Sent it to Atlas, so he'll let me know I assume.
by Wise Windu
Sun 20 May, 2018 3:57 pm
Forum: Modding
Topic: Possibility of porting IG infantry models to Retribution campaign?
Replies: 8
Views: 2346

Re: Possibility of porting IG infantry models to Retribution campaign?

Not sure I'm clear on exactly what you want, but it is possible to replace models in the Retribution campaign with other IG models.
by Wise Windu
Sun 13 May, 2018 2:37 am
Forum: Community General Discussion
Topic: Could ability indicators have a different colour depending on who casts it?
Replies: 15
Views: 2485

Re: Could ability indicators have a different colour depending on who casts it?

Its not really a code thing. Its animators. The colors would have to be changed or new animators would need to be created. The imlementation would be easy after that but it would be tedious. Is it possible to make allied/enemy players see different animations? Haven't seen anything like that afaik,...
by Wise Windu
Tue 05 Sep, 2017 4:37 am
Forum: Releases
Topic: Announcing the DoW2 Blood Pac... uh... Confetti Pack!
Replies: 104
Views: 22674

Re: Announcing the DoW2 Blood Pac... uh... Confetti Pack!

Started watching a bunch of 40k theories videos and felt like tinkering with stuff again. Also, the gif above is accurate :p

Image
by Wise Windu
Thu 24 Aug, 2017 1:02 am
Forum: Random Stuff
Topic: Relic Entertainment developing Age of Empires IV
Replies: 12
Views: 4290

Re: Relic Entertainment developing Age of Empires IV

Relic getting to make an RTS game for Microsoft is probably part of an agreement now that they're apparently in talks about working together on Xbox-PS Crossplay. Wouldn't be surprised if Sony got a pretty decent cut since they're in the better bargaining position in terms of console sales.
by Wise Windu
Mon 26 Jun, 2017 5:31 pm
Forum: Modding
Topic: Creating your own mod files
Replies: 17
Views: 23603

Re: Creating your own mod files

You would have to have two separate .sga files for the Attrib files and the art files. They're referenced separately in the .module files. You shouldn't have to change anything else. Those changes shouldn't affect anything else in the game afaik.
by Wise Windu
Mon 26 Jun, 2017 3:51 am
Forum: Modding
Topic: Creating your own mod files
Replies: 17
Views: 23603

Re: Creating your own mod files

Whilst I was working on my mod I came across a rather annoying bug on the Ulthwé DLC, the warlock leader of the wraithguard squad seems to be displaying both the vanilla tier 1 "common" warlock and the ulthwe seercouncil models/textures at the same time and clipping through each other... ...
by Wise Windu
Fri 09 Jun, 2017 8:28 pm
Forum: General Discussion
Topic: "The community" and DOW3
Replies: 128
Views: 22864

Re: "The community" and DOW3

I'd definitely agree with Nurland that the game clearly released unfinished, in more ways than just a lack of leaderboard or maps. There's also the classic Relic issues like replay bugs, or patches breaking replay files. Also just general lack of information, both in-game and out. This is all usuall...
by Wise Windu
Tue 09 May, 2017 4:16 pm
Forum: Releases
Topic: 2.7 Preview Changelog ONLY
Replies: 76
Views: 16605

Re: 2.7 Preview Changelog ONLY

Crushing Claws were set back to 150/50
by Wise Windu
Fri 28 Apr, 2017 5:47 pm
Forum: Technical Issues
Topic: I'm bored and gonna make some models
Replies: 30
Views: 5426

Re: I'm bored and gonna make some models

I'm using the ModelEditorDEV version, and this is a link to the scripts I have: https://drive.google.com/drive/folders/ ... sp=sharing
by Wise Windu
Fri 28 Apr, 2017 1:10 am
Forum: Technical Issues
Topic: I'm bored and gonna make some models
Replies: 30
Views: 5426

Re: I'm bored and gonna make some models

Sylpheed wrote:Never knew DoW2 models would be THIS hard..
Heh yeah, it's not the most mod friendly game.
by Wise Windu
Thu 27 Apr, 2017 8:28 pm
Forum: Technical Issues
Topic: I'm bored and gonna make some models
Replies: 30
Views: 5426

Re: I'm bored and gonna make some models

Here's mine: https://drive.google.com/file/d/0B6Ktn5y2iGYXbUlRNENxUXdtN0U/view?usp=sharing If you have any questions on how the folders and such are structured, let me know. Think you were right, got 2009 and the error does not occur anymore but I'm still getting the no model issue, just gives me so...
by Wise Windu
Thu 27 Apr, 2017 7:31 pm
Forum: Technical Issues
Topic: I'm bored and gonna make some models
Replies: 30
Views: 5426

Re: I'm bored and gonna make some models

Oh right, it's most optimal to use with 3DS Max 9, although I think people have gotten it to work in 10. Not sure how it works with newer versions.
by Wise Windu
Thu 27 Apr, 2017 5:31 pm
Forum: Technical Issues
Topic: I'm bored and gonna make some models
Replies: 30
Views: 5426

Re: I'm bored and gonna make some models

Any way to export the file in a format that's readable for these programs? You should be able to open it directly in 3DS Max with Santos' 3DS Max Scripts. Not sure what the issue could be. I'd recommend just making a separate .module file to act as a mod and then configure it to line up with the ar...
by Wise Windu
Thu 27 Apr, 2017 4:03 pm
Forum: Technical Issues
Topic: I'm bored and gonna make some models
Replies: 30
Views: 5426

Re: I'm bored and gonna make some models

Sylpheed wrote:Update: Apparently I can load some wargear, though some have textures and some don't, but never a unit model.
Often times, if you open a model, the original texture file paths will still be part of the model, so you have to update the texture files paths in the materials tab.
by Wise Windu
Thu 27 Apr, 2017 12:19 am
Forum: Technical Issues
Topic: I'm bored and gonna make some models
Replies: 30
Views: 5426

Re: I'm bored and gonna make some models

You haven't extracted the model files from the game archives? You can't access the models if they're still packaged in the archive files.
by Wise Windu
Wed 26 Apr, 2017 11:55 pm
Forum: Technical Issues
Topic: I'm bored and gonna make some models
Replies: 30
Views: 5426

Re: I'm bored and gonna make some models

Could you go through the process of what exactly you've done so far?
by Wise Windu
Fri 10 Mar, 2017 10:01 pm
Forum: Modding
Topic: Looking for a specific file
Replies: 11
Views: 2246

Re: Looking for a specific file

The wargear used by the scouts is in their ebps file under wargear_ext, which will lead to the wargear, which will in turn lead to a weapon. The fx file is under "fx" in the weapon file.

You should be able to find the .bfx tracers under DATA\art\actions\tracers
by Wise Windu
Tue 28 Feb, 2017 2:33 am
Forum: Modding
Topic: [SOLVED] How to modify Art FX?
Replies: 8
Views: 1938

Re: How to modify Art FX?

There's a Track Editor tab at the bottom of the program next to Resources. That will show RGB colour timelines to edit. Keep in mind that it edits based on the color of the texture. Some FX use white textures and then entirely depends on the Track Editor, while others have coloured textures that wil...
by Wise Windu
Sun 11 Dec, 2016 11:29 pm
Forum: Community General Discussion
Topic: 2.6 Bugs & Issues Thread
Replies: 77
Views: 16692

Re: 2.6 Bugs & Issues Thread

It's a commonly known bug that the GMs basically lose their Sergeant upgrade models when they go into gates sometimes.
by Wise Windu
Sat 10 Dec, 2016 6:24 pm
Forum: Community General Discussion
Topic: 2.6 Bugs & Issues Thread
Replies: 77
Views: 16692

Re: 2.6 Bugs & Issues Thread

During a game today one of my fully upgraded guardsmen squads ended up with a max squad size of 8 instead of 12. Also, reinforcement overwatch on my squads kept deactivating itself for some reason. This is probably caused by entering and exiting Warp Gates/Ravener Tunnels. Still unsure how to fix t...
by Wise Windu
Sat 03 Dec, 2016 9:26 pm
Forum: Releases
Topic: ELITE Mod 2.6 Release Thread
Replies: 76
Views: 27468

Re: ELITE Mod 2.6 Release Thread

I don't get why Space Marine Plasma Devastators are immune to LC flare. I don't see why it should be an exception. Because it's not intentional and I haven't figured out why it happens yet. Does the spotter smoke shell work on Plasma devs? It should, but if it has same problem as flare, then maybe ...
by Wise Windu
Sat 03 Dec, 2016 7:45 pm
Forum: Releases
Topic: ELITE Mod 2.6 Release Thread
Replies: 76
Views: 27468

Re: ELITE Mod 2.6 Release Thread

Impregnable wrote:I don't get why Space Marine Plasma Devastators are immune to LC flare. I don't see why it should be an exception.
Because it's not intentional and I haven't figured out why it happens yet.
by Wise Windu
Fri 02 Dec, 2016 7:52 pm
Forum: Releases
Topic: ELITE Mod 2.6 Release Thread
Replies: 76
Views: 27468

Re: ELITE Mod 2.6 Release Thread

But I don't want that weird Leman Russ changes either. How can a person say "we do that to bring it in line with other tanks" when it still costs more, is slower and has a very bad rotation rate?! How is this "in line with other tanks"? Because it can take a lot of damage and is...
by Wise Windu
Fri 02 Dec, 2016 12:27 am
Forum: Community General Discussion
Topic: 2.6 Bugs & Issues Thread
Replies: 77
Views: 16692

Re: 2.6 Bugs & Issues Thread

boss wrote:recoloring the elite armys is not working :cry:
Rename the files in the config folder:

armypaintercolours.lua
defaultchaptercolours.lua
by Wise Windu
Sat 26 Nov, 2016 3:13 am
Forum: Releases
Topic: Elite Mod 2.5.1
Replies: 43
Views: 29823

Re: Elite Mod 2.5.1

Seems to be an issue with mac. Someone else reported the same thing on an Apple, and I'm really not sure what the issue is. Hasn't been a problem on PC at all as far as I know. If it were only the Grey Knights, I think it could be that something about Santos' exporting scripts from 3DS Max don't qui...

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