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Messages - bulletdesigner

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496
Work In Progress / Re: How to make big units
« on: January 19, 2016, 06:27:15 pm »
Start by going to Falkooxc tools , choose HWP unit builder , choose the drawing routine unit that fits the most (mind the turret), download the ez to build sprite sheet, change it , after changes upload it on unit builder again , generate sprite sheet (the one openxcom reads), see the code.
Now to the coding part , just need to change the armor sheet and drawing routine , use the unit armor you copy (in the HWP unit builder) as reference because of lofttemp and other things i might be missing
The Rest you should now better then me , like  items and units for  more customization .
It would be great if we can make soldier wear 2x2 armor but dunno if that´s possible , so i think it was to be a item or a living weapon unit
Btw i use photoshop for image !

497
Released Mods / Re: [WEAPON/ARMOR] SPACE MARINES
« on: January 16, 2016, 09:58:33 pm »
Imperial Guard Base Aka Urban terror misson (help the imperial guard in distress)




498
Released Mods / Re: [WEAPON/ARMOR] SPACE MARINES
« on: January 09, 2016, 05:24:56 pm »
this might help , planning to make the guard the "civilian´s" in distress

499
Released Mods / Re: [WEAPON/ARMOR] SPACE MARINES
« on: January 08, 2016, 09:35:57 pm »
i was going for the church combined with tech , but its not easy to do with limited MCDs count , also some space marine lore has some clean bright images ( chaos gate game battllebarge bridge for example ) but now its a dark grim universe... anyway the first floor has more statues and pillars vibes into it , i will try to add more gothic stuff was i go along.

the orbital stike facility with beacon , with some traitor guard!


The guys in robe are still ethereals :P, what were you thinking techpriest? share ideas

500
Released Mods / Re: [WEAPON/ARMOR] SPACE MARINES
« on: January 05, 2016, 09:22:00 pm »
right now i´m only doing the basics , so i can be played asap , and the hardest stuff to do its enemy sprites , that´s the main reason why its chaos... but still i would love to see everything like tyranid and fight on space hulks and ship interiores (big open battlefields with some ruins its the perfect set for me) dunno if i have the time, patience, or even knowledge  for all that
 The New space marine base (also i made a new facility for orbital bombardment with the bombardment beacon i will show it next post)


501
Released Mods / Re: [WEAPON/ARMOR] SPACE MARINES
« on: December 24, 2015, 12:25:23 am »
pick your poison





Btw thks to Dioxine for chaos props

502
Released Mods / Re: [WEAPON/ARMOR] SPACE MARINES
« on: December 12, 2015, 10:48:19 pm »

your favorite heresy it´s the front cover hehehe 8)



Will Chaos stand a chance ?


"Are you planning to make heads that look more Space Marine? You know, less human, more technological terror mixed with American football films." I thought about that , and i decided no, so it can be played with other mods and no more extra work... yet!

503
Released Mods / Re: [WEAPON/ARMOR] SPACE MARINES
« on: December 10, 2015, 12:41:16 am »
apothecary and a lot of other stuff










504
Released Mods / Re: [WEAPON/ARMOR] SPACE MARINES
« on: December 08, 2015, 02:28:01 pm »
y both are only one craft !

--- posts merge ---

gathering  of the chapter



505
Suggestions / Re: SUGGESTION/REQUEST: New weapon Sentry Cannon
« on: December 04, 2015, 09:01:56 pm »
i made a tarantula  sentry , to replace rocket tank, but like it was said only has to have 3 TU (so it won´t move, launch with 2), a open drop pod to begin with,  and a small number of  guide missile  so i won´t unbalance.

506
Released Mods / Re: [WEAPON/ARMOR] SPACE MARINES
« on: November 14, 2015, 12:09:27 am »
Marine Squad Deployed! 8)




507
Offtopic / Re: Lisbon Games Week
« on: November 08, 2015, 08:24:51 pm »
only saw this now, may able to join you next time!

508
Released Mods / Re: [WEAPON/ARMOR] SPACE MARINES
« on: October 21, 2015, 08:10:16 pm »
Do as you please , i like people using my stuff, all my content are for people to reuse and improve the game xp

509
Released Mods / Re: [WEAPON/ARMOR] SPACE MARINES
« on: October 21, 2015, 04:27:40 pm »
Several chapters work together in the "Deathwatch" Space Marines  that serve the Ordo Xeno , they keep the chapter insignia shoulder pad and the other pad is deathwatch , still the lore is always changing in this 40k universe so is always better to stick to the Codex Astartes builder ultramarines , if you do a space wolves mod is like living hell , too many details, animals, no standard insignia and all sort of crazy shit

--- posts merge ---

Praise the Emperor! more reinforcements have arrived



WIP ( maybe next week i will realease it)



 i´m beginning to use your bolter stuff hope u wont mind  ::) , and the biker as your top armor space marine armor , and maybe i will do a venerable dread with space helmet

510
Released Mods / Re: [WEAPON/ARMOR] SPACE MARINES
« on: October 15, 2015, 10:30:47 pm »
 it´s cool as long you don't "make a buck"... used to do some work for a mod in c&c renegade and EA give the permition to mod as (dune or generals or some shit , can´t remember) as long is open and free, can´t remember now the full situation but you see the point , so this is just fan work  (like a drawing of 40k universe , if i don´t sell or use it for profit they wont fall on you)

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