http://www.moddb.com/mods/ultimate-apocalypse-mod/images/dreadknight-model-finished-in-game-export-inbound
New GK unit: Dreadknight
Re: New GK unit: Dreadknight
Plz Caeltos ask them for permission :33

http://www.moddb.com/mods/ultimate-apocalypse-mod/images/dreadknight-model-finished-in-game-export-inbound
http://www.moddb.com/mods/ultimate-apocalypse-mod/images/dreadknight-model-finished-in-game-export-inbound
For the Emperor skurwysyny !
Re: New GK unit: Dreadknight
As I recommended once, since a Dreadknight is just a terminator with an exoskeleton, I'd make a try using terminator animations.
Re: New GK unit: Dreadknight
Aertes wrote:As I recommended once, since a Dreadknight is just a terminator with an exoskeleton, I'd make a try using terminator animations.
But would a Dreadknight fit a Termie skeleton?
The internal battery has run dry, the game can now be played. However, clock based events will no longer occur.
Re: New GK unit: Dreadknight
You'd have to scale the bones up. Might do weird things. Worth a try though
Re: New GK unit: Dreadknight
Swiftsabre wrote:But would a Dreadknight fit a Termie skeleton?
A dreadknight IS a terminator, bigger size, but its the same model with an exoskeleton that replicates its moves. It could use the Space marine terminator for moving and shooting, and the space marine assault terminator moves for melee attacks. Of course, all of this said from my ignorance.
Re: New GK unit: Dreadknight
Scaling animations usually doesn't behave so nicely :/
- BaptismByLoli

- Posts: 830
- Joined: Fri 28 Feb, 2014 8:20 am
- Location: The Place Where Wishes Come True
Re: New GK unit: Dreadknight
Flash wrote:Scaling animations usually doesn't behave so nicely :/

What ever do you mean

- Orkfaeller

- Posts: 1069
- Joined: Mon 29 Jul, 2013 6:01 am
Re: New GK unit: Dreadknight
Flash wrote:Scaling animations usually doesn't behave so nicely :/
pfff, nonsense
Dunno, suggested before to just use GK ( Termi ) animations for the Dreadknight, but Cael and Lulgrim dont seem to be fans of those animations.
Anyway, we'd still need someone to rig all these bones and I dont know if we have a guy who can do that.
Re: New GK unit: Dreadknight
I wanted to take a crack at various animations, but I could never get a copy of 3ds max that worked with yee old havok versions and santo's tools. The versions I could get were always too new (student).
Who is online
Users browsing this forum: No registered users and 0 guests



