Grimm, a dow III mod

Modding discussion.
Warboss Morkamungus
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Grimm, a dow III mod

Postby Warboss Morkamungus » Thu 02 Feb, 2017 5:06 am

If your like me you don't like the looks of dowcraft...literally. Orks is tolerable but still could be better, da other factions are screwy as all get out. This is why I want to see a "Grimm" mod for III...

Da goals

Grimm colors: The dow II elite color palette by shoota or grot will be in the game.

Grimm models: Models will modified to be bulkier in case of space marines, eldar will be looked at and orkz will be made perfect (cause we are).

Grimm shootas and choppas: While the actual effects of the units won't be changed animations will be, bunnyhammer angelos will now teleport and slam instead of jumping around like a gymnast on crack and gorgutz's klaw will be figured out...somehow.

Grimm abilities: For the sake of clarity ability animations will be toned down to the "distinct" level, meaning that we know what is coming but da barrage o specialz won't blind us for life...

Grimm tales: Finally we'll round up some local chaps and get em to practice der vocals, boyz will sound like boyz, pansies will sound like pansies and marines will sound something like dat Darthy Vadery thingy.

Wat dis ain't

A balance mod (it could be incorporated into one though)

So whose with me?
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Garrick
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Re: Grimm, a dow III mod

Postby Garrick » Thu 02 Feb, 2017 1:30 pm

Obviously it will be one of the first things that will come out if a modding scene around DOW3 is born. The main issue is mod tools, especially regarding AAA games these days. Plus there's the case of Battlefleet Gothic Armada, where there's a rumor around the forum saying that basically GW wasn't super cool with modding and thus no mod tools were released. I hope it doesn't end up the same way with DOW3.

Secondly, such a modification is potentially MASSIVE in scope. I hate to be a bearer of bad news but, judging from what has been show, you'd have to remake pretty much every physical object, from cover to each unit, as the proportions of many units are off. Then come the textures, as they have been made with a particular color palette in mind, so they would need to be remade with another color scale in mind, then we have shaders to edit.
A more realistic approach would be to try and edit ingame shaders, as Shaders are pretty much sets of numerical values which you can adjust. Start from that instead of asking "Whose with me?" when you have provided no proof that you have even a quarter of the skills required to pull such a project off.
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Swift
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Re: Grimm, a dow III mod

Postby Swift » Thu 02 Feb, 2017 4:26 pm

Talking about DoW III modding when none of us have played the game is a bit far, isn't it?
The internal battery has run dry, the game can now be played. However, clock based events will no longer occur.
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Garrick
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Re: Grimm, a dow III mod

Postby Garrick » Thu 02 Feb, 2017 4:30 pm

That too, I guess
Warboss Morkamungus
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Re: Grimm, a dow III mod

Postby Warboss Morkamungus » Thu 02 Feb, 2017 6:22 pm

The idea is to get people amped up, and hopefully have codeboyz ready to go at it with toof and klaw...now I play battlefleet gothic so I hear ye, not sure whether or not GW had a klaw in dat (mod unfriendly to b precise) travesty.

On the shaders, what's the potential der for decent changes? Also how hard would it be to make a "cinematic" interface, it would admittedly look better better if we didn't have the units outlined in blue (especially given the lower sidebar, check out the vid to get what I'm meaning https://www.youtube.com/watch?v=EW3zxFBh30A) and had better lighting this might be average instead of a disappointment.

Also who would like to do voice acting? I would voice the orkz but I don't have that bad cockney accent, despite me best effortz.
Paranoid Kamikaze
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Re: Grimm, a dow III mod

Postby Paranoid Kamikaze » Thu 02 Feb, 2017 10:47 pm

Reshade: https://reshade.me/
SweetFX: https://sfx.thelazy.net/downloads/

You should look at those two. Much easier this way :p
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egewithin
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Re: Grimm, a dow III mod

Postby egewithin » Fri 03 Feb, 2017 6:36 am

Nice idea. We just need to figure out '' how ''.
Warboss Morkamungus
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Re: Grimm, a dow III mod

Postby Warboss Morkamungus » Sat 04 Feb, 2017 8:52 pm

Nice, although my coding is pretty much limited to basic HTML and CSS (javascript murdered on the steps of codecademy and left me for dead). Now does anyone know of any good audio freeware, I remember that relic used something in their studio to get those bad cockney accents on orks. Would like to give it a try, maybe even give those gray knight humies a proper voiceover.
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Garrick
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Re: Grimm, a dow III mod

Postby Garrick » Sun 05 Feb, 2017 6:45 am

No audio software can substitute good voice acting. You can't make an accent out of distortions.
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Imperator1
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Re: Grimm, a dow III mod

Postby Imperator1 » Mon 06 Feb, 2017 12:43 am

I would too love to just make Lascannons back into the game instead of SM Multilasers.

However, BFGA modding is now in question again.

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