Author Topic: GW-pack1 project  (Read 19619 times)

wyvern

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Re: GW-pack1 project
« Reply #100 on: 16 June 2010, 18:42:18 »

Gabbe

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Re: GW-pack1 project
« Reply #101 on: 16 June 2010, 18:43:03 »
oh god...you asked for a hero unit = savage

wyvern

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Re: GW-pack1 project
« Reply #102 on: 16 June 2010, 18:44:09 »
Oh well that doesn't really fit with the current tech and magic style.

Gabbe

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Re: GW-pack1 project
« Reply #103 on: 16 June 2010, 18:44:56 »
how did you contact him wyvern?

wyvern

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Re: GW-pack1 project
« Reply #104 on: 16 June 2010, 18:52:32 »
contact who??? :confused: :confused:

Gabbe

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Re: GW-pack1 project
« Reply #105 on: 16 June 2010, 18:55:15 »
mhm is this the werong topic perhaps, i ment gameBoY

wyvern

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Re: GW-pack1 project
« Reply #106 on: 16 June 2010, 18:56:21 »
for the elf faction, I contacted him by pm'ing

wyvern

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Re: GW-pack1 project
« Reply #107 on: 19 June 2010, 23:29:28 »
I decided to drop the hero idea, after some consideration if anyone want to help with the project though I'd appreciate it. :) :)

Gabbe

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Re: GW-pack1 project
« Reply #108 on: 19 June 2010, 23:32:29 »
we can put amazon in here rite?

wyvern

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Re: GW-pack1 project
« Reply #109 on: 19 June 2010, 23:34:02 »
Sure, it can go in GW-pack 1 since that will be the fantasy style mod

Gabbe

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Re: GW-pack1 project
« Reply #110 on: 19 June 2010, 23:37:50 »
probably not GWI we need to seperate those, maybe MKs go in GWI WWI in GWII and Balkan in GWIII

wyvern

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Re: GW-pack1 project
« Reply #111 on: 19 June 2010, 23:44:12 »
probably not GWI we need to seperate those, maybe MKs go in GWI WWI in GWII and Balkan in GWIII
actually here is what I was thinking, GW-pack1 would be the fantasy stuff(magic, amazons, tech, gervoriath, balkans), and GW2 would be the ww1 mod thing we could have a GW3 minipack thing which would contain the balkans as a separate mod

Gabbe

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Re: GW-pack1 project
« Reply #112 on: 19 June 2010, 23:48:14 »
GWIII can contain new units for the factions, like a patch. lets continue on PM so we not reveal anything critical ;)

wyvern

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Re: GW-pack1 project
« Reply #113 on: 19 June 2010, 23:49:32 »
GWIII can contain new units for the factions, like a patch. lets continue on PM so we not reveal anything critical ;)
Hmm, okay, we can.

wyvern

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Re: GW-pack1 project
« Reply #114 on: 26 June 2010, 23:16:28 »
I'm gonna crank up efforts to produce more models for this now since we will need it for the movie, if anyone feels like helping please post.

Bunke7

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Re: GW-pack1 project
« Reply #115 on: 27 July 2010, 14:43:53 »
If any new units For Tech is needed i could help with that
« Last Edit: 29 July 2010, 13:37:31 by Bunke7 »

wyvern

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Re: GW-pack1 project
« Reply #116 on: 27 July 2010, 14:51:11 »
Bunke if this a mod in itself but I figure you mean units and yes you can help with that, on one of these pages is a unit list with all the units we'll I'll be adding or hope to be adding for tech,if you want a shot at the wing flapper or something you can, the airship bomber and da vinci tank stuff is done though, I appreciate your help :) :) :thumbup:

wyvern

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Re: GW-pack1 project
« Reply #117 on: 6 September 2010, 02:46:06 »
I can't run the textures, they don't work on either my mechanon, airship bomber, or da vinci tank, I think I did everything correctly and I followed all tutorials precisely does anyone have advice. :( :(, by the way if someone wants to help with this project I'll appreciate it.

John.d.h

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Re: GW-pack1 project
« Reply #118 on: 6 September 2010, 02:50:30 »
I can't run the textures, they don't work
Say more about your problem if you want a solution.

wyvern

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Re: GW-pack1 project
« Reply #119 on: 6 September 2010, 02:53:03 »
I can't run the textures, they don't work
Say more about your problem if you want a solution.
Sorry, I unwrap the texture, carry the unwrapped model onto my texture as the tutorials show and say, yet it doesn't show up and I don't know how to activate/make the textures appear on my blend model.

John.d.h

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Re: GW-pack1 project
« Reply #120 on: 6 September 2010, 03:05:42 »
Did you apply a material?  Did you assign a texture to that material?  Is that texture type set to image, and set to an uncompressed *.tga file?  Did you set the map input to UV?

wyvern

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Re: GW-pack1 project
« Reply #121 on: 6 September 2010, 14:45:02 »
I think so, I'll try it again.

wyvern

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Re: GW-pack1 project
« Reply #122 on: 26 March 2011, 22:27:44 »
*bump* read first post

John.d.h

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Re: GW-pack1 project
« Reply #123 on: 26 March 2011, 22:31:48 »
Anything new, then?

wyvern

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Re: GW-pack1 project
« Reply #124 on: 27 March 2011, 00:09:36 »
no new downloads but their is much progress