Red Orchestra 40,000

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Myopic

FNG / Fresh Meat
Nov 23, 2005
48
1
0
UK
As for Ork clans, we're not at all sure as to which one we want to include. Since the mod is taking place in the Armageddon campaign, the same clan that Ghazkhull led is a must-include. However, I think I heard that there were different clans involved, but that's something that needs looking into.

Clans are really ethnicities rather than social groups - any given Ork tribe is composed of multiple clans, so you can pretty much just go with whatever your artists like (or pick a different clan per class as appropriate). I have to ask though, why are you going with Orks as antagonists rather something more similar physically? Renegade Guard, Eldar, Tau, etc. You'd be able to share a lot of animation assets between the sides (which you're going to struggle with anyway - all mods seem to - since good animators with spare time on their hands are like rocking horse **** :p ).
 

Serathis

FNG / Fresh Meat
Oct 25, 2009
473
84
0
vader.jpg
 

Omega5-9er

FNG / Fresh Meat
Sep 1, 2011
15
0
0
The best thing to do before declaring that RO40k is dead, is to simply message Gibby and see what's going on.
 

C_Gibby

FNG / Fresh Meat
Jan 18, 2010
7,275
2,716
0
Was just poked by someone on Steam about this. Personally, I would like to see it done very much, but unfortunately life is getting in the way for most of us, and the team hasn't really been in contact.

I wouldn't say it's dead, but there has been no progress for a long time, and I don't see any progress anytime soon.

The idea is still here, and there is still a ton of room for those who would like to help and are serious about helping. I won't speak for others who were involved in this project, but there is absolutely no reason for me to completely and totally abandon this project.

When the full SDK is released and I have more time to actually sit down and work at this with a team, be they the current team or a new team altogether, we can first see about organising ourselves better, and get Heroes of Armageddon done for real. :)
 
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Hobitt

FNG / Fresh Meat
Nov 22, 2010
586
286
0
USSR
Was just poked by someone on Steam about this. Personally, I would like to see it done very much, but unfortunately life is getting in the way for most of us, and the team hasn't really been in contact.

I wouldn't say it's dead, but there has been no progress for a long time, and I don't see any progress anytime soon.

The idea is still here, and there is still a ton of room for those who would like to help and are serious about helping. I won't speak for others who were involved in this project, but there is absolutely no reason for me to completely and totally abandon this project.

When the full SDK is released and I have more time to actually sit down and work at this with a team, be they the current team or a new team altogether, we can first see about organising ourselves better, and get Heroes of Armageddon done for real. :)
Good to hear but you really need to put this project on moddb and find some help there or maybe find some WH40k forum and find some fanboys with moding knowledge:D really hope this project will live!!!:)
 

Dionysos

FNG / Fresh Meat
Mar 6, 2006
289
49
0
Just don't declare it dead. The first push to get things rolling is always the hardest, and it's still in the back of my head for when things get less busy as well.

The emperor protects etc :cool:
 
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INinja132

FNG / Fresh Meat
Sep 2, 2011
16
1
0
Hey everyone, would just like to let you all know that I am still working on this mod, albeit at a fairly slow pace what with school work.

I'm a mapper, have already created a map in UDK, and am currently working on the buildings for it. Unfortunately I'm not brilliant at using Blender, but I've kind of got used to it now, and recently had a breakthrough meaning I've made decent headway with the first building. I'll probably throw up some screenshots of it when it's in a decent state. I'm not so great at the fine detail stuff, so if anyone is then PM me or something and I'll send you the current building to have a play around with if you want, spruce it up and whatnot.
 
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HeadClot

FNG / Fresh Meat
Dec 2, 2010
286
110
0
Utah, United States
Hey everyone - I am getting back in the saddle for this mod. I am currently working with 3DS Max and the UDK September 2010 build.

I would be willing to teach a few people a few tricks about making buildings and the like for this mod or any mod. If anyone is interested. Let me know via PM.
 

Omega5-9er

FNG / Fresh Meat
Sep 1, 2011
15
0
0
Hey everyone - I am getting back in the saddle for this mod. I am currently working with 3DS Max and the UDK September 2010 build.

I would be willing to teach a few people a few tricks about making buildings and the like for this mod or any mod. If anyone is interested. Let me know via PM.

This is very good news to see, Headclot. I would offer to help, but I have absolutely zip experience and I would just slow you down.
Goodluck.
 

HeadClot

FNG / Fresh Meat
Dec 2, 2010
286
110
0
Utah, United States
Hey everyone, would just like to let you all know that I am still working on this mod, albeit at a fairly slow pace what with school work.

I'm a mapper, have already created a map in UDK, and am currently working on the buildings for it. Unfortunately I'm not brilliant at using Blender, but I've kind of got used to it now, and recently had a breakthrough meaning I've made decent headway with the first building. I'll probably throw up some screenshots of it when it's in a decent state. I'm not so great at the fine detail stuff, so if anyone is then PM me or something and I'll send you the current building to have a play around with if you want, spruce it up and whatnot.

I will be in contact with you shortly :)

This is very good news to see, Headclot. I would offer to help, but I have absolutely zip experience and I would just slow you down.
Goodluck.

Go to Eat3D.com and get their tutorial series on 3ds Max (3DS Max 101) This series i cannot recommend enough