well i don't have a cool animation because i'm bad but here's something?
Search found 1923 matches
- 03 Jul 2020, 15:51
- Forum: Art & Modelling
- Topic: Random WIP 2018 / 19 / 20
- Replies: 164
- Views: 1387720
- 26 Jun 2020, 17:43
- Forum: Game Development Tutorials & Resources
- Topic: Inverse Kinematics animations for Spring in Blender
- Replies: 23
- Views: 28992
Re: Inverse Kinematics animations for Spring in Blender
Oh, it's 2.83 I have. Any idea where I can get 2.82? It happens with any .s3o i try to import using s3o_import. EDIT: It seems it was the location of my file. I moved it to the desktop and it now loads. Dafuq. Of course, I've never used Blender before in my life. Where are the "Correctly rotate...
- 26 Jun 2020, 13:27
- Forum: Game Development Tutorials & Resources
- Topic: Inverse Kinematics animations for Spring in Blender
- Replies: 23
- Views: 28992
Re: Inverse Kinematics animations for Spring in Blender
Getting an error trying to import any of my s3os: Traceback (most recent call last): File: ..."s3o_import.py", line 501, in execute if not context.scene.objects.active: AttributeError: 'bpy_prop_collection' object has no attribute 'active' location <unknown location>:-1 It also happens if ...
- 03 Feb 2018, 16:22
- Forum: Art & Modelling
- Topic: Random WIP 2018 / 19 / 20
- Replies: 164
- Views: 1387720
Re: Random WIP 2018
yeah but that's literally a poly-for-poly duplicate of the Mechwarrior Online Locust in 1V configuration
- 19 Jan 2018, 23:05
- Forum: Art & Modelling
- Topic: Random WIP 2018 / 19 / 20
- Replies: 164
- Views: 1387720
Re: Random WIP 2018
why is that a MWO locust
- 14 Aug 2016, 03:12
- Forum: MechCommander: Legacy
- Topic: Orbital Bombardment Upgrades
- Replies: 3
- Views: 10545
Orbital Bombardment Upgrades
We have a bunch of ~lore~ orbital weapons available, ranging from enormous Naval Autocannons that do 100-400 damage each (compared to an AC/20's 20 damage), and Naval PPCs, the largest of which does iirc 250 damage (compared to 15 for a normal PPC). Those Naval PPCs can also have interesting side ef...
- 07 Aug 2016, 03:30
- Forum: MechCommander: Legacy
- Topic: Dropship Mechbay functionality
- Replies: 0
- Views: 7679
Dropship Mechbay functionality
IMHO Dropships need to have identical functionality to Mechbays wherein you can load Mechs into them and get them repaired/rearmed. So when a dropship is landed you can order a Mech into it. That order should queue until all Mechs already in the dropship are deployed, and then the Mech will go in. A...
- 07 Aug 2016, 03:23
- Forum: MechCommander: Legacy
- Topic: Omnimechs
- Replies: 1
- Views: 6592
Omnimechs
Writing this down so I don't forget because I think it's an interesting idea. I've always struggled with how to make Omnimechs work in MCL. Finally it dawned on me: A Mechbay upgrade that lets you swap Omnimech configurations! Not actual customization, but simply transforming one Mech into another; ...
- 06 Aug 2016, 20:04
- Forum: MechCommander: Legacy
- Topic: Beacon Overhaul
- Replies: 0
- Views: 7779
Beacon Overhaul
As per dicussions and github posts, Beacons and Upgrades are getting a bit of an overhaul. First and foremost, Beacons will now come with 3 upgrade slots rather than the single upgrade of the past. These upgrade spots will be in a triangular pattern around the beacon, while the middle will remain op...
- 06 Aug 2016, 19:35
- Forum: MechCommander: Legacy
- Topic: Expanded Perk List & Tweaks to System
- Replies: 0
- Views: 8570
Expanded Perk List & Tweaks to System
Transferring over the post in our Github issues: We need more perks so I can roleplay with my roborts. Also we should give perks cool names. Basically the idea is for a huge list of Perks to choose from so every player can build a unique Mechwarrior to do exactly what the player wants it to do, and ...
- 07 Feb 2016, 00:15
- Forum: MechCommander: Legacy
- Topic: Upgrading Upgrades
- Replies: 5
- Views: 9565
Re: Upgrading Upgrades
Dropship: Default is the Leopard, which can carry only Light and Medium Mechs (150 tons?) and has a short arrival delay (10 seconds?), 4 exit doors for quick deployment, but is weakly armed and armoured. Level 1 Upgrade is the Union, much more heavily armed and armoured and able to carry up to Heav...
- 31 Jan 2016, 20:36
- Forum: Art & Modelling
- Topic: Random WIP 2016
- Replies: 118
- Views: 131132
Re: Random WIP 2016
smoth you will have to sit down and teach me your texture thing some day.
- 29 Jan 2016, 22:23
- Forum: MechCommander: Legacy
- Topic: Upgrading Upgrades
- Replies: 5
- Views: 9565
Re: Upgrading Upgrades
Proposal: For Dropships, begin by removing Assault mechs from the current default Dropship. Have one upgrade to a 'Fortress', a larger Dropship with more weapons that unlocks Assault Mechs, but increases Dropship delay (or remains the same). Have the other upgrade to an Leopard Avenger, an Aerodyne ...
- 11 Jan 2016, 16:39
- Forum: Art & Modelling
- Topic: Random WIP 2016
- Replies: 118
- Views: 131132
- 11 Jan 2016, 00:55
- Forum: Art & Modelling
- Topic: Random WIP 2016
- Replies: 118
- Views: 131132
Re: Random WIP 2015+
TFW spurts of hyper-activity http://i.imgur.com/dz2qqSG.jpg I made a 'system' where I can easily swap out colour schemes by overlaying colours or patterns onto a base underlying detail texture. These really only showcase solid colour changes but I can do camo patterns and stuff as well: http://i.img...
- 27 Dec 2015, 22:20
- Forum: MechCommander: Legacy
- Topic: Texture Color Schemes
- Replies: 8
- Views: 11808
Re: Texture Color Schemes
Alright, I've settled on 5 colour schcmes, one for each of the Inner Sphere factions, that are all relatively unique and easy to recognize.
- 26 Dec 2015, 22:41
- Forum: MechCommander: Legacy
- Topic: Texture Color Schemes
- Replies: 8
- Views: 11808
Re: Texture Color Schemes
Here are some renders for Team colouration. Note the texture for the Catapult isn't done, but sufficient to show the idea behind side colours. There's a couple possibilities for each faction and I'm trying to settle on one as the "default" scheme. Federated Suns http://i.imgur.com/CgGSSER....
- 24 Dec 2015, 21:55
- Forum: MechCommander: Legacy
- Topic: Custom Skin/Paint System
- Replies: 9
- Views: 11384
Re: Custom Skin/Paint System
My dream is as always to have a game similar to MW2:Mercs' RPG aspects and quasi-RTS, quasi-isometric shooter gameplay. You have your Merc unit management, hiring pilots, taking contract, buying better gear and/or salvaging, with isometric shooter style where your Mech aims at mouse cursor and moves...
- 24 Dec 2015, 15:37
- Forum: MechCommander: Legacy
- Topic: Custom Skin/Paint System
- Replies: 9
- Views: 11384
Re: Custom Skin/Paint System
The textures are 3-layer, with details layer -> colour layer -> base texture. The colour layer uses the Overlay blending option in Photoshop so it keeps highlights and details of the base greytone texture. In other word, I have no idea Smoth. @Gajop that's beyond my capability. Would need some exten...
- 23 Dec 2015, 15:55
- Forum: MechCommander: Legacy
- Topic: Custom Skin/Paint System
- Replies: 9
- Views: 11384
Custom Skin/Paint System
After giving it some thought I decided to go ahead with a long-wanted idea to have customizable paint scheme system. This system requires essentially building a template, a neutral grey base texture, applying highlights and layered details in such a way that allows quickly swapping out the base colo...