Battletech - Page 11

Battletech

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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What weapon stat system should we base it on?

Poll ended at 26 Sep 2005, 00:17

Tabletop Battletech
10
56%
MW2
3
17%
MW3
3
17%
MW4
2
11%
 
Total votes: 18

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FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

<3 the Marauder IIC. Lynx has done a great job with the texturing on the Timberwolf, although a climate-specific camoflauge pattern isn't that great when you're in a different climate. The desert camo still looks better than the gunmetal skin though (needs a bit more accent imo).
If Bobthedinosaur and ArchangelofDeath are reading this: I'd like to see you guys on MSNM soon =\
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Wolf-In-Exile
Posts: 497
Joined: 21 Nov 2005, 13:40

Post by Wolf-In-Exile »

Thanks for the feedback people. :-)

SJ: lol, i'm not complaining. :P

As i'm still working on the detailing, I haven't moved to the reflection layer yet, i'm doing it as one of the final touchups to the model.

Fizz: The camo skin is just a test to see how well the mech looks with it, i've textures for any kind of environment so thats not really an issue.

That however, brings up the question of what kind of paint scheme do you want in the final in-game model then?
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rattle
Damned Developer
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Joined: 01 Jun 2006, 13:15

Post by rattle »

Should be a paint scheme which goes well with any type of map (desert, woods, arctic, alien, what ever).

What factions are there going to be? If it's Steiner vs. Davion for instance then you know how they're supposed to look like.
I'd say use the faction's color scheme :)
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Drone_Fragger
Posts: 1341
Joined: 04 Dec 2005, 15:49

Post by Drone_Fragger »

What % would you say this mod is done of this point in time?
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bobthedinosaur
Blood & Steel Developer
Posts: 2702
Joined: 25 Aug 2004, 13:31

Post by bobthedinosaur »

umm... no comment

what i mean is we are still working on some important design parts for the mod, so as we can try to create models we are still not decided on how we want to go about this. there is talk about a mini mod (trial of annihilation style) and a few expansions fo rt, while we work on the final mod design which should differ in game play from the mini mod.
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Wolf-In-Exile
Posts: 497
Joined: 21 Nov 2005, 13:40

Post by Wolf-In-Exile »

AoD: i'll tex that in later. :p

Update:

* yes, I noticed the texture bug on the left arm, its fixed. Just ignore it. :p
* also, the leg decals may or may not be in the final skin, i just put it there to retain the "Classic" Battletech look, as you may have noticed with some of the detailing.

http://img209.imageshack.us/img209/2887 ... p3aek7.jpg

http://img209.imageshack.us/img209/9251 ... p3bsi0.jpg

http://img209.imageshack.us/img209/1725 ... ip3fq8.jpg

http://img209.imageshack.us/img209/6012 ... p3cyb0.jpg
Last edited by Wolf-In-Exile on 23 Aug 2006, 20:37, edited 1 time in total.
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Zoombie
Posts: 6149
Joined: 15 Mar 2005, 07:08

Post by Zoombie »

Is that an in game, actual modle? Cause it if it...COOL!
TDATL
Posts: 13
Joined: 29 Jun 2006, 00:05

Post by TDATL »

to Wolf-in-Exile:

lol I just saw that post in the battletech forum over at TAU :lol: .

I have been waiting most eagerly for this mod. I have been in love with battletech ever since getting mechwarrior 2 A LONG time ago.

I like the leg decals personally. also I love the Timber Wolf. when I saw the previous example of the model on the TAU fourms I just had to play battletech stuff or die. I reinstalled all my mechcommanders and all of my mechwarrior 4 stuff (3 is buggered in xp). then I put on C&C generals for "the capellan solution" battle tech mod. now that you have me salavating all over my desk you must continue to release more tasty morsols :twisted: .

I can't wait for it to be done. but seeing how much work is going into it Im glad to wait (providing pertty pic undates like this).
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Zoombie
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Joined: 15 Mar 2005, 07:08

Post by Zoombie »

The leg decals are boss.
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Wolf-In-Exile
Posts: 497
Joined: 21 Nov 2005, 13:40

Post by Wolf-In-Exile »

Zoombie: yes, that's the actual ingame model. :)

TDATL: lol, er, thanks. :p
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Wolf-In-Exile
Posts: 497
Joined: 21 Nov 2005, 13:40

Post by Wolf-In-Exile »

Sorry for the late update, been busy with RL work.

Front:
Image

Back:
Image

Camo schemes:
Multi-Environment, Dune, Deep jungle
ImageImageImage

Urban, Tropical Jungle, Elite
ImageImageImage
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bobthedinosaur
Blood & Steel Developer
Posts: 2702
Joined: 25 Aug 2004, 13:31

Post by bobthedinosaur »

right now there is no real way to make multi camo schemes work but that would be awesome if they could. maybe some fancy scripting /(probably need coding too) to detect the type of terrain the unit was built on and change to that model?
but they all look awesome :shock:
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Post by Gnomre »

Wouldn't quite work that way, bob, since you can't dynamically load the model. You'd have to make one s3o with several copies of the model and then sacrifice texture resolution to do that and... yeah, it'd suck.

It would be cool if we could dynamically load a different skin from the script though.
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Neddie
Community Lead
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Post by Neddie »

Gnome wrote:Wouldn't quite work that way, bob, since you can't dynamically load the model. You'd have to make one s3o with several copies of the model and then sacrifice texture resolution to do that and... yeah, it'd suck.

It would be cool if we could dynamically load a different skin from the script though.
I was discussing that with some people, proposed it for some of the E&E reskinning earlier. It's another cosmetic feature to ask for at some point!
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Wolf-In-Exile
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Joined: 21 Nov 2005, 13:40

Post by Wolf-In-Exile »

Doesn't really matter if it doesn't, I didn't plan for that in any case cause its more of testing the quality of the UV map and the camo textures.

The actual game skin will probably be the un-camo-ed version in the first two pics, the Urban camo or the Elite version with several tweaks.
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FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

It would pwn to be able to adapt the camo to the map, but alas, you cannot. The only way to get dynamic camo would be to paint the team color as the camoflaughe (and even then, you'd only be able to do shades of a single hue).
I was thinking, what if the Multi-Environment camo could be used for Clan forces, and Tropical Jungle for I.S. (or the other way around)? What do people think of that?
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bobthedinosaur
Blood & Steel Developer
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Joined: 25 Aug 2004, 13:31

Post by bobthedinosaur »

*cough* code *cough*
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bobthedinosaur
Blood & Steel Developer
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Post by bobthedinosaur »

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Dragon45
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Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

You finally UVMapped the mod! :D
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FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

goodness no, that is not UVmapped, it should be obvious enough if you look at the teamcolor polygons on the models in the first picture.
By the way, Bob, congratulations on your Mechwars content finally seeing the light of day :-) !
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