Battletech - Page 17

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

Andreask
Posts: 282
Joined: 16 Dec 2005, 21:08

Post by Andreask »

:shock: <- my thoughts

Most awesome looking Spring object yet i guess.

The toned down colours fit perfectly, and it looks like these rocket pods change their angle, i mean, thats more detail than even Mech Commander had.

If the whole mod gets this kind of unit-quality, i wont know how to praise it.
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Maelstrom
Posts: 1950
Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

Ok that is just sexyness.

*drool*
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aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

My only problem... see the checkes on the feet? PLEASE make it so that there isnt that tiny white blead around the colour squars... It would make the unit perfect.
Other than that , HWAT SEXX

aGorm
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Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Post by Neddie »

That is, honestly, better looking than Mechwarrior 4.
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Zoombie
Posts: 6149
Joined: 15 Mar 2005, 07:08

Post by Zoombie »

Is it just me, or is the self D explosion in the last picture a REALLY REALLY COOL ONE!

Is it using the explosion whatist? Like as in a mushroom cloud or something?
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Nemo
Spring 1944 Developer
Posts: 1376
Joined: 30 Jan 2005, 19:44

Post by Nemo »

The timberwolf mini mod included in the community pack needs a commander tag in its fbi, otherwise it explodes on game start (as it currently does).
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bobthedinosaur
Blood & Steel Developer
Posts: 2702
Joined: 25 Aug 2004, 13:31

Post by bobthedinosaur »

hmm its forked fine in .73 beta i wonder if thats just with the newest version
Archangel of Death
Posts: 854
Joined: 28 Jan 2005, 18:15

Post by Archangel of Death »

Works for me with the release version. But there seem to be some other issues I must look into... anyone else only having 4 weapons show up? :?
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Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Post by Neddie »

I got it working, but only four weapons show, one never fires, and missiles only come out of one shoulder.
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bobthedinosaur
Blood & Steel Developer
Posts: 2702
Joined: 25 Aug 2004, 13:31

Post by bobthedinosaur »

i ahve no idea who upload the mini mod leak but it works fine in the orignal, all8 weapon slots no script errors, alto the walk script looks like crap
Archangel of Death
Posts: 854
Joined: 28 Jan 2005, 18:15

Post by Archangel of Death »

Err... don't hurt me anyone... I forgot a file that was needed. If you have the Total Battletech .111 beta, grab the mw.tdf file out of the weapons folder in throw it into your timberwolf minimod's weapon folder. :P
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Wolf-In-Exile
Posts: 497
Joined: 21 Nov 2005, 13:40

Post by Wolf-In-Exile »

Next up, Dire Wolf.

A frankenstein fusion of bob's model and mine (which lurks somewhere in the dark, humid and sticky recesses of this thread).

Most parts are remodelled from scratch:
http://img269.imageshack.us/img269/4092/direwolfkh4.jpg
Last edited by Wolf-In-Exile on 06 Oct 2006, 21:33, edited 1 time in total.
Egarwaen
Posts: 1207
Joined: 27 Feb 2006, 21:19

Post by Egarwaen »

Wolf-In-Exile wrote:Teamcolored!

And more importantly, complete. Well.... hopefully. :P

I didn't like the florescent teamcolor look on the units, so I made it a little more subdued.

Thoughts on this?
Hawt seks on legs with ER lasers.
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mehere101
Posts: 293
Joined: 15 Mar 2006, 02:38

Post by mehere101 »

You win. We give up already!
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Wolf-In-Exile
Posts: 497
Joined: 21 Nov 2005, 13:40

Post by Wolf-In-Exile »

@aGorm: fixed the checkers bit.


Ok, the final model, if there's any changes to be made please tell me.

1804 polies total,optimised.
Image

Image
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Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

Hmm... I would say it could use more detail on the guns, or whatever those 5 protrusions are. Maybe make them look more like real barrels, if that's what they're supposed to be.
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Fanger
Expand & Exterminate Developer
Posts: 1509
Joined: 22 Nov 2005, 22:58

Post by Fanger »

Im not positive those are actually protrusions.. they maybe be inset fire ports..
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rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Post by rattle »

That's one good looking Daishi (for those who don't know, it's the Inner Sphere (IS) name for the Dire Wolf).

About the gun mounts, you do that on the texture. It doesn't matter much because it won't get noticed anyway.
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MR.D
Posts: 1527
Joined: 06 Aug 2005, 13:15

Post by MR.D »

yeh, those ports on the arms are internal.

You could save some more polies, and just use texture for the firing ports.
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rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Post by rattle »

Are you sure autocannons are entirely internal as well? Thought they had some bits of the barrel sticking out. If it's an AC variant that is.

They were internal in every other MW game but other games did not give a shit about different looking variants.
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