Ok, here is the final model + textures.
I switched back to using Dxt-5 compression, as there wasn't much difference in details, but ends up being 1/5th the filesize in comparison to using 32bit ARGB.
You guys might just want to use the 1024x1024's then, since they're pretty small in Dxt-5.
Upspring seems to view the game model on the 2nd mip layer already, so the model doesn't really look as nice and crisp as it did in Max for the renders above.. not sure why Upspring does that.
-----------------------------------------------------
http://www.mrd.str8-6.com/files/cor_wolver.zip
-----------------------------------------------------
** Zip contents **
corwolv_final1.max (Final Max model file)
corwolv.s3o (spring game model | unscripted )
Corwolv_1.dds (1024x1024 master 1)
corwolv_2.dds (1024x1024 master 2)
corwolv_1_512.dds (512x512 game texture 1)
corwolv_2_512.dds (512x512 game texture 2)
Scripting the gun elevation should be fairly simple, for each degree vertically that the Gun rotates up, the Arm and wrist rotate 1:1 in degrees to match.
Say if the gun elevates X-70 degrees from 0, the Arm will rotate Z-70 and Wrist will rotate Z+70 degrees on their respective axis's.
I'm not sure if you can block the gun from moving when the Unit tries to aim down (if you guys are using Low trajectory only), but the unit really isn't meant to shoot down at targets, but rather it is meant to use High Trajectory at all times, and it might cause some clipping if the gun tries to aim to far down.
For whoever scripts this, please make the turret spin back a bit when the gun fires as though it is being forced back from the recoil just like the original, I always though that was a neat part of the original firing script for the Wolverine and made it unique.
"arm" rotates on Z in Negative - from 0
"wrist" rotates on Z in Positive + from 0
"gun" rotates on X in Negative - to elevate from 0
"muzzle" is the Cannon's flare origin
"eject" is for particles of a shell or smoke
The barrel can move -3.5 (8.5 to 5.0) units on Z, breech can move -3 (-3 to -6) units on Z during firing.
Most everything else should just be copy/paste work.