Battletech - Page 28

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.

Moderator: Moderators

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

User avatar
Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Re: Battletech

Post by Pressure Line »

Image

I thought i did a pretty good job >_>

*edit* smoth, check yo inbox
User avatar
bobthedinosaur
Blood & Steel Developer
Posts: 2702
Joined: 25 Aug 2004, 13:31

Re: Battletech

Post by bobthedinosaur »

you did
User avatar
Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Re: Battletech

Post by Pressure Line »

like i said, Archangel/bob, yours if you want them :)

*edit* tried to send it to you bob, but it seems my ability to send PM's has been compromised T_T
Milagro
Posts: 9
Joined: 26 Jun 2008, 17:47

Re: Battletech

Post by Milagro »

hi i contribute this project with this if you are still developing this mod
Attachments
mech.png
(205.71 KiB) Downloaded 90 times
User avatar
Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

Re: Battletech

Post by Hoi »

Model looks good (I think) but I think it's wayyyy to much poly's, how much tri's has it?
Milagro
Posts: 9
Joined: 26 Jun 2008, 17:47

Re: Battletech

Post by Milagro »

115881 faces and 61273 vertices

how mucth triangles ( faces, vertices ) spring suports
User avatar
Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

Re: Battletech

Post by Hoi »

The model is good for a high poly, but not for this, sorry, it's just too much.

See this?
Image

A model I made some time ago, it's pretty low, 246 tri's (that's triangles, something diffrent than faces, try to tessalate and then count faces), my model uses alot less triangles, still, it would prolly look as round as your model if you set up normals, try to make some low poly stuff :wink:
Milagro
Posts: 9
Joined: 26 Jun 2008, 17:47

Re: Battletech

Post by Milagro »

pity i had 4 mecs

just one thing if i try to input onto the spring engine is it suported

does it works
User avatar
Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

Re: Battletech

Post by Hoi »

http://spring.clan-sy.com/phpbb/viewtop ... 14&t=13034

Try that link, it explains how you get a unit in

http://spring.clan-sy.com/wiki/Mod_and_ ... evelopment

Also check that for more.

And ask ik you have any questions :wink:
j5mello
Posts: 1189
Joined: 26 Aug 2005, 05:40

Re: Battletech

Post by j5mello »

milagro let one of the Battletech devs (of which Hoi is not) let you know about the model... though it will probably take work to get it into spring regardless of polycount.
Archangel of Death
Posts: 854
Joined: 28 Jan 2005, 18:15

Re: Battletech

Post by Archangel of Death »

Currently development is pretty much at a standstill on most fronts.

While that is a good looking Catapult, a mech of that tonnage should have something like 1/50th to 1/30th that number of pollies. Spring could handle one or two of those at that polycount, but this is an RTS. Need a few more than that. Most of that detailing should be in the texture. I suspect there is some way you modelers have of turning awesome high poly models into better skins for low poly versions though.
User avatar
Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

Re: Battletech

Post by Hoi »

j5mello wrote:milagro let one of the Battletech devs (of which Hoi is not) let you know about the model... though it will probably take work to get it into spring regardless of polycount.
Archangel of Death wrote:Currently development is pretty much at a standstill on most fronts.

While that is a good looking Catapult, a mech of that tonnage should have something like 1/50th to 1/30th that number of pollies. Spring could handle one or two of those at that polycount, but this is an RTS. Need a few more than that. Most of that detailing should be in the texture. I suspect there is some way you modelers have of turning awesome high poly models into better skins for low poly versions though.

Bla bla I was right blah blah
User avatar
Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Re: Battletech

Post by Guessmyname »

Yes, you were Hoi, the point was that you were acting a bit too much like a Battletech dev, and were likely to get mistaken for one by someone who hasn't hung around these forums for long periods of time, like Milagro. If you're not on the team, you don't have final say on whether or not a model is used, and you acted like you did (even if it was fairly obvious).

Not a Dev Team member either, Guessmyname.
User avatar
bobthedinosaur
Blood & Steel Developer
Posts: 2702
Joined: 25 Aug 2004, 13:31

Re: Battletech

Post by bobthedinosaur »

well... the model looks ripped off a cbt fan site once known as classic battle tech movies, however if it is a model by you then im sure a smaller low poly version wouldn't be too hard after seeing the monstrous detail on those. so if you are willing to bring something like that down abit we would gladly try to include it in. i dont think fps even use models of that quality yet, so other than making CBT fan films, we cant do much with it.
looks great tho.
User avatar
Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Re: Battletech

Post by Pressure Line »

bobthedinosaur wrote:well... the model looks ripped off a cbt fan site once known as classic battle tech movies, however if it is a model by you then im sure a smaller low poly version wouldn't be too hard after seeing the monstrous detail on those. so if you are willing to bring something like that down abit we would gladly try to include it in. i dont think fps even use models of that quality yet, so other than making CBT fan films, we cant do much with it.
looks great tho.
theres always the catapult from MC2 (i found an .ase convertor for Blender ^_^) which has like 400 tris :|
User avatar
bobthedinosaur
Blood & Steel Developer
Posts: 2702
Joined: 25 Aug 2004, 13:31

Re: Battletech

Post by bobthedinosaur »

actually the mc2 models are pretty low poly, some even lower than OTA

um if any one is interested... the rifleman needs a models. so im giving any fans 2 weeks to submit and then ill probably do it myself if no one has anything that fits.

http://brianscache.com/unseen/tro-rifleman.jpg
User avatar
Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Re: Battletech

Post by Pressure Line »

kekeke ill get rite on it
User avatar
Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Re: Battletech

Post by Guessmyname »

*eye glints*

Did someone say... mech modelling? *fires up wings*
User avatar
Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Re: Battletech

Post by Pressure Line »

Guessmyname wrote:*eye glints*

Did someone say... mech modelling? *fires up wings*
actually, let GMN do it, he is far better than me ^_^

for a reference model theres a Rifleman on sarna.net
User avatar
Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Re: Battletech

Post by Guessmyname »

... :cry: I scare people off...?
Post Reply

Return to “Game Development”