Battletech - Page 9

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
SwiftSpear
Classic Community Lead
Posts: 7287
Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

Arch, you know you have me for testing if you ever need someone :D
User avatar
bobthedinosaur
Blood & Steel Developer
Posts: 2702
Joined: 25 Aug 2004, 13:31

Post by bobthedinosaur »

hey just an idea, since we dont have a web site yet: (hint hint any one want to make one)

we should start a list of people who are willing to help with the project to help the staff organize the bodies we can work with. just a simple name, skills you have that could help the project or a position youd like to take helping the team weather or not you have experience in it.

for example:

i go by

bob the dinosaur
as in the past, or you can call me ian

ive worked with modeling, although not familiar witht he new s3o versions yet, ive scripted in the past not very good at it, all around ta modder, probably the only one left from the old abomination of a mod team mech wars from PA way back when.

im willing to help with design concept, modeling, and anything where you would need an extra hand modding. (that is when i get back.)

you can contact me via PM on the message board, or thru the email i have registered to the board.
User avatar
SwiftSpear
Classic Community Lead
Posts: 7287
Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

SwiftSpear: To a limited degree I can do texturing... other then that I'm more then willing to help with balancing/playtesting.
User avatar
Maelstrom
Posts: 1950
Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

Maelstrom: Can do Websites, and we can grab some hosting of R1CH from one of the other threads. I could also do some texturing if you really need me to, but im not to good at it.
User avatar
Masse
Damned Developer
Posts: 979
Joined: 15 Sep 2004, 18:56

Post by Masse »

Masse: Is able to do some art for website (and websites too)... and or texturing if its uv mapped :wink: im a all the way 2d guy... well i can do 3d too 8)

i have eye for coolness... im like from fab 5 :roll:
User avatar
FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

FizWizz: Can do 3d modelling, texturing in .3do format. Currently experimenting with UVmapping and .s3o format.
Also capable of tweaking, balancing unit and weapon statistics (it's simple stuff, really)
User avatar
Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

Guessmyname
Chris

Modeller. Can make units (fbis, weapons and scripts) but mostly modelling. Not good at texturing or unit balance
Archangel of Death
Posts: 854
Joined: 28 Jan 2005, 18:15

Post by Archangel of Death »

Ok, Maelstrom, Masse, and Jasper Ward, if you guys could start work on a website together, that would be great. Forum, filesharing, and news should be the first priorities. General theme should be obvious I think :wink: , but feel free to be as free or reserved as you want.

On the modelling side Fizzwiz has a good line-up of elementals and vehicles coming in, and I've recieved the first elemental .s3o! That means an elemental script is on the way.

Since it seems Fizz has taken a liking to the elementals, I've decided the first release will be a bit of a teaser elemental pack. It will sport the various elementals that will be in the mod, showing off most of the scripting elements that will be found in the other mobiles as well. Hopefully it will wet people's appetites just enough, and bring in some useful feedback on the resource system and different game modes. Expected time of release: Shortly after you see me post a thread in the maps section for tailored maps :wink: If you want that sooner, start lending Fizzwiz a hand in modelling.
User avatar
Maelstrom
Posts: 1950
Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

The site is almost done. You can see it at http://210.11.113.96/Battletech/ while my computer is on. Will be uploaded to a more permanent site when is done, possibly R1CH's site, as he is offering free hosting for mods.
Archangel of Death
Posts: 854
Joined: 28 Jan 2005, 18:15

Post by Archangel of Death »

Looking good, as I already said in IM. Bob is a good motivator.

Which reminds me...
Archangel of Death: Scriptor soon-to-be extraordinare. I generally shy away from trying to do walk animations or fancy gun slinging (trying to figure out the angles and speeds to move at makes my head spin a little), but everything else I've got mastered (or maybe I've just mastered asking the SY's and Zwzsg how to do it :P ).
User avatar
FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

*gasp* now I must live up to my expectations w/ the Battlearmor... I'll make sure to put some serious time into the mapping and skinning once I finish the weapon models =).
About http://210.11.113.96/Battletech/ What times GMT will it be up to look at?
User avatar
mecha
Posts: 98
Joined: 30 Sep 2005, 09:53

Post by mecha »

I ported the original of the mechwars mod to spring ages ago like most others I suppose but that release only had the light mechs... what would be really cool would be a sdz file release including the heavy mechs in the screenshots by bobthedinosaur... Not too fussed if its buggy -just good for generating a little more hype about the project. Cheers! :-)
Archangel of Death
Posts: 854
Joined: 28 Jan 2005, 18:15

Post by Archangel of Death »

While I do understand the desire to send a star of Mad Cat's out to rape someoens base, I'm going to stick with an elemental pack as the first release. I think it will be a great, though slightly sadistic :twisted: , teaser.
User avatar
SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Post by SinbadEV »

User avatar
Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

User avatar
Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

*bump*

This still going or what?

What needs modelling?
Archangel of Death
Posts: 854
Joined: 28 Jan 2005, 18:15

Post by Archangel of Death »

Yes, its still going. Fizzwiz has decided to remodel the Elementals, as the current was started with intent to use with 3do (eg. pre-s3o addition), and he'd like to take more advantage of both s3o and Caydr's loosing of polygon restrictions. Get in contact with Fizzwiz via PM to find out exactly what needs doing. Towards the completed project, we are still in need of some base structures, turrets, and most of the vehicles, aircrafts, and mechs, as the plan is an eventual full switch to s3o (but don't worry, the current 3do's that don't look too horrible will be in appropriate interim releases).
User avatar
FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

Folcan began to start modelling the static defenses a while ago, but I think he has made little headway. If someone would like to do the turrets, I have the list of all the different turrets that ought to go into BTech. as far as anything else goes, yeah just PM me or hop on MSNM.
User avatar
bobthedinosaur
Blood & Steel Developer
Posts: 2702
Joined: 25 Aug 2004, 13:31

Post by bobthedinosaur »

Hey Im back in the states finally! Sorry guys!
Alright first things first me and arch need a staff recall, for updating our roster. email, or msnmsngr contact would be awesome. also ideas are a must have!
were going to start rolling on the brain storming...
sorry

any how development of concepts and design are just starting to be organised now so input from staff and or fans would be great!

thanks,
bob
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

If you haven't already, I'd strongly suggest looking at the revamped models/animations I did for MechPack: Improved. Much better scripts than the originals (I cleaned up a lot've little things) and the models have been cleaned up, too. Go here.
Post Reply

Return to “Game Development”