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Re: Battletech: Legacy

Posted: 25 Feb 2011, 22:05
by nightcold
well, something you can do instead of an explosion when units die(which is very common in commercial projects) is dead animation...like the mech falling/collapsing to the ground as it shoots off sparks and smoke....but that takes alot of work, actually i think the main reason that people in spring(none ta projects) dont do death animations is becasue it is just too much work(it should also be noted that spring animation are mostly not very good).....an explosion to hide the switch of the unit and the corpse model is just so much easier


or you can even combine the two ideas, it can be 50/50 sometimes they explode and sometimes they just drop....or depending where they are hit and how hard.....

Re: Battletech: Legacy

Posted: 26 Feb 2011, 01:20
by knorke
death animations is just too much work
Depends. But one big problem is to get the unit-> wreck correct.
Every piece that is not in the same position/rotation in the wreck as on the
Alive unit would "jump" to its new position.
Though having the mech "tip over" and then on impact explode into
Hundreds of pieces should be doable...

Re: Battletech: Legacy

Posted: 26 Feb 2011, 11:14
by Guessmyname
Or just use the final pose after it's fallen down as the corpse. Also you can hide the unit/corpse swap with particles and dust etc.

Re: Battletech: Legacy

Posted: 27 Feb 2011, 09:16
by ismo
Awesome idea for mod, I am anxiously waiting for it (now especially as the BOTA mod is "dead", nothing wrong in Xta but would be nice to have 2 mods to play and thus have more variability in the gamings :D).

Re: Battletech: Legacy

Posted: 27 Feb 2011, 17:39
by GBscientist
This looks like fun! Good luck with it. If you need any game testers, give me a shout.

Re: Battletech: Legacy

Posted: 28 Feb 2011, 14:10
by SpikedHelmet
Opened up our own forums here: http://springrts.com/phpbb/viewforum.php?f=70