Page 19 of 32
Posted: 12 Oct 2006, 12:13
by Maelstrom
No, its just stuff Chuck Norris is roundhouse kicking AT you, its so fast it burns the air behind it, then owns you when it hits.
Posted: 13 Oct 2006, 06:03
by Archangel of Death
Concerning balance concerns, which it is fair that you be concerned about. *smack*
The Total Battletech 0.111 you have been playing is quite different from the Trials of Annihilation project that these awsome models will be going into. Think of it this way, while Total Battletech was TA applied to Battletech, Trials of Annihilation will be Battletech rendered in Spring. While still maintaining the possibility of having TA scale of play, playstyle will be different.
And Exile, that is just.... wow. New display pic and background time.

Posted: 13 Oct 2006, 06:06
by Neddie
So, we will be seeing Battletech economics streamlined and adapted to take advantage of the engine just as the units take military advantage?
Will there be the much awaited naval units?
Posted: 17 Oct 2006, 15:17
by hawkki
I must say that this is the most exciting project in spring so far! On modern standards, all units should be made with that level of detail. It has been proven over and over again that polycount does not slow down spring.
On these models the polycount is just right, no wasted polys, no compromis in detail due to concern of too big count. Just the way it should be.
And then the texturing job. It is what finalizes these models, what makes them so outstanding. Dont get me wrong, the models are also great. But great models AND great texture, thats the recipe for WIN !
GOOD WORK!
Posted: 17 Oct 2006, 16:38
by Wolf-In-Exile
Thanks for the comments, however I feel I must address one statement in particular, although it is directed to the rest of the modding community in general:
hawkki wrote:It has been proven over and over again that polycount does not slow down spring.
I am starting a discussion thread in the "Art and Modelling" subforums where I will present my reasoning in detail, as it is OT here.
AoD: Lol, once the model's done of course.

Posted: 22 Oct 2006, 19:44
by Wolf-In-Exile
Updates:

Posted: 22 Oct 2006, 20:18
by Snipawolf
Stop posting pictures of plastic toys! Cheater

Posted: 23 Oct 2006, 00:08
by Optimus Prime
Wolf, how do you make the textures? Photoshop? Do you use your mouse or do you have a pencil pad?
The pic looks very nice, but do you know, that the torso wont be able to turn seperately from the legs? The weapons would move through the legs (or is it different than it looks like?).
Posted: 23 Oct 2006, 01:57
by Wolf-In-Exile
Yes, I use photoshop and mouse for my texturing.
And you're right, the arms clipped with the thighs a little if the torso twisted to the side. I checked my reference pics of the resculpts again, and they had the arms further apart.
Made the necessary tweaks to the model, thanks.

Posted: 23 Oct 2006, 14:31
by Guessmyname
The texture on the toes look a bit low res...
Posted: 29 Oct 2006, 01:40
by Wolf-In-Exile
^ that'll be fixed.
WiP of the next mech:

Posted: 29 Oct 2006, 05:53
by esteroth12
Looks nice! Is it an Atlas or Warlord?
are you doing the Mekpak mechs? (or were they in the original BT? I've never played that...)
e: if so (mektek mekpak mechs), do a 'nova next!

Posted: 29 Oct 2006, 07:41
by Archangel of Death
We are working from our own list of mechs. While you will see some (or many, since there are tons of different ones in that pak) mechs in here that are there, its not determining which ones we do.
Saying "original BT" seems vague to me, but I can say that all the mechs, if not necessarily the loadouts on them, in the Mekpak are from official BT sources.
Posted: 29 Oct 2006, 08:45
by Argh
I don't suppose you guys could do some of the lighter mechs soon? I know that Atlases and Clan Heavies are sexy and all, but what I really wanna see are Panthers, Cicadas, and even the good ol' Hunchback. As anybody who played the original game knows (I have a second-run of the first edition rules around here), Battletech was very frequently
not won by the heavies- mobility was a very, very large factor... and so was the stuff that's a little tricky to do in Spring right now, like Death From Above and using the severed arm of one's opponents as a club
Also, I don't suppose y'all have paid attention to the fact that unit-limits are being put in? The game-design opportunities from just that one thing are really important imo, and could allow you guys to design a game that was truly in keeping with the Battletech universe (can you say, "one mech factory per side", kids? I knew you could).
Posted: 30 Oct 2006, 10:25
by Wolf-In-Exile
Looks nice! Is it an Atlas or Warlord?
Erm.... what's a Warlord? There isn't any CBT mech called that....
I don't suppose you guys could do some of the lighter mechs soon?
Was thinking of giving the Cougar a shot after this model.
Posted: 31 Oct 2006, 01:18
by mehere101
Hooray! My favorite light mech!
Posted: 05 Nov 2006, 17:16
by Wolf-In-Exile
Finished modelling the Atlas:
Gonna start texxing it after fixing up the smoothgroups and optimising it.
Posted: 05 Nov 2006, 20:18
by rattle
Cool, looking evil as usual...
Do you keep todo list somewhere so maybe we could err request something to be done first? I'd love a Raven even though it's one of the most overused mechs in BT computer games.
Posted: 05 Nov 2006, 22:20
by bobthedinosaur
very nice
Posted: 05 Nov 2006, 22:36
by Guessmyname
rattle wrote:Do you keep todo list somewhere so maybe we could err request something to be done first? I'd love a Raven even though it's one of the most overused mechs in BT computer games.
If you do, don't forget to FEED THE WIKI!
http://taspring.clan-sy.com/wiki/Battletech