
MechCommander 2 Art Assets.
Moderators: MR.D, Moderators
Re: MechCommander 2 Art Assets.
Yes. It's the Big Fail. Actually, it's a roadway, but thus far my skin is pretty sad, guess I need to keep at it 

Re: MechCommander 2 Art Assets.
can one of you make the buildings available please? I'd like to see how they work as forming some sort of wharf/port setting
- Pressure Line
- Posts: 2283
- Joined: 21 May 2007, 02:09
Re: MechCommander 2 Art Assets.

jeez its only been 17 hours ;_;
just gotta make some tex2's and nix the transparencies then it'll get zippdup and released.
Re: MechCommander 2 Art Assets.
ahh, was assuming they were good to go based on one of arghs screens on the first page 

-
- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
Re: MechCommander 2 Art Assets.
Unless it's going to be some sort of elevated highway (which would be frustrating for players as they'd never be able to stick units on there), why would you model in a roadway rather then texture it onto the map?
Otherwise the stuff in the thread is looking nice. I think those buildings linked earlier are quite nicely done, but I don't think they would transfer to spring so easily because of the repetition of elements and multitexturing...
Otherwise the stuff in the thread is looking nice. I think those buildings linked earlier are quite nicely done, but I don't think they would transfer to spring so easily because of the repetition of elements and multitexturing...
- Pressure Line
- Posts: 2283
- Joined: 21 May 2007, 02:09
Re: MechCommander 2 Art Assets.
First release is ready, follow the link for details and downloads for the MechCommander2 City Block Pack.
Re: MechCommander 2 Art Assets.
Well...Unless it's going to be some sort of elevated highway (which would be frustrating for players as they'd never be able to stick units on there), why would you model in a roadway rather then texture it onto the map?
1. Because then I can rescale it easily, without it being a major operation.
2. Because it merely requires flat ground, which is not a big deal on a custom map, to look right.
3. Because it looks better than painted-on roads.
4. Because I am not happy with doing it with decals, which would have been my first choice for performance reasons, because of z-fighting issues.
5. Because I am not happy with doing it with Lua and OpenGL, because I haven't yet figured out how to build a "smart" road system that's built procedurally, which would the best choice after functional decals.
Basically, just wait, WZ. Just wait. I have something cool that's probably coming out sometime tonight, that uses this.
- Pressure Line
- Posts: 2283
- Joined: 21 May 2007, 02:09
Re: MechCommander 2 Art Assets.
Next up, an industrial buildings pack.


- Pressure Line
- Posts: 2283
- Joined: 21 May 2007, 02:09
Re: MechCommander 2 Art Assets.
Just want to make sure im not going to spend hours converting these models if people arent going to use them (the city block pack only took an hour or so because i already hadthe buildings ready to be turned into .s3o)
so, yea or nay, do people want these and are they going to be used?
so, yea or nay, do people want these and are they going to be used?
Re: MechCommander 2 Art Assets.
just use them yourself!
Re: MechCommander 2 Art Assets.
ive already made a map with the buildings u released earlier but i need moa for moa variation :] . So yes ill use them
- Pressure Line
- Posts: 2283
- Joined: 21 May 2007, 02:09
Re: MechCommander 2 Art Assets.
kekeke. pics?Otherside wrote:ive already made a map with the buildings u released earlier but i need moa for moa variation :] . So yes ill use them
industrial buildings pack first, then civilian vehicles (from memory its: forklift, fuel truck, cargo truck, ambulance, dune buggy, 4wd, small plane, large plane and a motorbike) then some other random civilian buildings :)
- SwiftSpear
- Classic Community Lead
- Posts: 7287
- Joined: 12 Aug 2005, 09:29
Re: MechCommander 2 Art Assets.
Argh isn't liable for what "somebody" does.AF wrote:If somebody burns P.U.R.E to a CD and sells it for money your breaking that Microsoft EULA.
Re: MechCommander 2 Art Assets.
oh yeah, the buildings looks really good :)
The Argh's road is nice too, but I think that the yellow line is too big in my opinion
The Argh's road is nice too, but I think that the yellow line is too big in my opinion

- Pressure Line
- Posts: 2283
- Joined: 21 May 2007, 02:09
Re: MechCommander 2 Art Assets.
correct. If 'someone' burns the mc2 building s3o's to CD and sells it. even though i generated the files, they are breaking the EULA, not me.SwiftSpear wrote:Argh isn't liable for what "somebody" does.AF wrote:If somebody burns P.U.R.E to a CD and sells it for money your breaking that Microsoft EULA.
Re: MechCommander 2 Art Assets.
i'll use them, i'm just very lazy 

Re: MechCommander 2 Art Assets.
i will use them too ^^
- Pressure Line
- Posts: 2283
- Joined: 21 May 2007, 02:09
Re: MechCommander 2 Art Assets.

just gotta generate the text-2's and the actual s3ofiles and these will be good to go :)
- bobthedinosaur
- Blood & Steel Developer
- Posts: 2702
- Joined: 25 Aug 2004, 13:31
Re: MechCommander 2 Art Assets.
what!?!
i didnt think taking 3d/art and using in other mods is part of the eula, i thought it was only open to editing the engine itself.
