MechCommander 2 Art Assets. - Page 3

MechCommander 2 Art Assets.

Share and discuss visual creations and creation practices like texturing, modelling and musing on the meaning of life.

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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: MechCommander 2 Art Assets.

Post by Argh »

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 ;)
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Argh
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Joined: 21 Feb 2005, 03:38

Re: MechCommander 2 Art Assets.

Post by Argh »

Image
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ralphie
Posts: 426
Joined: 08 Jan 2007, 08:39

Re: MechCommander 2 Art Assets.

Post by ralphie »

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

Re: MechCommander 2 Art Assets.

Post by Pressure Line »

Image

jeez its only been 17 hours ;_;

just gotta make some tex2's and nix the transparencies then it'll get zippdup and released.
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ralphie
Posts: 426
Joined: 08 Jan 2007, 08:39

Re: MechCommander 2 Art Assets.

Post by ralphie »

ahh, was assuming they were good to go based on one of arghs screens on the first page :P
Warlord Zsinj
Imperial Winter Developer
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Joined: 24 Aug 2004, 08:59

Re: MechCommander 2 Art Assets.

Post by Warlord Zsinj »

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...
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Pressure Line
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Re: MechCommander 2 Art Assets.

Post by Pressure Line »

First release is ready, follow the link for details and downloads for the MechCommander2 City Block Pack.
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Argh
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Re: MechCommander 2 Art Assets.

Post by Argh »

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?
Well...

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.
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Pressure Line
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Joined: 21 May 2007, 02:09

Re: MechCommander 2 Art Assets.

Post by Pressure Line »

Next up, an industrial buildings pack.

Image
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Pressure Line
Posts: 2283
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Re: MechCommander 2 Art Assets.

Post by Pressure Line »

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?
imbaczek
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Joined: 22 Aug 2006, 16:19

Re: MechCommander 2 Art Assets.

Post by imbaczek »

just use them yourself!
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Otherside
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Joined: 21 Feb 2006, 14:09

Re: MechCommander 2 Art Assets.

Post by Otherside »

ive already made a map with the buildings u released earlier but i need moa for moa variation :] . So yes ill use them
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Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Re: MechCommander 2 Art Assets.

Post by Pressure Line »

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
kekeke. pics?

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

Re: MechCommander 2 Art Assets.

Post by SwiftSpear »

AF wrote:If somebody burns P.U.R.E to a CD and sells it for money your breaking that Microsoft EULA.
Argh isn't liable for what "somebody" does.
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Cremuss
Posts: 364
Joined: 28 Oct 2006, 21:38

Re: MechCommander 2 Art Assets.

Post by Cremuss »

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 :wink:
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Pressure Line
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Re: MechCommander 2 Art Assets.

Post by Pressure Line »

SwiftSpear wrote:
AF wrote:If somebody burns P.U.R.E to a CD and sells it for money your breaking that Microsoft EULA.
Argh isn't liable for what "somebody" does.
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.
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ralphie
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Joined: 08 Jan 2007, 08:39

Re: MechCommander 2 Art Assets.

Post by ralphie »

i'll use them, i'm just very lazy :P
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LordLemmi
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Joined: 13 Apr 2006, 20:17

Re: MechCommander 2 Art Assets.

Post by LordLemmi »

i will use them too ^^
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Pressure Line
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Re: MechCommander 2 Art Assets.

Post by Pressure Line »

Image

just gotta generate the text-2's and the actual s3ofiles and these will be good to go :)
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bobthedinosaur
Blood & Steel Developer
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Joined: 25 Aug 2004, 13:31

Re: MechCommander 2 Art Assets.

Post by bobthedinosaur »

what!?! :shock: 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.
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