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Re: MechCommander 2 Art Assets.

Posted: 18 Nov 2008, 04:05
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 ;)

Re: MechCommander 2 Art Assets.

Posted: 18 Nov 2008, 04:48
by Argh
Image

Re: MechCommander 2 Art Assets.

Posted: 18 Nov 2008, 06:00
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

Re: MechCommander 2 Art Assets.

Posted: 18 Nov 2008, 08:46
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.

Re: MechCommander 2 Art Assets.

Posted: 18 Nov 2008, 09:22
by ralphie
ahh, was assuming they were good to go based on one of arghs screens on the first page :P

Re: MechCommander 2 Art Assets.

Posted: 18 Nov 2008, 10:12
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...

Re: MechCommander 2 Art Assets.

Posted: 18 Nov 2008, 10:18
by Pressure Line
First release is ready, follow the link for details and downloads for the MechCommander2 City Block Pack.

Re: MechCommander 2 Art Assets.

Posted: 18 Nov 2008, 10:48
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.

Re: MechCommander 2 Art Assets.

Posted: 18 Nov 2008, 11:02
by Pressure Line
Next up, an industrial buildings pack.

Image

Re: MechCommander 2 Art Assets.

Posted: 18 Nov 2008, 20:32
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?

Re: MechCommander 2 Art Assets.

Posted: 18 Nov 2008, 20:36
by imbaczek
just use them yourself!

Re: MechCommander 2 Art Assets.

Posted: 18 Nov 2008, 20:53
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

Re: MechCommander 2 Art Assets.

Posted: 18 Nov 2008, 22:28
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 :)

Re: MechCommander 2 Art Assets.

Posted: 19 Nov 2008, 00:44
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.

Re: MechCommander 2 Art Assets.

Posted: 19 Nov 2008, 00:50
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:

Re: MechCommander 2 Art Assets.

Posted: 19 Nov 2008, 00:51
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.

Re: MechCommander 2 Art Assets.

Posted: 19 Nov 2008, 09:35
by ralphie
i'll use them, i'm just very lazy :P

Re: MechCommander 2 Art Assets.

Posted: 20 Nov 2008, 09:12
by LordLemmi
i will use them too ^^

Re: MechCommander 2 Art Assets.

Posted: 21 Nov 2008, 11:11
by Pressure Line
Image

just gotta generate the text-2's and the actual s3ofiles and these will be good to go :)

Re: MechCommander 2 Art Assets.

Posted: 21 Nov 2008, 19:40
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.