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Re: Battletech
Posted: 01 Sep 2008, 02:32
by Pressure Line
I thought i did a pretty good job >_>
*edit* smoth, check yo inbox
Re: Battletech
Posted: 01 Sep 2008, 07:22
by bobthedinosaur
you did
Re: Battletech
Posted: 01 Sep 2008, 07:34
by Pressure Line
like i said, Archangel/bob, yours if you want them :)
*edit* tried to send it to you bob, but it seems my ability to send PM's has been compromised T_T
Re: Battletech
Posted: 13 Nov 2008, 19:20
by Milagro
hi i contribute this project with this if you are still developing this mod
Re: Battletech
Posted: 13 Nov 2008, 20:05
by Hoi
Model looks good (I think) but I think it's wayyyy to much poly's, how much tri's has it?
Re: Battletech
Posted: 13 Nov 2008, 20:28
by Milagro
115881 faces and 61273 vertices
how mucth triangles ( faces, vertices ) spring suports
Re: Battletech
Posted: 13 Nov 2008, 21:04
by Hoi
The model is good for a high poly, but not for this, sorry, it's just too much.
See this?
A model I made some time ago, it's pretty low, 246 tri's (that's triangles, something diffrent than faces, try to tessalate and then count faces), my model uses alot less triangles, still, it would prolly look as round as your model if you set up normals, try to make some low poly stuff

Re: Battletech
Posted: 13 Nov 2008, 22:36
by Milagro
pity i had 4 mecs
just one thing if i try to input onto the spring engine is it suported
does it works
Re: Battletech
Posted: 13 Nov 2008, 23:11
by Hoi
http://spring.clan-sy.com/phpbb/viewtop ... 14&t=13034
Try that link, it explains how you get a unit in
http://spring.clan-sy.com/wiki/Mod_and_ ... evelopment
Also check that for more.
And ask ik you have any questions

Re: Battletech
Posted: 14 Nov 2008, 06:01
by j5mello
milagro let one of the Battletech devs (of which Hoi is not) let you know about the model... though it will probably take work to get it into spring regardless of polycount.
Re: Battletech
Posted: 15 Nov 2008, 10:24
by Archangel of Death
Currently development is pretty much at a standstill on most fronts.
While that is a good looking Catapult, a mech of that tonnage should have something like 1/50th to 1/30th that number of pollies. Spring could handle one or two of those at that polycount, but this is an RTS. Need a few more than that. Most of that detailing should be in the texture. I suspect there is some way you modelers have of turning awesome high poly models into better skins for low poly versions though.
Re: Battletech
Posted: 16 Nov 2008, 00:19
by Hoi
j5mello wrote:milagro let one of the Battletech devs (of which Hoi is not) let you know about the model... though it will probably take work to get it into spring regardless of polycount.
Archangel of Death wrote:Currently development is pretty much at a standstill on most fronts.
While that is a good looking Catapult, a mech of that tonnage should have something like 1/50th to 1/30th that number of pollies. Spring could handle one or two of those at that polycount, but this is an RTS. Need a few more than that. Most of that detailing should be in the texture. I suspect there is some way you modelers have of turning awesome high poly models into better skins for low poly versions though.
Bla bla I was right blah blah
Re: Battletech
Posted: 17 Nov 2008, 00:49
by Guessmyname
Yes, you were Hoi, the point was that you were acting a bit too much like a Battletech dev, and were likely to get mistaken for one by someone who hasn't hung around these forums for long periods of time, like Milagro. If you're not on the team, you don't have final say on whether or not a model is used, and you acted like you did (even if it was fairly obvious).
Not a Dev Team member either, Guessmyname.
Re: Battletech
Posted: 17 Nov 2008, 05:47
by bobthedinosaur
well... the model looks ripped off a cbt fan site once known as classic battle tech movies, however if it is a model by you then im sure a smaller low poly version wouldn't be too hard after seeing the monstrous detail on those. so if you are willing to bring something like that down abit we would gladly try to include it in. i dont think fps even use models of that quality yet, so other than making CBT fan films, we cant do much with it.
looks great tho.
Re: Battletech
Posted: 17 Nov 2008, 19:50
by Pressure Line
bobthedinosaur wrote:well... the model looks ripped off a cbt fan site once known as classic battle tech movies, however if it is a model by you then im sure a smaller low poly version wouldn't be too hard after seeing the monstrous detail on those. so if you are willing to bring something like that down abit we would gladly try to include it in. i dont think fps even use models of that quality yet, so other than making CBT fan films, we cant do much with it.
looks great tho.
theres always the catapult from MC2 (i found an .ase convertor for Blender ^_^) which has like 400 tris

Re: Battletech
Posted: 18 Nov 2008, 22:57
by bobthedinosaur
actually the mc2 models are pretty low poly, some even lower than OTA
um if any one is interested... the rifleman needs a models. so im giving any fans 2 weeks to submit and then ill probably do it myself if no one has anything that fits.
http://brianscache.com/unseen/tro-rifleman.jpg
Re: Battletech
Posted: 18 Nov 2008, 23:08
by Pressure Line
kekeke ill get rite on it
Re: Battletech
Posted: 18 Nov 2008, 23:18
by Guessmyname
*eye glints*
Did someone say... mech modelling? *fires up wings*
Re: Battletech
Posted: 19 Nov 2008, 00:13
by Pressure Line
Guessmyname wrote:*eye glints*
Did someone say... mech modelling? *fires up wings*
actually, let GMN do it, he is far better than me ^_^
for a reference model theres a Rifleman on sarna.net
Re: Battletech
Posted: 19 Nov 2008, 00:28
by Guessmyname
...

I scare people off...?