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MechCommander 2 Art Assets.

Posted: 17 Nov 2008, 13:33
by Argh
Microsoft released MechCommander II's source some time ago, as many of you know.

Included in that release were the .ASE files used to generate all of the art assets used in the game.

According to Microsoft's EULA, so long as these art assets are not being used to make a profit, they can be redistributed, and basically I don't think that we can get in trouble using them for non-profit mods, etc.

I've figured out how to convert all of them to whatever file format people might want, and they're already skinned, although anybody wanting to use these for serious purposes will want to re-skin them, they're all skinned at 128/128, and they used a RGB team-color system that made things not look terribly good. Is there any serious interest in me releasing any of this stuff?

Here's an example of a conversion of a couple of files:
Image
I should note that that Catapult there is already broken up into pieces- the MC II animations were done pretty much like Spring. So conversion would be a snap.

Re: MechCommander 2 Art Assets.

Posted: 17 Nov 2008, 16:50
by REVENGE
Argh wrote:Microsoft released MechCommander II's source some time ago, as many of you know.

Included in that release were the .ASE files used to generate all of the art assets used in the game.

According to Microsoft's EULA, so long as these art assets are not being used to make a profit, they can be redistributed, and basically I don't think that we can get in trouble using them for non-profit mods, etc.

I've figured out how to convert all of them to whatever file format people might want, and they're already skinned, although anybody wanting to use these for serious purposes will want to re-skin them, they're all skinned at 128/128, and they used a RGB team-color system that made things not look terribly good. Is there any serious interest in me releasing any of this stuff?

Here's an example of a conversion of a couple of files:
Image
I should note that that Catapult there is already broken up into pieces- the MC II animations were done pretty much like Spring. So conversion would be a snap.
Damn, those look like just acceptable level 3do models. Definitely need to be retextured, maybe even redetailed.

Re: MechCommander 2 Art Assets.

Posted: 17 Nov 2008, 16:52
by Argh
ImagePerhaps this might be a little more interesting 8)

Re: MechCommander 2 Art Assets.

Posted: 17 Nov 2008, 16:56
by Otherside
argh any chance on releasing buildings for map features ?

Re: MechCommander 2 Art Assets.

Posted: 17 Nov 2008, 17:08
by AF
If somebody burns P.U.R.E to a CD and sells it for money your breaking that Microsoft EULA.

I would suggest going to the infinity universe forums and inquiring about their models. They have a vast array of community contributed models for their cityscapes.

Image

Image

Image

Image

etc etc

http://www.infinity-universe.com/Infini ... 184.0.html

Re: MechCommander 2 Art Assets.

Posted: 17 Nov 2008, 17:31
by Argh
I would suggest going to the infinity universe forums and inquiring about their models. They have a vast array of community contributed models for their cityscapes.
1. Those aren't being released under a free license.

2. They aren't skinned, for the most part. Like that example you posted- those aren't skinned. So, who cares? I can model / skin my own stuff...

At any rate, I'm not intending to release this stuff for use within World Builder or P.U.R.E., period.

If somebody is feeling non-lazy enough to convert them from .3DS to .S3O, paint texture2s, etc., I'll distribute my conversions, otherwise no way, I'm not spending a week on this, I just thought I'd note that I can make these available. Somebody could very easily create a MC II total conversion with these, frankly, or make a simple mod, etc., and I'm sure they'd make great Features with a little work.

Re: MechCommander 2 Art Assets.

Posted: 17 Nov 2008, 17:50
by Cremuss
It could be interesting if the license was some kind of public domain license.
This is too restricitive for me so I'm not interested :wink:

Re: MechCommander 2 Art Assets.

Posted: 17 Nov 2008, 18:00
by Argh
Meh, I understand. I wish that M$ hadn't acted like buttheads when they slapped that EULA on the source, but they did :P

Re: MechCommander 2 Art Assets.

Posted: 17 Nov 2008, 19:53
by Pressure Line
Argh wrote:If somebody is feeling non-lazy enough to convert them from .3DS to .S3O, paint texture2s, etc.,
heh i beat you by 3 months >_> i am working on something (allbeit [spelling?lol] slowly)

edit: i did this before i went to the UK in september

Image

scripted with a roller door to work as a factory :)

Re: MechCommander 2 Art Assets.

Posted: 17 Nov 2008, 20:58
by Argh
Oh rly? Then I shan't worry further about it, and get back to buildings of my own :-)

Re: MechCommander 2 Art Assets.

Posted: 17 Nov 2008, 21:27
by Pressure Line
in saying that though, some people may want to use the buildings as map features. the 128^2 textures dont look all that bad in spring. use a scale factor of ~68% to bring the mc2 building into TA scale, i will get the exact number later on :)

Re: MechCommander 2 Art Assets.

Posted: 17 Nov 2008, 21:35
by Argh
in saying that though, some people may want to use the buildings as map features.
Meh, then they can just scarf your .S3Os, when you make 'em available.

And yeah, I was really quite surprised at how good the buildings looked. They don't feel as sharp or nuanced as the stuff in World Builder, but they're great for the polycount, and would make great Features, I'm sure. And it wouldn't take a lot of work to clean them up and make them 256 skins with a bit higher detail levels, either.

Re: MechCommander 2 Art Assets.

Posted: 17 Nov 2008, 21:49
by Pressure Line
im talking looongterm project here., but heh, we'll see

Re: MechCommander 2 Art Assets.

Posted: 17 Nov 2008, 21:58
by Argh
Meh, then release the S3Os for the buildings, if they're available. It'd save people some work. I'm moving on, I have a ton of stuff I need to get done tonight.

Re: MechCommander 2 Art Assets.

Posted: 17 Nov 2008, 22:29
by AF
You obviously didn't look at the thread or you'd realized that they had screenshots of the buildings complete with textures.

Re: MechCommander 2 Art Assets.

Posted: 17 Nov 2008, 23:10
by Argh
<shrugs> Nope, I have no idea what you're talking about.

Re: MechCommander 2 Art Assets.

Posted: 18 Nov 2008, 00:02
by AF
Argh wrote:2. They aren't skinned, for the most part. Like that example you posted- those aren't skinned. So, who cares? I can model / skin my own stuff...
Image

Re: MechCommander 2 Art Assets.

Posted: 18 Nov 2008, 00:13
by Pressure Line
in Argh's defence it took me about 5 minutes to realise what you were talking about. I thought it was an accidental crosspost x:

Re: MechCommander 2 Art Assets.

Posted: 18 Nov 2008, 00:14
by Argh
See non-free license part, that's not trivial. Moreover, those aren't exactly awesome buildings, AF- they're just gray hunks with a glowmap for the windows, from the looks of them. I can do that in my sleep.

Re: MechCommander 2 Art Assets.

Posted: 18 Nov 2008, 00:17
by Pressure Line
i will probably fire out some building packs later on in the week :)