Battletech/MW mod collaboration?

I'll upload the first set of ground veh storyboards, if someone would like to do the flc conversions it would be appreciated. Filename is IS Veh Storyboards.zip in folder 3. Thanks
 
O.k. Ive converted them, I'll post them in a bit.
I've used a story board that you should then be able to use for further units. One problem is with the death flicks. Because the animation ranges near to the edge of the frame, you get a little problem with the amimation called "the flickster bug". No one knows why this happens, but you cna see it in some of the original Firaxis flicks, So we asume that it must have something to do with the flic format.
T avoid it in future, try to keep the units the same size, but increase the frame size (perhaps by zooming out with your rendering camera, and then increasing rendering size). Probably 100x100 would be good.
 
Ok, last time I'll pester you guys (right, anyone believe that?) About the screenshot:

1. Is it me or are they a little dark? I can increase the lighting but part of it is probably also the dark green I used. Leading to..
2. They seem a little bland. Still think that the solid color is the way to go? I can texture with a diff mapn ot the white one I prev used.
 
ripptide where did you get the pic for the demolisher? I thought it had 2 long barrels next to each other horizontaly not 2 short barrels verticly.
 
heh now we'll see the REAL Battletech geeks come out (I include myself in that catagory btw ;) ) You're absolutely correct, the original Demolisher had 2 horizontal barrels, mounted on either side of a small kind of-wedge turret. This is a Demolisher Mk II. It's supposed to be smaller, 2 treads instead of the 4 on the original, a rounder turret, and a diagonal arrangement for the main guns. I've been using the Battletech TRO 2750 and 3026 for the vehicles so far, supplimented with images of the Ral Partha or Ironwind miniatures.
 
As long as the texture is mostly green you can still do the colour swap. Its only when the texture is white grey or black thet it becomes especialy difficult (grey is not a colour). It is still possible to do a colour swap on a grey colour it is more difficult, and why make life more difficult than it has to be, right?

When making a unit, you have to think a little about colour theory. Basicly on the colour wheel you have three primary colours; red, blue and green, And three secondary colours; Magenta, yellow and cyan. You should have a colur buffer between the civ colour (blue) and the main vehicle colour (often green) as this gives the best result where the civ colour does not become confused, or bleed in to the main colour.
So;
#1Green=main body
#2blue=civ colour
#3Magenta=transparency and shadow/smoke
#4cyan=not used
#5yellow=flames
#6red= Desaturated red can be used as pink, and desaturated yellow/red (orange) used as brown, these are good for skin tone and wood/natural fibers.
 
Ok, then I guess its just a matter of increasing one of the ancillary lights a bit, or maybe adding a 3rd one to catch some of the dark areas. I was still thinking of staying with solids mainly anyways, uvwmapping just doesn't seem to pay off in civ-scale to the same extent it would in a larger scale.
 
With a unit that has both short range and long range weapons, giving it the ability to attack but also bombard, does the game automatically select AttackA.flc for attack and AttackB or C for the bombard, given that the unit is specified as having that ability in the editor?
 
They look great:D Sorry, forgot to check the yahoo acct. But they were kind of what I was thinking, but fleshed out much better.
 
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