Battletech/MW mod collaboration?

and attack. death is still giving me some probs, keeping them all in frame as they fall.

If any of you gents are adept with Poser and want to do up singles of the various infantry units, I can bring them in as .3ds and we can animate them with little bits of individual motion.
 
Originally posted by ripptide
would tread into a little area the Microsoft lawyers like to affectionately call "copyright infringement" :D


Hasn't stopped jimmyh or Lab Monkey with the AoK conversions...
 
looking pretty nice. Though it seems the elementals aren't entirely done yet (correct me if I'm wrong), I would like to say when they fight they look too robotic and not quite human enough. Their shape is great though. Also, didn't clan infantry often use machine guns?
 
4 mechs per lance, 3 lances per company, 3 companies per battalion, 3-5 battalions per regiment?
 
Random, sorry, mistaken terminology.

Hygro, yes they are a bit "mechanical", but I'll probaby blame that on the armour suits they wear and the fact that they are genetically bred warriors (was that a politician answer or what), Actually, I tried to give them some individuality in the fortify (kneeling on different legs, different arm times) but unfortunately at this scale and only 15 frames it doesn't really come out. Any ideas?

Kal, how does this look. A little better?
 
and yes Hygro, they do have a MG under the claw on the left arm, but again at this scale I thought the laser on the right arm would show up better.Even the SRM's are pretty small
 
well, I DID notice some real individuality when kneeling and all. But I do have no ideas :(
 
Ripptide, the movement looks a like better, more realistic. Beautiful it is. And you know, once you get this baby workin...i'ma have to play with this mod...damn i cant wait
 
Smoking Mirror or zulu, just uploaded the revised IS Bandit storyboards. As per Smoking's suggestions, I've increased the frame size to 100x100 and increased the camera FOV. I've also lightened up the green some and one of the supplimental lights. If one of you fine gents has the time to convert it to a flc, we'll see if those settings improve its appearance in the game, and I can redo the others. Thanks.



Bandit Storyboards
 
Looks exelent; I'm working on the new bandit storyboard right now- The green you used is good- it translates well in to other colours. You may want to use it or similar on the mechs, or you may want to use a unique texture.

If its green then you can make special individualy coloured units to represent individuals or merc teams, brown is not such a good colour as it is red/orange/yellow with the saturation reduced by @25-50%, just as grey is any colour with the saturation reduced @90-100%- So any colour replacing operation is likely to confuse brown with grey.

On the other hand A good texture can make a good model realy great- So if you can find any textures like those in Kal-els previews from mechcommander.
 
Hmmmm guess the gray map for the aerospace fighter isn't a good choice then. I have a bunch of maps I can look at, and I can always modify the color on the gray map to the same green as on the bandit.
 
K I have several "plate" maps I can use for the bump and diffuse and just vary the green amount, tiling and mapping %. If you fig this should work I'll redo the animations for the Bushwhacker and we can give it a try before I get too far along on the rest of the mechs.
 
O.k thats great, with those colours you can get a full range from natural to stylized. Ive removed the background because, being grey it was causing interference. Heres a preview of a few colour variations. Remeber, one of the colours is usualy the civ colour and changes by civ, although it would also be quick to make a non civ coloured one if for instance you wanted a very natural colour scheme like semi urban camoflage for a particular civ or mech.
 

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