Warhammer (Battletech)

The_Coyote

Emperor
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Mar 1, 2008
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next model, again a Mech (and again a original Robotech design iirc), after my internal list it should be my 50 model so far. Tooked me 3 weeks to finish this one (including one week break because of the model). Next Mech on my list is the Locust, but it will not be my next model.

The model comes with 6 skins (including one teamcolour, the one named "bw.dds" is used), own animation, also need the ppc effect from the marauder (included). Imo the run sequence could be a bit better, but after the final one was the fifth try i decided the result won´t be a lot better in the near future :lol:

the model itself has 1520 vertices, 1568 triangles and a 256 skin (with 128 gloss)
link to included warhammer animation
uses included PPC effect

dl: http://forums.civfanatics.com/downloads.php?do=file&id=11261

Ciao
The_Coyote
 

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thanks :) and yes, it´s a custom animation and armature
 
Very nice ! I really like it.

Will you one day add the Locust and the Thunderbolt ?
 
hopeful this year, will need about one week for unwrapping and skining and another for animation
 
hi,
first - ilove you battletech moddels - utter buety.

second,
im not sure how to implement the firing effects,
i added the effext lines to the effect.xml file, but the robot seem to not fire the red laser or for instance the yello thingy - tested the two fornow,

but is fires some regular effect,
i used the assuelt mech as abasis for the animation,
everyyhing works exept the firings effect,
so what am i missing -where do i define a unit to use a speciphic effect?

thanks for any help.
 
Imo the run sequence could be a bit better, but after the final one was the fifth try i decided the result won´t be a lot better in the near future :lol:

I've now tried it out, and it still looks great. How you say: The run sequence could be better (not much), it looks very "organic", not machine-like, but it's still great.
 
@ The_J

thanks :)

@ keldath

the only not working effect should be the PPC (arm weapons), all other effects (rockets, laser) are standard BTS effects. There must be done two steps, first you have to copy the effects file (in the effects folder of the zip) to "Assets\art\effects" of your mod (in the end there should be a folder "Assets\art\effects\PPC" [ not "Assets\art\effects\effects\PPC" ]. After this add (after copying) the lines in the txt to the CIV4EffectInfos.xml.
Code:
		<EffectInfo>
			<Type>EFFECT_PPC_LASER</Type>
			<Description>particel projection cannon</Description>
			<fScale>0.5</fScale>
			<fUpdateRate>1.0</fUpdateRate>
			<Path>Art/Effects/PPC/fx_redlaser.nif</Path>
			<bIsProjectile>0</bIsProjectile>
		</EffectInfo>

hope this helps
 
Very spiffy! If you do some more of the anime-inspired Battletech 'mechs we could also do a Robotech mod as well.

3025%20Phoenix%20Hawk%20LAM1.JPG


wasp.gif


tro-crusader.jpg


and others: http://brianscache.com/unseen/
 
I don't know if anyone still checks this, but I've added the warhammer, plugged in everything the way it's supposed to go (including effects) but the animation is off; the game seems to be making two sets of arms for the mech. Any help would be appreciated!
 
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