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Mech Lab
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IcySon55
Commander


Joined: 19 Nov 2003
Location: Overworld

PostPosted: Wed Jun 16, 2004 1:44 am    Post subject:  Mech Lab Reply with quote  Mark this post and the followings unread

Thor 70t
Completed 14/06/2004

Bushwacker 55t
Completed 15/06/2004

Elemental 1t
Completed 16/06/2004

Marauder 75t
Completed 20/06/2004

Take me to the screenshots!

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Last edited by IcySon55 on Thu Jun 24, 2004 11:18 pm; edited 3 times in total

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Chronojam
Cyborg Soldier


Joined: 28 May 2004

PostPosted: Sun Jun 20, 2004 12:56 am    Post subject: Reply with quote  Mark this post and the followings unread

Those things look excellent, I'm concerned about scale between the Bushwhacker and Summoner though.

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Breezekeeper
Vehicle Driver


Joined: 22 Nov 2003
Location: Toronto ON, Canada

PostPosted: Sun Jun 20, 2004 1:59 am    Post subject: Reply with quote  Mark this post and the followings unread

Summoner? If thats a mech, check the labels again. If your talking about the warfactory or something, all buildings will also be resized and redesigned to match the scale and accuracy of everything in the MW games.

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Kravvitz
Commander


Joined: 25 Mar 2003
Location: USA

PostPosted: Sun Jun 20, 2004 5:11 am    Post subject: Reply with quote  Mark this post and the followings unread

Summoner <--> Thor.

IIRC, Summoner is the Clan name and Thor is the Inner Sphere name.

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Kravvitz
Commander


Joined: 25 Mar 2003
Location: USA

PostPosted: Sun Jun 20, 2004 11:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thor should be taller than Bushwacker and the Marauder should be taller and all around bigger than both of them.

The Marauder also looks like its normals could be improved.

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rogue4567
Rocket Cyborg


Joined: 02 Jan 2004
Location: at the computer

PostPosted: Mon Jun 21, 2004 11:48 am    Post subject: Reply with quote  Mark this post and the followings unread

the things don't look stable

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Breezekeeper
Vehicle Driver


Joined: 22 Nov 2003
Location: Toronto ON, Canada

PostPosted: Mon Jun 21, 2004 1:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

It might be a tad harder to tell from the screenies but the marauder is bigger than the other two. The thor and bushwacker may go under some redesigning, hopefully we will be able to match there sizes more accurately.

About the normals.....again, maybe once you see them moving around in game they do appear even better, I found the marauder to look the best actually.

Dont look stable? Dammit I hate when people aren't specific. Well, those mechs are as stable as... something reaaaally stable. ...yupyup.

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Kravvitz
Commander


Joined: 25 Mar 2003
Location: USA

PostPosted: Mon Jun 21, 2004 5:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

rogue, how many MechWarrior/BattleTech games have you played?

They probably don't look stable since they have the backwards knee like chickens.

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Breezekeeper
Vehicle Driver


Joined: 22 Nov 2003
Location: Toronto ON, Canada

PostPosted: Mon Jun 21, 2004 5:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

or cats!Smile

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IcySon55
Commander


Joined: 19 Nov 2003
Location: Overworld

PostPosted: Tue Jun 22, 2004 2:10 am    Post subject: Reply with quote  Mark this post and the followings unread

You have to understand that it's very difficult to create these. At my best speed, it takes 3 and a half hours to convert, color, normalize, and HVA 1 mech. The HVA sectioning part takes AGES (about 1 hour). Also, resizing the current mechs will be EXTREMELY difficult. I have to start from scratch. *sigh*

Anyways, expect something new later on.

Note: Those three hours of work do NOT include animating their legs.

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rogue4567
Rocket Cyborg


Joined: 02 Jan 2004
Location: at the computer

PostPosted: Tue Jun 22, 2004 8:25 am    Post subject: Reply with quote  Mark this post and the followings unread

I mean the feat are at the front and then the body is I way back from where the feat are

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Breezekeeper
Vehicle Driver


Joined: 22 Nov 2003
Location: Toronto ON, Canada

PostPosted: Tue Jun 22, 2004 3:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

dont worry their stable.

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IcySon55
Commander


Joined: 19 Nov 2003
Location: Overworld

PostPosted: Tue Jun 22, 2004 5:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

You should notice that the mechs arms are very heavy, mainly because they carry 2 large PPCs. But don't think of these as teh final versions of the mechs we are going to have. These are teh first alpha test versions. These voxels won't be used. I have to make more accurate versions.

Be patient Rogue4567, This isn't a 2 month mod. Most likely this will take around 6 months before a playable beta is released.

Note: These voxels are NOT to be used by anyone except for us. I'll tell everyone in advance. It's alot of work to make these. We will NOT be allowing anyone to use them in their own mods. So don't ask. Thank you.

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Breezekeeper
Vehicle Driver


Joined: 22 Nov 2003
Location: Toronto ON, Canada

PostPosted: Tue Jun 22, 2004 9:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thats RIGHT. ...you bastards...

lol:)

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rogue4567
Rocket Cyborg


Joined: 02 Jan 2004
Location: at the computer

PostPosted: Wed Jun 23, 2004 10:33 am    Post subject: Reply with quote  Mark this post and the followings unread

I know it was just bothering me

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prem1er_r0man0v
Civilian


Joined: 23 Jun 2004
Location: Fortified Bunker

PostPosted: Wed Jun 23, 2004 11:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

#Fade in

Hello! Excellent work... you should work on a Timber Wolf voxel next? Wink

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Breezekeeper
Vehicle Driver


Joined: 22 Nov 2003
Location: Toronto ON, Canada

PostPosted: Thu Jun 24, 2004 12:32 am    Post subject: Reply with quote  Mark this post and the followings unread

I believe Madcat and Diashi are next in line. We are mostly going in order of our personal favorites lol

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prem1er_r0man0v
Civilian


Joined: 23 Jun 2004
Location: Fortified Bunker

PostPosted: Thu Jun 24, 2004 3:13 am    Post subject: Reply with quote  Mark this post and the followings unread

Ooooh... Timber Wolf/Mad Cat is just what I want! Hey, if I do coding, icons and debugging for the Timby, could I have the voxel? I did it with a Mad Dog mech already... here: http://demlothsrealm.bg2customs.com/Mad_Dog_for_Yuri's_Revenge.zip I believe I sent an email to one of you--IcySon or Breezekeeper--about the Mad Dog.

You just tell me what you want the Timby armed with, and anything else you want it to do (within reason), and I'll do it to the best of my ability. I have trouble with customs sounds, though.

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Breezekeeper
Vehicle Driver


Joined: 22 Nov 2003
Location: Toronto ON, Canada

PostPosted: Fri Jun 25, 2004 3:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Talk to IcySon55. But dont get your hopes up.

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prem1er_r0man0v
Civilian


Joined: 23 Jun 2004
Location: Fortified Bunker

PostPosted: Fri Jun 25, 2004 7:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Aye, that I've done... but you guys are it for Timber Wolf mechs... I have a "maybe" on a voxel commission by ArgCmdr at the DGNF, but nothing else.

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christophski the great
Energy Commando


Joined: 21 May 2004
Location: England

PostPosted: Sat Jun 26, 2004 7:45 am    Post subject: Reply with quote  Mark this post and the followings unread

so, will the mechs be able to jumpjet like in mech commander?

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rogue4567
Rocket Cyborg


Joined: 02 Jan 2004
Location: at the computer

PostPosted: Sat Jun 26, 2004 10:55 am    Post subject: Reply with quote  Mark this post and the followings unread

not likely
it could if it was set like a jumpjet infantry kind of one that walks and jets lond distances tho

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Breezekeeper
Vehicle Driver


Joined: 22 Nov 2003
Location: Toronto ON, Canada

PostPosted: Wed Jun 30, 2004 5:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

the walking animations require so much work i think that jumpjets wouldnt make it worth while.

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Thrill2Kill
Civilian


Joined: 16 Jul 2004

PostPosted: Fri Jul 23, 2004 9:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

how about a Raganark Smile

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krnyoshi
Cyborg Engineer


Joined: 22 Nov 2003
Location: California

PostPosted: Mon Oct 04, 2004 11:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

The Blood Asp would make an excellent addition to this mod Very Happy

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