Posted: Wed Oct 04, 2006 2:42 am Post subject:
Mech Warrior Mad Dog [WIP]
Gotta lot of work to do on it. But this shows a good idea of what it might look like. I got to make the feet bigger, hand paint the normals (I auto normaled it for test purposes),and adding an animation. If I finish it, it will be my last voxel before I go to boot camp in two weeks.
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Last edited by l3lood on Thu Oct 05, 2006 5:24 am; edited 3 times in total QUICK_EDIT
Best part, madcat and the maddog are practicly the same chassis. So it wouldn't take much at all to make a madcat using the same torso and legs as the maddog. QUICK_EDIT
Yea, about the normals... This will be the second voxel that I have hand painted normals on. Anyone wanna give me an idea how I should paint them? Any help would be good. QUICK_EDIT
I didn't know that somebody ::ahem::|3loody::ahem:: will actually perfect a full-scale mech fir for TS/RA2 . But that perfect chassis and that on-spot texture proves it all . Hands down 11/10 spotlight if it were released .
If I may suggest something |3lood, put a Clan Wolf insignia on one of the Missile Racks. That will be even more pwnage QUICK_EDIT
I didn't know that somebody ::ahem::|3loody::ahem:: will actually perfect a full-scale mech fir for TS/RA2 . But that perfect chassis and that on-spot texture proves it all . Hands down 11/10 spotlight if it were released .
If I may suggest something |3lood, put a Clan Wolf insignia on one of the Missile Racks. That will be even more pwnage
Well... not to ruin anything but, yes I will release it. And I got a something in store when it is released. QUICK_EDIT
The Vulture was always my brothers favourite mech back in the day I was a fan of it too, but not as much as him I preferred the Masakari, although I am on equal footing with liking the Madcat the same.
As far as this goes, this is awesome, keep up the excellent work. _________________
The texture is almost done. Still gotta work on the normals, and I changed the weapons over to single lasers. I think they will look better ingame. And I put in more realistic missles. I stole the missle idea from that other madcat voxel.
Oh and i need someone to do the thing to get this beast ingame. You know the weapon systems(missles and lasers ), and all that coding stuff that I can't do to get a voxel this complex ingame. Just shout out here if you can do that for me. I acctually installed the game just so I could play with this beast. Thanks in advance.
Actually it can. You can animate the turret's hva to have the whole thing bob up and down just like that gif you posted. Of course that'd require a more intricate animation which would take you a great deal of time to complete.
If you're using the latest HVA Builder, you will see the turret there when you are animating the legs. You can even animate the thorax. Every part of a voxel is animatable.
Another suggestion would be to have a loaded/unloaded state for the turret. Using the Prism Tank logic for the missile racks. We'd be able to see them reload!
B-but the cannons? The missile pods? The little #15?!
Me don't like
The cannons are actually lasers, just a different variant for the Maddog. And all the decals are just something I was doing to emphasize more of a realistic battlemech. Just look at some of the reffernce pics I used and you can see the detail that is on a battlemech.
IcySon55 wrote:
l3lood wrote:
The main body is the turret, it cannot be moved.
Actually it can. You can animate the turret's hva to have the whole thing bob up and down just like that gif you posted. Of course that'd require a more intricate animation which would take you a great deal of time to complete.
If you're using the latest HVA Builder, you will see the turret there when you are animating the legs. You can even animate the thorax. Every part of a voxel is animatable.
Another suggestion would be to have a loaded/unloaded state for the turret. Using the Prism Tank logic for the missile racks. We'd be able to see them reload!
Damn this unit is complex.
See, now all of that sounds cool and all. But if it requires codeing it's out of my league. If its something that can be done in HVA then I'm willing to give it a shot.
Just and update on things I changed, and things I plan to change. I made the missles longer and made the walking animation more even. I plan on playing with the texture some more, but most of it is going to stay as is.
See, now all of that sounds cool and all. But if it requires codeing it's out of my league. If its something that can be done in HVA then I'm willing to give it a shot.
Everything about animating the turret's movement can be done in HVA Builder. The only part that requires coding would be to have the loaded/unloaded states for the turret. You would alos need to have about 5 different turret voxels, one for each frame of the reloading animation. _________________
See, now all of that sounds cool and all. But if it requires codeing it's out of my league. If its something that can be done in HVA then I'm willing to give it a shot.
Everything about animating the turret's movement can be done in HVA Builder. The only part that requires coding would be to have the loaded/unloaded states for the turret. You would alos need to have about 5 different turret voxels, one for each frame of the reloading animation.
Tell me how to do the part about the reloading. Nevermind, I figured out the turret part.
Edit: I took off the caution texture off the main guns, and added it to the bottom of the missles. Missles have been recolored and adjusted once again. Also added a nose scoop and removed the #15 texture. Attemped to mess with the normals and in the end auto normals looked better, so more work needs to be done with normals :-/.
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Last edited by l3lood on Fri Oct 06, 2006 10:15 pm; edited 1 time in total QUICK_EDIT
How can I preview the turret animation, and the rest of the voxel animation at the same time? And still could use a tutorial on reloading procedure. QUICK_EDIT
I would advise against having the reloading anim as the logic is only meant for units that have one weapon so you couldn't have both the lasers & missiles. _________________
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