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maddog
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l3lood
Combat Engineer


Joined: 08 Oct 2005

PostPosted: Tue Apr 17, 2007 5:43 pm    Post subject:  maddog
Subject description: the final release
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hva's included of coarse.



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Last edited by l3lood on Tue Apr 17, 2007 5:55 pm; edited 1 time in total

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Gaffel
AA Infantry


Joined: 27 Mar 2006

PostPosted: Tue Apr 17, 2007 5:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nice!
Show us ingame PLEASE and this might get spotlighted

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L()KI
Tiberian Beast


Joined: 04 Mar 2006
Location: Skylab

PostPosted: Tue Apr 17, 2007 6:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

excellent man that is one awsome mech....brings back memories

But! I dislike the missile racks.....only if they were black without the the missiles sticking out so much.

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Zodiac
Gauss Rifle Trooper


Joined: 02 Feb 2006
Location: Svaynaq *Uses ROT13* The answer is: Finland!

PostPosted: Tue Apr 17, 2007 7:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

[oossom]!

But the anim has problems. The upper part needs to move when walking , making it more realistic.

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l3lood
Combat Engineer


Joined: 08 Oct 2005

PostPosted: Tue Apr 17, 2007 7:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

move like how?

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Elerium-155
Commander


Joined: 07 Mar 2005

PostPosted: Tue Apr 17, 2007 8:36 pm    Post subject: Reply with quote  Mark this post and the followings unread



I think he wants it to sway and bob when it moves, but other than that, I think Spock speaks the truth.

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gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Tue Apr 17, 2007 10:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Think - Star-Wars like At-At walkers...

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Morpher
General


Joined: 28 Jan 2005

PostPosted: Wed Apr 18, 2007 3:24 am    Post subject: Reply with quote  Mark this post and the followings unread

AT ST Gufu

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OccultSpectre
Cyborg Soldier


Joined: 12 Feb 2007
Location: Somewhere in Spain

PostPosted: Wed Apr 18, 2007 1:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Morpher wrote:
AT ST Gufu


maybe and AT-PT?

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IcySon55
Commander


Joined: 19 Nov 2003
Location: Overworld

PostPosted: Wed Apr 18, 2007 1:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

No, no, no Star Wars. That's all wrong, this is Battle Tech. If you want an example of what he meant, look at some videos from MechWarrior4, or play the game.

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Oshog
General


Joined: 02 Sep 2005
Location: Sofia, Bulgaria

PostPosted: Wed Apr 18, 2007 1:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Brilliant.

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Von Kriplespac
General


Joined: 01 Sep 2004
Location: Somewhere

PostPosted: Wed Apr 18, 2007 1:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

IcySon55 wrote:
No, no, no Star Wars. That's all wrong, this is Battle Tech. If you want an example of what he meant, look at some videos from MechWarrior4, or play the game.


I've played them all dude. Surprised

Well, the top does moves some...side to side per step...but seems to "auto correct" itself...but theres not much of a sway. So I say hes got right on the dot.

As for the Star Wars guys..No, you all fail to realize, that a Mad Dog isn't as shit-tastically designed, or walks like a drunk off their ass person either. =3

So the sway is hardly noticeable anyway...as for teh rest of it, it maintains a perfect balance, while only the top section moves side to side very very slightly...except when hit by a missile or something then it jerks a-little off balance.

So... in response to this mech of love...I give it 10 Novas out of 10 Novas on style, and looks. ^.^ ( I love the Nova Mech more...Find myself being more deadly with it then the rest. )

Also, doesn't the little extensions from the foot centers bend alittle? I seem to recall that they bend some at a joint in the foot piece. O.o

Wonder how many people I confused with the above. xD

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l3lood
Combat Engineer


Joined: 08 Oct 2005

PostPosted: Wed Apr 18, 2007 3:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

yes they do, but that would require alot more time in hva.

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omnipotent highness krlll
Cyborg Engineer


Joined: 15 Oct 2006

PostPosted: Wed Apr 18, 2007 6:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

itns nice to see your back. that is some crazy voxel but how did you do the hva? your comp must be damn good becuase when im doing the hva on a big voxel its SLOW!!!

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Gaffel
AA Infantry


Joined: 27 Mar 2006

PostPosted: Wed Apr 18, 2007 7:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Gaffel wrote:
Nice!
Show us ingame PLEASE and this might get spotlighted

Still no ingame... is it hard to show ingame of your own dam voxels?

Anyway I tried this voxel for RA2. I dont know if it is for TS or RA2, but it was way to big for TS, and in RA2, more than 80% of the colors was pink!
And the head was shaking, saying "no".

This need fixing or no one will use it.

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Denmon
General


Joined: 12 Jun 2004
Location: /S/weden

PostPosted: Wed Apr 18, 2007 7:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

thats just wow!

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l3lood
Combat Engineer


Joined: 08 Oct 2005

PostPosted: Thu Apr 19, 2007 3:18 am    Post subject: Reply with quote  Mark this post and the followings unread

yea having troubles getting it ingame. this isnt one of my strong points so if you can figure out whats wrong id be greatful.



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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Thu Apr 19, 2007 3:37 am    Post subject: Reply with quote  Mark this post and the followings unread

Wow, I think this will be a real bugger to fix.
the HVA is totally out of wack, and the colors as well...

I'll fix it all up for you, when I have time, I'll PM it to you when it's done. Or add me on msn, and I'll send it that way.

I'm in the process of writing a HVA tutorial as well, so keep your eye peeled

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Last edited by Team Black on Sun May 26, 2013 10:14 pm; edited 1 time in total

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m666
Cyborg Commando


Joined: 09 Apr 2005
Location: South Carolina

PostPosted: Thu Apr 19, 2007 4:48 am    Post subject: Reply with quote  Mark this post and the followings unread

The pink would be a palette problem, most likely, and the off-centering of the Mad-Dog and the selection bracket has some way to be fixed in art.ini, unless it's different in the bracketcontrols of RA2 and TS. I'd also assume that the top half of the mech would be missing because of the lack of the turret system. Look up an "Adding a unit" tutorial in the factories to see exactly how to do such.

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l3lood
Combat Engineer


Joined: 08 Oct 2005

PostPosted: Thu Apr 19, 2007 5:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

iv put something similar in this damn game. i just suck at it.


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L()KI
Tiberian Beast


Joined: 04 Mar 2006
Location: Skylab

PostPosted: Thu Apr 19, 2007 6:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thats why I gave up trying to make mech voxels and using hva,s......Much better using 3d..........

Good madcat I believe it is mk1 heavy......Makes me want to install my mechworrior4 mercs again.

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cdmt
Cyborg Engineer


Joined: 25 Nov 2006

PostPosted: Fri Apr 20, 2007 6:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

l3lood you simply forgot to add turret=yes when you put it into the
game in the rules section. I fixed the colors on the mech using the replace color tool. You can't use colors from 204-255. You had a ton
of browns and a single grey in that range. The only thing that I really dislike is it's tendency to have one leg raised up very noticeably when
it stops. The only way around it is to have the legs not cycle up so far and possibly have a few more frames with the feet closer to the ground.


Views of the mech in game.

Comparison of your mech with Weeraby2k/Cykique's Mad Dog and Lin Kuei Ominae's Vulture.

I really like the accuracy of the stuctural modeling.

Rules Entry:
;Mad Dog Omnimech
[MADDOG2]
Name=MAD DOG 2
MovementZone=Destroyer
DamageParticleSystems=SparkSys,SmallGreySSys
VoiceSelect=25-I000,25-I002,25-I004,25-I006
VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022
VoiceAttack=25-I014,25-I022,25-I024,25-I026
Locomotor={55D141B8-DB94-11d1-AC98-006008055BB5}
Speed=4
Owner=GDI
Category=AFV
MaxDebris=6
Turret=yes
Weight=3.5
Crusher=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
ZFudgeColumn=12
ZFudgeTunnel=15
ZFudgeBridge=25
TiltsWhenCrushes=false
Accelerates=false
DamageSmokeOffset=300, 300, 425
Prerequisite=GDIWEAP
Primary=MDLRM
Secondary=PPC2
TechLevel=7
Strength=800
Armor=heavy
Sight=10
Cost=800
Points=25
BuildLimit=25
ThreatPosed=50
ROT=3
AllowedToStartInMultiplayer=yes
SelfHealing=yes
Trainable=no
MoveToShroud=yes



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l3lood
Combat Engineer


Joined: 08 Oct 2005

PostPosted: Fri Apr 20, 2007 8:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

ahh man thankyou, thats so cool.

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Raptor8
Grenadier


Joined: 11 Nov 2005
Location: Buffalo NY, a yellow zone w00t!

PostPosted: Mon Jun 11, 2007 5:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

sick mech

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shinji
AA Infantry


Joined: 10 May 2007
Location: NERV headquarters in EVA-01

PostPosted: Tue Jun 12, 2007 12:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

very nice (personally like the smaller one:D)

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Bos187
Disk Thrower


Joined: 25 Jan 2007
Location: Maastricht, The Netherlands

PostPosted: Tue Jun 12, 2007 1:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

GDI has just found an answer to the core defender! Very Happy

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Elerium-155
Commander


Joined: 07 Mar 2005

PostPosted: Tue Jun 12, 2007 3:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

Bos187 wrote:
Battletech has just found an answer to the core defender! Very Happy

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Nyerguds
General


Joined: 24 May 2004
Location: Flanders (Be) Posts:300000001

PostPosted: Fri Jun 15, 2007 3:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

is it just me, or are these mechs missing shadows in the ingame screenies?

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Tyler Adams
Defense Minister


Joined: 08 Oct 2004
Location: Back in black.

PostPosted: Fri Jun 15, 2007 6:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nyerguds wrote:
is it just me, or are these mechs missing shadows in the ingame screenies?


Game limitation, I think, only one section can cast shadows..

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