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 Forum index » Other Projects » Released » C&C Mech Wars
Screenshots, videos...
Moderators: Reaperrr
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Reaperrr
Commander


Joined: 26 Apr 2003
Location: Somewhere in Germany

PostPosted: Thu Sep 30, 2010 1:11 am    Post subject:  Screenshots, videos...
Subject description: ...and so on.
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This thread shall contain all screenshots, videos and similar media.

I'll begin with the main menu, but don't worry, there's more to follow Wink


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MW main menu
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m7
Commander


Joined: 17 Apr 2009
Location: The Fang

PostPosted: Thu Sep 30, 2010 3:33 am    Post subject: Reply with quote

Damn, and I was really hoping this was a YR project. :p

Can't wait to see more of this, as it could be a great project.
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Reaperrr
Commander


Joined: 26 Apr 2003
Location: Somewhere in Germany

PostPosted: Thu Sep 30, 2010 10:09 am    Post subject: Reply with quote

m7 wrote:
Damn, and I was really hoping this was a YR project. :p

Can't wait to see more of this, as it could be a great project.


Oh, don't worry, there WILL be a YR/Ares version Wink

Ares has/will have several features (most of them not yet implemented, though) that will allow me to make something much, much better. The TS version is more like a gap-filler. That doesn't mean the TS version won't be good, though #Tongue

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GameMaster0000
Missile Trooper


Joined: 23 Mar 2006
Location: Thailand

PostPosted: Thu Sep 30, 2010 12:58 pm    Post subject: Reply with quote

Judge for main menu. Is it only use TS mode right?
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Reaperrr
Commander


Joined: 26 Apr 2003
Location: Somewhere in Germany

PostPosted: Thu Sep 30, 2010 3:28 pm    Post subject: Reply with quote

GameMaster0000 wrote:
Judge for main menu. Is it only use TS mode right?

yes. Using the newmenu.ini system would have forced me to make each button's art manually, FAR more work for little gain.
I might change that in the future, but for now this should be good enough.

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Reaperrr
Commander


Joined: 26 Apr 2003
Location: Somewhere in Germany

PostPosted: Thu Sep 30, 2010 10:58 pm    Post subject: Reply with quote

In-game screenies:


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wcho035
Light Infantry


Joined: 15 Aug 2010

PostPosted: Sun Oct 03, 2010 11:24 am    Post subject: Reply with quote

Wow another Mechwarrior mod. Cool. Hope to see this one come to completion one day, I was doing one for RA2, here is a screen shot of mine.

I got some unique mechs.. but the coloring of them are mess up and I am still cleaning them up.

Mechs in there are Grand Titan, Sunder, Yu Huang, Centurion, Seraph, Arch Angel, Atlas, Dragon, Viking and Hatamoto Chi


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Deformat
Defense Minister


Joined: 17 Sep 2007
Location: Bucharest,Romania Posts:29240348568

PostPosted: Sun Oct 03, 2010 4:29 pm    Post subject: Reply with quote

My eyes are burning. I don't know what's worse, the fact you used JPEG, the fact you left your pic being half a page longer or the fact that those voxels are horrid.

On a more serious matter, awesome stuff from what I see there, Reaperrr.

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Banshee
Supreme Banshee


Joined: 15 Aug 2002
Location: Brazil

PostPosted: Tue Oct 05, 2010 12:06 am    Post subject: Reply with quote

wcho035's mechs could be improved with a proper use of autonormals, if he made it with voxels, of course.

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wcho035
Light Infantry


Joined: 15 Aug 2010

PostPosted: Wed Oct 06, 2010 3:26 am    Post subject: Reply with quote

Hi Banshee, yeap those mechs are made with Voxels, but autonormals will not cure those coloring problem easily. I am more concern with shape accuracy for the moment when I make those mechs.. then later when I have the time I will clean up the colors. So for the moment I am just create and test.. then clean up later.

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Nyerguds
General


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

PostPosted: Wed Oct 06, 2010 8:00 am    Post subject: Reply with quote

Another problem with using voxels is the lack of shadows.
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wcho035
Light Infantry


Joined: 15 Aug 2010

PostPosted: Wed Oct 06, 2010 11:09 am    Post subject: Reply with quote

True, however, with voxels, you can easily create a good mech like the Kell Hound Verfolger (see attachment) where .shp may take longer, then again I am not a .shp artist and I had worked with voxels which is more familiar to me. Maybe there is a code which can give the voxels shadows?


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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Wed Oct 06, 2010 3:54 pm    Post subject: Reply with quote

@Reaperr, those look fantastic. Nice work man.

@wcho035, there really isnt much to work with on voxel shadows. but being this is a mech, which by all means should have several parts, you can use ShadowIndex=0 which should represent the main body. Only other thing I can think off is you could use the UseTurretShadow= if it has a turret. Other than that I dont think there is anything else you can do. Cause I believe Shadow=yes/no is only used for .shp's
Another thing you could also try is NoShadow=no on the vehicle code in the Rules.ini

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Reaperrr
Commander


Joined: 26 Apr 2003
Location: Somewhere in Germany

PostPosted: Wed Oct 06, 2010 4:47 pm    Post subject: Reply with quote

Cranium wrote:
@Reaperr, those look fantastic. Nice work man.

I know they look fantastic, but I didn't make them Wink
They're public assets made by LKO.

About voxel shadows, isn't there some kind of ShadowIndex= setting in art(md).ini? setting that to the main mody section should be sufficient I think (if it works, at least). Look at the Mammoth Mk. II from TS for reference.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Wed Oct 06, 2010 4:55 pm    Post subject: Reply with quote

I thought a few of them looked familiar, but wasnt sure Confused

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wcho035
Light Infantry


Joined: 15 Aug 2010

PostPosted: Wed Oct 06, 2010 6:28 pm    Post subject: Reply with quote

hey thanks for the tips Cranium and Reaperrr I will look into those codes.

I don't think having shadows is all that important, all that matter to me is, I want an RTS game which I can play with Battlemech in it, since there are few out there and I want the RTS game pattern to how I wanted it to be. So I decide to make one, with 10 sides, from Word of Blake Shadow Divisions, Comstar, the 5 Houses, Jade Falcon, Pirate and Peripery. I plan to have up to 50 mechs with 5 mech per sides, and that said those 50 mechs has to be uniquely identified with those factions for example Fafnir with Lyran, Saggataire with Fedsun, the Yu Huang with house Liao. I have already created the new graphical effect for PPC, Gauss and Plasma, (see large screen shot above for the green thing, blue thing and rings fire by the mechs)
The only problem which still bug me is, I want to create a laser effect which does not used the current lasers effect available in the RA2 game becauce it is resouces intensive. For if you have 60 or so units firing at the same time in the game it will crash or lag it like hell. I want a laser effect which fire like the pulse ball but have a trail behind it which look like a laser. That is quite difficult to do unfortunately.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Wed Oct 06, 2010 7:55 pm    Post subject: Reply with quote

@wcho035, not trying to be a jerk or anything, but I think you need to start your own thread on these matters. This is Reaperr's thread for his mod, not for anybody elses problems.

But with that said, and I havent tried this, but I think you may be able to get a laser effect by using these tags with an invisible projectile, but not sure.

Trailer= ;anim to use for trailer
UseLineTrail=yes
LineTrailColor= ; 0,0,0
LineTrailColorDecrement= ; Integer

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wcho035
Light Infantry


Joined: 15 Aug 2010

PostPosted: Thu Oct 07, 2010 5:43 am    Post subject: Reply with quote

Thanks Cranium, nope you are perfectly honest about what you said, I am hijacking this thread for my mod.. but honestly, I have not annouced the my mechwarrior mod as it is a private mod and has been on going the last 4 years.. I thought I used the occasion to help share the mechwarrior spirit as I am a big battletech fan.

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