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How Mech Scale Would Look If I Had A Say


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#41 Sug

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Posted 08 August 2013 - 03:49 PM

That not even my educated opinion. I'm not a programer I'm just telling you what PGI says every time someone asks about changing things on the mechs.

Almost a year to get paint options on the Founders mechs ffs.

There isn't a weapon port in your arm firing a laser, there's a 3d coordinate on like six other 3c coordinates with shading, lighting, coloring interactions that have to account for the motion of the 3d mech model over uneven terrain that changes it's state when fired so that the shading, lighting, and coloring information of the environment and the visible part of the mech appears to be firing a laser out of a hole.

yadda yadda.

#42 5th Fedcom Rat

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Posted 08 August 2013 - 04:00 PM

View PostSug, on 08 August 2013 - 03:49 PM, said:

That not even my educated opinion. I'm not a programer I'm just telling you what PGI says every time someone asks about changing things on the mechs.

Almost a year to get paint options on the Founders mechs ffs.

There isn't a weapon port in your arm firing a laser, there's a 3d coordinate on like six other 3c coordinates with shading, lighting, coloring interactions that have to account for the motion of the 3d mech model over uneven terrain that changes it's state when fired so that the shading, lighting, and coloring information of the environment and the visible part of the mech appears to be firing a laser out of a hole.

yadda yadda.


That's what we pay them to do.

#43 Tie Ma

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Posted 08 August 2013 - 04:02 PM

View PostHexenhammer, on 08 August 2013 - 03:41 PM, said:


Too right. Unfortunately its one of those things that have to be done right to make the game look good. and seeing 55 tonne mechs as big as 60-70+ tonne mechs seems wonky. Why build something with that much air inside of it?


i agree. and if i knew i only had one chance, i would have taken extra precautions to make it right.

"measure twice, cut once"

#44 Tarl Cabot

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Posted 08 August 2013 - 04:05 PM

Spider and Commando needs a slight size increase. The Raven/Jenners bodies are flat and long whereas the Spider/Commandos are tall and slender.

#45 Wip3ou7

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Posted 26 September 2013 - 10:00 AM

Great post. Everything here looks like a good change. Esp shrinking Cicadas, Blackjacks and Quickdraws / increasing Stalker. I think maybe the awesome should have gotten a tiny shrink too.

As far as what others are saying about how long it takes to change anything on a mech. Redesigning a mech is one thing, but scaling it should be much MUCH simpler, and wouldn't require retexturing etc.

Edited by Wip3ou7, 26 September 2013 - 10:02 AM.


#46 Rasc4l

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Posted 26 September 2013 - 10:02 AM

This looks much better than the current size implementation.

#47 Jin Ma

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Posted 26 September 2013 - 10:27 AM

yes please

#48 jay35

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Posted 10 October 2013 - 06:48 AM

(This was recently posted and linked on the MWO reddit.)

Well done, Tennex. Aside from the issues of resizing probably skewing the camos which would take time to rework, it would be nice to see the mech sizes adjusted the way you showed here.

Edited by jay35, 10 October 2013 - 06:48 AM.


#49 Gaan Cathal

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Posted 10 October 2013 - 07:55 AM

View PostViktor Drake, on 07 August 2013 - 03:23 PM, said:

As far as Assaults, the Victor is traditionally a very tall mech so no reduction for it. Stalker being increased definately makes sense.


What's tradition got to do with it?

View PostSgtMagor, on 08 August 2013 - 05:20 AM, said:

think the Dev's been saying all along that the height of the mech has nothing to do with its weight class if I understood or read the forum posts correctly. ie: lets just look at the TBolt

[Some fluff written for a game where actual size didn't matter]



They've also been saying all along they want MW:O to be a competitive shooter. That and arbitrary mech scaling are mutually exclusive. I'd rather have the option that makes for a good game than the one that satisfies the "realism" of a setting where Atlai don't sink when they walk.

View PostDaZur, on 08 August 2013 - 06:05 AM, said:

Only nit-pick I can offer is I' scale the Catapult based on body alone, excluding the missile pods. You drop the pods and it's closer in size to the mediums... Those darn pods throw a lot off scale wise IMHO.


Since the missiel pods, being the arms, are part of the hitbox, that seems entirely the way it should be done.

#50 Bagheera

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Posted 12 October 2013 - 01:51 PM

Bumping for Justice. SHD is the new posterboy for bad scaling, hooray! :huh:

View PostTennex, on 07 August 2013 - 03:05 PM, said:

Posted Image


#51 Bishop Steiner

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Posted 12 October 2013 - 01:56 PM

View PostDaZur, on 08 August 2013 - 06:05 AM, said:

Looks good...

Only nit-pick I can offer is I' scale the Catapult based on body alone, excluding the missile pods. You drop the pods and it's closer in size to the mediums... Those darn pods throw a lot off scale wise IMHO.



well since those Pods contain about 20 tons of mass between them, remove them and it IS a Medium Mech at 45 tons.

Just sayin.

#52 TheAtomiser

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Posted 12 October 2013 - 03:47 PM

I approve these adjustments. Seems logical. Too logical.

#53 Dugra Dugrasson

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Posted 12 October 2013 - 04:27 PM

The Awesome laughs at your scale changes.

. . . Because it needs a remodeling.

Edited by nodebate, 12 October 2013 - 04:27 PM.


#54 RandomLurker

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Posted 12 October 2013 - 08:50 PM

Much better then what we have now. Personally, I think the Hunchie is the best scaled one atm and everything should be re-done relative to that (this would make almost everything a bit smaller), but it's a pretty well balanced scale and I'd go for it.

View PostSug, on 08 August 2013 - 03:49 PM, said:

That not even my educated opinion. I'm not a programer I'm just telling you what PGI says every time someone asks about changing things on the mechs.

Almost a year to get paint options on the Founders mechs ffs.

There isn't a weapon port in your arm firing a laser, there's a 3d coordinate on like six other 3c coordinates with shading, lighting, coloring interactions that have to account for the motion of the 3d mech model over uneven terrain that changes it's state when fired so that the shading, lighting, and coloring information of the environment and the visible part of the mech appears to be firing a laser out of a hole.

yadda yadda.


Then PGI's (or perhaps CryEngine's) handling of models and meshes sucks. I've done enough modding in GameBryo to know my way around a 3d mesh and it's articulations. The hardest part will be changing their animation skeletons; after that, if they have an engine that's not {Scrap}, the rest will follow fairly naturally if you have the right software (I used blender, for reference). Now, disclosure, I never did anything with animations, but weighting a new model to deform properly to a skeleton was all of about 2 hours work for me (followed by another 2 of going in and out of game to check for clipping errors). And I'm a hobbyist. I don't get paid for this. They do.

#55 80sGlamRockSensation David Bowie

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Posted 13 October 2013 - 04:51 AM

View PostRandomLurker, on 12 October 2013 - 08:50 PM, said:

I don't get paid for this. They do.



But they apparently don't get paid much, because the work is slow, and honestly -- pretty ****.





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