

How Mech Scale Would Look If I Had A Say
#41
Posted 08 August 2013 - 03:49 PM
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
Posted 08 August 2013 - 04:00 PM
Sug, on 08 August 2013 - 03:49 PM, said:
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
Posted 08 August 2013 - 04:02 PM
Hexenhammer, 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
Posted 08 August 2013 - 04:05 PM
#45
Posted 26 September 2013 - 10:00 AM
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
Posted 26 September 2013 - 10:02 AM
#47
Posted 26 September 2013 - 10:27 AM
#48
Posted 10 October 2013 - 06:48 AM
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
Posted 10 October 2013 - 07:55 AM
Viktor Drake, on 07 August 2013 - 03:23 PM, said:
What's tradition got to do with it?
SgtMagor, on 08 August 2013 - 05:20 AM, said:
[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.
DaZur, on 08 August 2013 - 06:05 AM, said:
Since the missiel pods, being the arms, are part of the hitbox, that seems entirely the way it should be done.
#51
Posted 12 October 2013 - 01:56 PM
DaZur, 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.
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
Posted 12 October 2013 - 03:47 PM
#53
Posted 12 October 2013 - 04:27 PM
. . . Because it needs a remodeling.
Edited by nodebate, 12 October 2013 - 04:27 PM.
#54
Posted 12 October 2013 - 08:50 PM
Sug, on 08 August 2013 - 03:49 PM, said:
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.
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