Jump to content

Fully Interactive Mechlab


65 replies to this topic

#21 John Buford

    Member

  • PipPipPipPipPip
  • 128 posts
  • LocationGreenville, SC

Posted 12 September 2013 - 08:41 PM

Need some music, first video made me think of Terminator 2.

Edited by John Buford, 12 September 2013 - 08:41 PM.


#22 S3dition

    Member

  • PipPipPipPipPipPipPipPip
  • 1,633 posts
  • LocationWashington, USA

Posted 13 September 2013 - 01:17 AM

View PostJohn Buford, on 12 September 2013 - 08:41 PM, said:

Need some music, first video made me think of Terminator 2.


You mean while the player runs around? I have some big plans for that :lol:

#23 S3dition

    Member

  • PipPipPipPipPipPipPipPip
  • 1,633 posts
  • LocationWashington, USA

Posted 13 September 2013 - 05:46 AM

I'll add a more substantial post in a minute. But first - the office! Kind of. The textures and lighting are not final. I'm just seeing if the scale look proper and testing the overall theme. Should be up in a bit.


Edited by S3dition, 13 September 2013 - 07:42 AM.


#24 stjobe

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 9,498 posts
  • LocationOn your six, chipping away at your rear armour.

Posted 13 September 2013 - 06:29 AM

Lovely, two thumbs up!

#25 S3dition

    Member

  • PipPipPipPipPipPipPipPip
  • 1,633 posts
  • LocationWashington, USA

Posted 13 September 2013 - 09:17 AM

View Poststjobe, on 13 September 2013 - 06:29 AM, said:

Lovely, two thumbs up!


Thanks :D

#26 S3dition

    Member

  • PipPipPipPipPipPipPipPip
  • 1,633 posts
  • LocationWashington, USA

Posted 13 September 2013 - 03:09 PM

Last update for the day - glass, an office, and working elevators (though I need to tweak the speed on them a bit):



#27 S3dition

    Member

  • PipPipPipPipPipPipPipPip
  • 1,633 posts
  • LocationWashington, USA

Posted 15 September 2013 - 07:05 PM

Okay, it's not Friday, but I can still show off the WIP of the the mech gantry:



I need to fix a lot of stuff, but it gives you an idea of how it will look when complete.

Random Fact - that gantry goes 60 feet into the air. The Atlas is just short of the full gantry height!

Edited by S3dition, 15 September 2013 - 07:06 PM.


#28 Orkdung

    Member

  • PipPipPipPipPipPip
  • The Butcher
  • The Butcher
  • 296 posts
  • LocationCCAF Sian

Posted 15 September 2013 - 07:33 PM

What's mind boggling is how much work you knock out in such a short amount of time..and then you start to wonder about PGI.

Lovely stuff so far! Lookin' good!

.

Edited by Orkdung, 15 September 2013 - 07:33 PM.


#29 HeavyRain

    Member

  • PipPipPipPipPipPip
  • 281 posts
  • LocationAthens, Greece

Posted 15 September 2013 - 10:59 PM

I love how you manage to give a sense of the mech's scale, how massive it is!
Really impressive stuff, thank you for putting in all that effort.

#30 Galen Crayn

    Member

  • PipPipPipPipPipPip
  • Knight Errant
  • 442 posts
  • LocationKonstanz - Germany

Posted 15 September 2013 - 11:18 PM

Please, ask PGI if you can work with them! Youre a genius ;)

#31 S3dition

    Member

  • PipPipPipPipPipPipPipPip
  • 1,633 posts
  • LocationWashington, USA

Posted 16 September 2013 - 04:54 AM

View PostOrkdung, on 15 September 2013 - 07:33 PM, said:

What's mind boggling is how much work you knock out in such a short amount of time..and then you start to wonder about PGI.

Lovely stuff so far! Lookin' good!

.


Thanks. To be fair, nothing is even optimized yet. I'm not using any atlases for the models (except mechs of course), and a lot of them have mesh colliders, which are insanely inefficient and resource heavy. So while it may look pretty, it's far from finished. Besides, that's not as difficult as modeling, texturing, rigging, animating, and coding a mech with tracking hit boxes and weapons :rolleyes:. If alls PGI did was make a mech bay, they'd have been done 2 years ago.

I'm going to trim stuff down as I figure out exactly the way I want it, and painstakingly add all those box colliders. Not exactly the definition of "best design practice" but I'm doing this more for fun and sharing with everyone else, so I'm not worried if it takes me longer or isn't quite as efficient as a AAA game title.

View PostHeavyRain, on 15 September 2013 - 10:59 PM, said:

I love how you manage to give a sense of the mech's scale, how massive it is!
Really impressive stuff, thank you for putting in all that effort.


You're welcome ;). This uses the default scale for all of the mechs in MWO, so it's giving you the exact feel for the size of each mech. The atlas is biiiiig.

View PostGalen Crayn, on 15 September 2013 - 11:18 PM, said:

Please, ask PGI if you can work with them! Youre a genius :(


One does not ask to work for PGI. PGI asks you to work for them :D. They've got a handle on things. Besides, right now this is how I blow off stress. A deadline would mean that it creates stress <_<

#32 Ransack

    Member

  • PipPipPipPipPipPipPipPip
  • 1,175 posts

Posted 16 September 2013 - 05:08 AM

This look amazing. I cannot wait to see the finished product.

(topic followed)

#33 stjobe

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 9,498 posts
  • LocationOn your six, chipping away at your rear armour.

Posted 16 September 2013 - 05:30 AM

As to the wonderful sense of scale; I hope you forgive me that I used your video to make a point about MGs in yet another "MGs are anti-infantry!"-thread.

No weapon mounted on a 60-feet tall machine is man-sized ;)

#34 Jam the Bam

    Member

  • PipPipPipPipPipPipPip
  • 535 posts

Posted 16 September 2013 - 05:42 AM

Looks very cool OP, keep it up, I'm an old Eve ship spinner so this kind of thing is right up my street.

#35 S3dition

    Member

  • PipPipPipPipPipPipPipPip
  • 1,633 posts
  • LocationWashington, USA

Posted 16 September 2013 - 05:54 AM

View PostRansack, on 16 September 2013 - 05:08 AM, said:

This look amazing. I cannot wait to see the finished product.

(topic followed)


Thanks. I'm whiling away at it. I'll probably have a preview up once you can reliably ride the elevators and switch through mechs. The mech lab itself is going to take longer though.

View Poststjobe, on 16 September 2013 - 05:30 AM, said:

As to the wonderful sense of scale; I hope you forgive me that I used your video to make a point about MGs in yet another "MGs are anti-infantry!"-thread.

No weapon mounted on a 60-feet tall machine is man-sized ;)


It's fine. I've long argued that they aren't using "traditional machine guns" in the same way that they don't use traditional glass, heat sinks, armor, etc. Many people forget that the Barrett M2 .50 machine gun was originally designed as an anti-tank gun during WW1, and continues to be an "anti-material weapon." That is, it blows up stuff with some measure of armor on it :(.

View PostJammerben87, on 16 September 2013 - 05:42 AM, said:

Looks very cool OP, keep it up, I'm an old Eve ship spinner so this kind of thing is right up my street.


Can't say that you'll be able to spin the mechs, but you're welcome to mince around them :D. I can't wait to get my hands on the phoenix mechs!

#36 S3dition

    Member

  • PipPipPipPipPipPipPipPip
  • 1,633 posts
  • LocationWashington, USA

Posted 16 September 2013 - 09:48 AM

Quick update to the previous video. I fixed most of the elevator issues. I had to recode how they detect raycasts and figure out which elevator should be moved. The result is that it will be easier for me to implement "floor" buttons, so you can go to a specific level instead of straight to the top or bottom.

Still taking notes on where the gantry is too small to fit through so I can revise the dimensions. Apparently 8 feet of clearance isn't enough :D.

The video should be done in about 28 minutes (these things are huge, between 1 and 2 gigigs):



Here are some aerial shots:


Posted Image


Posted Image

EDIT: Also turned down mouse sensitivity. It was actually hard to aim at the elevator button colliders :)

Edited by S3dition, 16 September 2013 - 10:02 AM.


#37 Hythos

    Member

  • PipPipPipPipPipPipPip
  • 527 posts
  • LocationLOS ANGELES, er, I mean Dustball

Posted 16 September 2013 - 01:47 PM

Could add the Doom "button press" sound when hitting the elevator buttons :D
J/K - while EVERYTHING needs more DOOM / QUAKE, yours looks great without sound :D

I seemed to have missed what you're using to 1) extract either the 3d-Mesh or model /what ever format is used/, 2) software used for modeling, 3) software engine used for rendering?

#38 S3dition

    Member

  • PipPipPipPipPipPipPipPip
  • 1,633 posts
  • LocationWashington, USA

Posted 16 September 2013 - 03:39 PM

View PostHythos, on 16 September 2013 - 01:47 PM, said:

Could add the Doom "button press" sound when hitting the elevator buttons :D
J/K - while EVERYTHING needs more DOOM / QUAKE, yours looks great without sound :D

I seemed to have missed what you're using to 1) extract either the 3d-Mesh or model /what ever format is used/, 2) software used for modeling, 3) software engine used for rendering?



Heffay has an awesome thread on how to extract and use the 3d models. Currently I'm using Sketchup, Blender, and GIMP for the art assets.

Engine information will be included at a later date. I am planning on including plenty of sounds as well. It would be weird to be in a soundless world :blink:

#39 DevilCrayon

    Member

  • PipPipPipPipPipPip
  • The Nightmare
  • The Nightmare
  • 265 posts
  • LocationOakland, CA

Posted 17 September 2013 - 09:41 AM

Really impressive! Thanks for working on a tool like this!

#40 Tice Daurus

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,001 posts
  • Facebook: Link
  • LocationOak Forest, IL

Posted 17 September 2013 - 12:33 PM

I have to admit, this would be an awesome idea for the Mechlab and making this a reality would go a long way to making the immersion factor for MW:O. Well done! Now, hopefully the dev's steal this idea....





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users