Edited by John Buford, 12 September 2013 - 08:41 PM.
Fully Interactive Mechlab
#21
Posted 12 September 2013 - 08:41 PM
#23
Posted 13 September 2013 - 05:46 AM
Edited by S3dition, 13 September 2013 - 07:42 AM.
#24
Posted 13 September 2013 - 06:29 AM
#26
Posted 13 September 2013 - 03:09 PM
#27
Posted 15 September 2013 - 07:05 PM
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
Posted 15 September 2013 - 07:33 PM
Lovely stuff so far! Lookin' good!
.
Edited by Orkdung, 15 September 2013 - 07:33 PM.
#29
Posted 15 September 2013 - 10:59 PM
Really impressive stuff, thank you for putting in all that effort.
#30
Posted 15 September 2013 - 11:18 PM
#31
Posted 16 September 2013 - 04:54 AM
Orkdung, on 15 September 2013 - 07:33 PM, said:
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 . 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.
HeavyRain, on 15 September 2013 - 10:59 PM, said:
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.
Galen Crayn, on 15 September 2013 - 11:18 PM, said:
One does not ask to work for PGI. PGI asks you to work for them . 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
Posted 16 September 2013 - 05:08 AM
(topic followed)
#33
Posted 16 September 2013 - 05:30 AM
No weapon mounted on a 60-feet tall machine is man-sized
#34
Posted 16 September 2013 - 05:42 AM
#35
Posted 16 September 2013 - 05:54 AM
Ransack, on 16 September 2013 - 05:08 AM, said:
(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.
stjobe, on 16 September 2013 - 05:30 AM, said:
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 .
Jammerben87, on 16 September 2013 - 05:42 AM, said:
Can't say that you'll be able to spin the mechs, but you're welcome to mince around them . I can't wait to get my hands on the phoenix mechs!
#36
Posted 16 September 2013 - 09:48 AM
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 .
The video should be done in about 28 minutes (these things are huge, between 1 and 2 gigigs):
Here are some aerial shots:
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
Posted 16 September 2013 - 01:47 PM
J/K - while EVERYTHING needs more DOOM / QUAKE, yours looks great without sound
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
Posted 16 September 2013 - 03:39 PM
Hythos, on 16 September 2013 - 01:47 PM, said:
J/K - while EVERYTHING needs more DOOM / QUAKE, yours looks great without sound
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
#39
Posted 17 September 2013 - 09:41 AM
#40
Posted 17 September 2013 - 12:33 PM
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users