#321
Posted 09 December 2013 - 04:03 PM
Lights are probably my favorite in MWO, unfortunately for me, I really just don't like piloting the Jenner, I mean, it handles great, but there's something about it that I just hate, which of course means, LOTS OF SUFFERING for me! As pretty much every other light is Jenner food nowadays, I still enjoy running around in a Locust now and then, I'm too much of a tryhard to try and run my Commando anymore though, I rather not ruin it's perfect 4.0 kdr.
BUT ANYWAY, that's besides the point, most of the mechs in MWO are kinda poorly scaled visually, like the Centurion, but the light class is sort of the magnus opus of MWO, they're all perfectly scaled with each other, the pilots fit into all of them perfectly with no changes to the geometry, and aside from the Commando, the pilots could see reasonably well out of all of them with the aid of a few external cameras.
Here's a line up of the lights, I snipped the jumpjets and arms of the Locust and Spider off since, technically they're the highest points on the mechs, but they shouldn't really be counted for scale purposes, since, they're protrusions rather than actually part of the mechs core:
Top view:
Side view:
And now for pilots!
Top view:
Side view:
Side view with overlay:
And that's all for now!
#322
Posted 10 December 2013 - 10:26 AM
haruko, on 09 December 2013 - 03:46 PM, said:
"Hey guys, couldn't help but notice the discussion on Atlas scale and it's disconnect from in-game. Before I proceed with the image dump, keep in mind these are ALL MWO assets from in-game, every single one, this is all stuff found in-game.
Anyway, to begin, here's a wireframe of the Atlas with the Pilot sitting inside on the right eye like it does in-game.
Looks like he fits fine right? Well he does more or less.
...Except he can't really see at all, see that? That's his waist right there.
This doesn't dissuade me from my opinion that the Atlas pilot should be looking out of the nose (the nose window could be a little bigger than the current 'slit', probably a little more like a triangle), with the eyes as sort of side windows
haruko, on 09 December 2013 - 04:03 PM, said:
Didn't you already make the point that the pilot actually can't fit inside the Commando at its current scale? Are those feet still poking out of the Commando's neck, or was that just when you were trying to fit it on the side of the head instead of the middle?
Edited by DirePhoenix, 10 December 2013 - 10:28 AM.
#323
Posted 10 December 2013 - 11:10 AM
DirePhoenix, on 10 December 2013 - 10:26 AM, said:
This doesn't dissuade me from my opinion that the Atlas pilot should be looking out of the nose (the nose window could be a little bigger than the current 'slit', probably a little more like a triangle), with the eyes as sort of side windows
Didn't you already make the point that the pilot actually can't fit inside the Commando at its current scale? Are those feet still poking out of the Commando's neck, or was that just when you were trying to fit it on the side of the head instead of the middle?
Yeah and looking at the Spider it should be taller than the jenner which running around at the same height yet has a lot more density.
#324
Posted 10 December 2013 - 03:08 PM
DirePhoenix, on 10 December 2013 - 10:26 AM, said:
This doesn't dissuade me from my opinion that the Atlas pilot should be looking out of the nose (the nose window could be a little bigger than the current 'slit', probably a little more like a triangle), with the eyes as sort of side windows
Didn't you already make the point that the pilot actually can't fit inside the Commando at its current scale? Are those feet still poking out of the Commando's neck, or was that just when you were trying to fit it on the side of the head instead of the middle?
He can, just not on the side of the head, he'd have to sit center with no external view, same with the Atlas pilot, like you said.
#325
Posted 11 December 2013 - 08:44 PM
#326
Posted 11 December 2013 - 10:11 PM
haruko, on 09 December 2013 - 04:03 PM, said:
Lights are probably my favorite in MWO, unfortunately for me, I really just don't like piloting the Jenner, I mean, it handles great, but there's something about it that I just hate, which of course means, LOTS OF SUFFERING for me! As pretty much every other light is Jenner food nowadays, I still enjoy running around in a Locust now and then, I'm too much of a tryhard to try and run my Commando anymore though, I rather not ruin it's perfect 4.0 kdr.
BUT ANYWAY, that's besides the point, most of the mechs in MWO are kinda poorly scaled visually, like the Centurion, but the light class is sort of the magnus opus of MWO, they're all perfectly scaled with each other, the pilots fit into all of them perfectly with no changes to the geometry, and aside from the Commando, the pilots could see reasonably well out of all of them with the aid of a few external cameras.
Here's a line up of the lights, I snipped the jumpjets and arms of the Locust and Spider off since, technically they're the highest points on the mechs, but they shouldn't really be counted for scale purposes, since, they're protrusions rather than actually part of the mechs core:
Top view:
Side view:
And now for pilots!
Top view:
Side view:
Side view with overlay:
And that's all for now!
nice piece, but sorry, the Raven is pretty blatantly larger than the same tonnage Jenner, even accounting for more slender legs (which really aren't that much more slender, while markedly longer). Torso overlay from side, front and top will show that the "core" is as wide and deep on the two chassis, while the beak has significantly more volume than the dome of the jenner, especially as the Raven is so much taller, including it's torso.
Digging the Commando/Thinker though-
Edited by Bishop Steiner, 11 December 2013 - 10:14 PM.
#327
Posted 13 December 2013 - 07:42 AM
#328
Posted 16 December 2013 - 07:55 AM
#329
Posted 19 December 2013 - 02:22 AM
I've been working on custom colors as well as patterns.
Also a little mech melee scene, this was just something of a precursor that I made for fun, I plan on working on the actual scene tommorow.
I've also been working on giving the Battlemaster a fully detailed interior, complete with working monitors:
I'll give an overview on what all the monitors do as well as button functions tomorrow.
#330
Posted 19 December 2013 - 02:34 AM
I've been looking forward to the Griffin, I think it looks cool, didn't spend money on it though, but I wanted to look around it's cockpit anyway, and you know what's super cool?
It's fully detailed! Well, sort of:
This is a big deal, as PGI fails to realize that barely anyone except new players actually ever play with default fov, the problem is that all the cockpits are modelled around the default FOV, which annoys the hell out of me because if you look to your side not only will you see the giant open space behind your in-game cockpit, but also the fact that past a certain point the cockpit stops being detailed. I'm a little annoyed that they waited unti AFTER Phoenix to learn their lesson but hey! The Griffin and Wolverine both finally have detail that extends past 60 fov, as well as a wall to close off the cockpit so you don't see a giant opening!
Looks pretty great, wish I could try one in-game, I'm still not very happy with the random way they throw buttons around the cockpit though, I mean like, what would the ones with the question mark over them even do? What function would they serve?
Also fun fact: with very little resizing, the cockpit actually corresponds to the in-game model
I haven't checked the Wolverine yet, but this is good, it means maybe they're working on matching the models and cockpits better, so we don't have disasters like the Commando? Then again I think it's just that the Griffin has ridiculous FOV so it was easy for them to match it up to the model.
I've also noticed the Griffin has no ejection handle, like, at all, is that a lore thing? If so it's pretty cool of them to pay attention to that, since, the Spider has no eject yet it has the handle anyway.
And as always, keep in mind the pilot model I use is 5'7", the in-game pilot is 6'1", so he would be a lot larger inside the cockpit.
Edited by haruko, 19 December 2013 - 02:38 AM.
#331
Posted 19 December 2013 - 02:38 AM
On an unrelated note.. do you believe that's a fitting suits for a Mechwarrior!!
IT'S NOT CASUAL FRIDAY!!!
P.S: i found an interesting/odd effect in the Griffin at the Startup sequence, there is some mesh or texture clipping at the bottom right side of the screen. At first it gave me the impression of being part of a helmet texture but since it only happens with Griffin it seems it's something related to the chair/back of the cockpit.
Edited by Lord Perversor, 19 December 2013 - 02:47 AM.
#333
Posted 19 December 2013 - 07:30 AM
haruko, on 19 December 2013 - 02:34 AM, said:
Here's the list of quirks:
GRIFFIN:
This Battlemech has a built-in spotlight for night operations.
Any shot that would hit the head of the Griffin from the left or right sides have a 1 in 6 chance of striking the armor baffles on the right and left arms. These baffles will only give 2 extra points of protection and are then destroyed.
Armor baffles will absorb one critical hit to the knee actuator from the front.
Heavy battle fists give this Mech +3 damage when punching.
So... nope. I don't think there is any specialty for Griffon going on in that category.
#334
Posted 19 December 2013 - 07:38 AM
Edited by Tristan Lorius, 19 December 2013 - 07:38 AM.
#335
Posted 19 December 2013 - 03:03 PM
MELEE
#336
Posted 19 December 2013 - 03:16 PM
#337
Posted 19 December 2013 - 04:09 PM
http://www.sarna.net/wiki/Explorer
Edit:
Oh. Could also be a Merchant. http://www.sarna.net/wiki/Merchant
Edited by Pariah Devalis, 19 December 2013 - 04:11 PM.
#338
Posted 19 December 2013 - 04:16 PM
#339
Posted 19 December 2013 - 04:27 PM
Domoneky, on 19 December 2013 - 04:16 PM, said:
Ohoho soon as the clan mechs are in-game I plan to, by then I'll have enough classes under my belt to actually make it cool too.
#340
Posted 19 December 2013 - 04:48 PM
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