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My Experience With Mech Scaling


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#101 MW Waldorf Statler

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Posted 02 June 2015 - 07:22 AM

In the cry3 SDK tool im testing the scaling ....left the Originalsized ingame Dragon ,next a Crysis Tank ( Size like the Abrams M1~9,5m) right the dragon scaled of a Height of 9,5m

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Edited by CSJ Ranger, 02 June 2015 - 07:23 AM.


#102 MW Waldorf Statler

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Posted 02 June 2015 - 07:33 AM

Pic with original Gamesized Hunchback ,and with Awesome scaled of 11m and Hunchback scaled of 10m

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in relation to a MWO Building with Door
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Edited by CSJ Ranger, 02 June 2015 - 07:38 AM.


#103 Ghogiel

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Posted 02 June 2015 - 07:44 AM

View PostFelio, on 15 October 2014 - 10:22 AM, said:

Unfortunately to resize a 'mech, they would have to recreate it from scratch -- modeling, texturing, hitboxing, placing the cockpit camera, all of it.

What they need to do is develop some kind of software that would make it easier. Imagine the benefits to balance and role warfare if they could use size as a factor.

^When people who haven't ever done any 3d art for games, comment on technicals about 3d art in games.

#104 Tombstoner

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Posted 02 June 2015 - 08:02 AM

View PostCSJ Ranger, on 02 June 2015 - 07:33 AM, said:

Pic with original Gamesized Hunchback ,and with Awesome scaled of 11m and Hunchback scaled of 10m

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in relation to a MWO Building with Door
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How hard is it for PGI to conceptualize that large mechs are easier to hit. What ever... the correct way to build this game is to have a co-factor for armor thats adjustable. when your larger then x your easier to hit,thus you need a y bonus to armor to adjust for artistic interpretation and how size effects TTK. it's the only way to normalize armor protection across all mechs. When you skip this you make small fast mechs more durable then larger slower mechs.
you hope to hit that fire starter, but place your shots on the awesome.

#105 MW Waldorf Statler

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Posted 02 June 2015 - 06:39 PM

the PGI Models (left original PGI Sized Catapult ) in realtion to a Crysis Car,Tank ,and "Headless "Human

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#106 Juodas Varnas

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Posted 02 June 2015 - 07:01 PM

View PostKoniving, on 15 October 2014 - 01:00 PM, said:

Indeed.
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On your left is the original Centurion in MWO.
On the right is one rescaled so that each major limb matched the art (arms, legs, torso, head).

This took me about 15 minutes to get the measurements and about 20 seconds to actually do it. Of course there's a bit more to it than that for MWO, so realistically it may take several days at the most for a single chassis.

That looks so good.
Any chance you could do the same treatment for the Quickdraw?

Shame, that PGI will never do this, because they can't make a pre-order out of it...

#107 Koniving

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Posted 03 June 2015 - 02:33 PM

View PostJuodas Varnas, on 02 June 2015 - 07:01 PM, said:

That looks so good.
Any chance you could do the same treatment for the Quickdraw?

Shame, that PGI will never do this, because they can't make a pre-order out of it...

If I can get someone to send me the model. It isn't in one piece like this old Centurion, and I find the user unfriendly interface of blender to be extremely daunting. Not to mention the conversion of triangles to quads and then having to go from quads to triangles and the goofy things that happens from that.

#108 x Marder x

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Posted 03 June 2015 - 02:48 PM

Damn we need scaling every map would be automatic bigger and make more sense.

butt mhhh think about that some maps need adjustment too.
Some areas where hard to reach or unable that are now ok.Witch in some respect would put JJ´s in focus to be mobile.
Submerged in water, you receive 50% less dmg.
Lights become automatically submarines with 150 up to 200 km h speed.
Which is maybe offtopic but why dose terrain not affect speed?
a light scout mech almost submerged in water doing 150 km/h is ridiculous.

Edited by x Marder x, 03 June 2015 - 02:59 PM.


#109 Xetelian

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Posted 03 June 2015 - 02:57 PM

Wish things were sized by their weight or by their weight class.

Shrink down some of those mediums, heavies, assaults..even the lights.

#110 x Marder x

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Posted 04 June 2015 - 12:50 AM

PGI should do it now in the future there will be more mechs not less and its will be longer and more time intensive to do.

Pls PGI scale mechs to original size.





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