Mech Prototypes WIP

Improving the artwork in Warzone2100 - not for mod discussions

Re: Mech Prototypes WIP

Postby XANAX » 11 Aug 2009, 03:41

elio wrote:very nice stuff xanax!

but unfortunately the renderer is not able to do it good enough (afaik it's only texture animation (except the oil derrick which is )
how would you like to license your work? (GPL or CreativeCommons for example) i'll add it to the 'originals' repository

regards
elio



sure, that would be delightful xD
.. do I have to fill out a lot of paper work? :-S
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Re: Mech Prototypes WIP

Postby Zarel » 11 Aug 2009, 04:43

:stare:
XANAX wrote:sure, that would be delightful xD
.. do I have to fill out a lot of paper work? :-S

No, you just have to say "I release my work under CC0" or whatever your license name is.

A quick run-down of the licenses:

CC0: People can do whatever they want to with your stuff (I prefer this one, since it's not worth it to sue people if they don't listen to you, anyway)
CC-BY: People can do whatever they want to with your stuff, as long as they say that you wrote it.
CC-BY-SA: People can do whatever they want to with your stuff, as long as they say that you wrote it, and they "share-alike" (license anything they make with it under CC-BY-SA)
GPL: Not recommended for art, since it's a code license. It's mostly the same as CC-BY-SA, except with some complications about "source code" that don't apply to art, and just make it difficult for everyone.
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Re: Mech Prototypes WIP

Postby XANAX » 13 Aug 2009, 19:14

"CCO" then :3
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Re: Mech Prototypes WIP

Postby astorian » 21 Aug 2009, 07:42

Hi XANAX,
I wanted to mess with the models, but the 3ds files have just 22 bytes after download.
Can you repost them or provide blender type? (but only if you want to see it walking in WZ)

Best Regards,
Astorian
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Re: Mech Prototypes WIP

Postby Deus Siddis » 21 Aug 2009, 17:08

These legs are way to big for the viper body they are attached to.
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Re: Mech Prototypes WIP

Postby astorian » 26 Aug 2009, 06:41

Hi XANAX.
Now that you have done it with animation in game there is no need for me to redo it.
Good job man.
You have learned quickly how to do the animation and how to handle errors when you encounter them. You have talent man keep going.
... ah well time for me to look for something else i can contribute to. This game is in good hands.

Stay cool,
Astorian
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Re: Mech Prototypes WIP

Postby new paradigm leader » 27 Aug 2009, 21:10

mayhaps we should make a megamod we should integrate the best bits of old mods in wz format for both Campaign and Skirmish with the walkers in it for an epic play
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Re: Mech Prototypes WIP

Postby XANAX » 03 Sep 2009, 20:12

New torso has not been add to the zip
working on weapons
Image
Last edited by XANAX on 03 Sep 2009, 20:58, edited 1 time in total.
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Re: Mech Prototypes WIP

Postby wari » 03 Sep 2009, 20:50

That's incredible!!!
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Re: Mech Prototypes WIP

Postby new paradigm leader » 03 Sep 2009, 21:27

WOW :!!!: dude tht would be cool in the team 6 cam preset bodys
war of the world moment at hand! great model! look forward to using it/ learning how to get it into cam play for a lol with quick play cheating :D
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Re: Mech Prototypes WIP

Postby XANAX » 03 Sep 2009, 21:49

new paradigm leader wrote:WOW :!!!: dude that would be cool in the team 6 cam preset bodys
war of the world moment at hand! great model! look forward to using it/ learning how to get it into cam play for a lol with quick play cheating :D

xD

http://i165.photobucket.com/albums/u58/HCN-Trooper/Pre-insectwalker.jpg
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http://i165.photobucket.com/albums/u58/HCN-Trooper/InsectWalker.jpg
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Re: Mech Prototypes WIP

Postby Per » 03 Sep 2009, 22:11

Unbelievable O_O
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Re: Mech Prototypes WIP

Postby i-NoD » 03 Sep 2009, 22:20

O_O Do you have plans to animate it? Is it possible using current game engine?
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Re: Mech Prototypes WIP

Postby XANAX » 03 Sep 2009, 22:46

Per wrote:Unbelievable O_O

thanks :D

i-NoD wrote:O_O Do you have plans to animate it? Is it possible using current game engine?


possibly yes :twisted:
I've used the basic cy_run.ani file editing it with note pad I changed the number of Frame Object Levels & Frame rate
cy_run has no preset coordinates there fore any object LEVELS under 512 faces & the recommend 600 vertices, you put in will be played
note: in the order the object levels are in 1,2,3,4,5,6,etc.
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