XANAX's mechs for 3.X+ [split]

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Per
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XANAX's mechs for 3.X+ [split]

Post by Per » 19 May 2013, 10:46

Fixed up XANAX's old mod to work with latest versions. Attached.

I am considering adding the graphics to the game, so that modders may use them. However, they lack team colours... Maybe someone could fix that? :)
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mechsbyxanax-3.mod.wz
Awesome looking cyborg mechs
(99.02 KiB) Downloaded 346 times

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Berg
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Re: Why not split a cybord into three parts too?

Post by Berg » 19 May 2013, 14:43

mech.jpg
That was a quick fix if there is issues post here about them.
Do note the models have higher then normal poly count so 150 of these may lag the game on lower end PC
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mech.wz
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Per
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Re: Why not split a cybord into three parts too?

Post by Per » 19 May 2013, 18:29

Berg wrote:That was a quick fix if there is issues post here about them.
Do note the models have higher then normal poly count so 150 of these may lag the game on lower end PC
Thanks!

The high polycount should not matter so much now as it used to.

PS I wonder what that red area on their backs is supposed to be...?

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Berg
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Re: Why not split a cybord into three parts too?

Post by Berg » 19 May 2013, 18:55

Per wrote:PS I wonder what that red area on their backs is supposed to be...?
That is texture taken from the dragon textures.
I think its spose to be the hot exhaust of the mech, see mech in avatar movies

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Rman Virgil
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Re: Why not split a cybord into three parts too?

Post by Rman Virgil » 19 May 2013, 19:33

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Sweet . :D

I'll shoot XANAX an email. He'll be appreciative. :3

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Re: Why not split a cybord into three parts too?

Post by Perseus » 19 May 2013, 23:57

wz2100-20130519_223559-DA-firefight5x5b-T1.png
Very nice mod :) , played a whole game with them, noticed a glitch though, mechs sometimes turn into borgs.

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Re: Why not split a cybord into three parts too?

Post by Nameless » 20 May 2013, 01:49

Perseus wrote:Very nice mod :) , played a whole game with them, noticed a glitch though, mechs sometimes turn into borgs.
As long as those borgs don't turn into replicators I think we'll be fine!

:lol2:
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Re: XANAX's mechs for 3.X+ [split]

Post by XANAXcorporation » 20 May 2013, 02:15

thanks for updating my old mod :3

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Re: XANAX's mechs for 3.X+ [split]

Post by Berg » 20 May 2013, 21:05

Perseus wrote:Very nice mod :) , played a whole game with them, noticed a glitch though, mechs sometimes turn into borgs.
From some messing about you can make the default cyborgs and the mech type so i don't think its a bug.
wz2100-20130521_045951-Sk-Rush.jpg

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Re: XANAX's mechs for 3.X+ [split]

Post by aubergine » 21 May 2013, 01:16

It would be nice if we could get it so the mechs were something that could be researched later in the game - roughly around the time when ground shaker / archangels are becoming available. This way they could be given much stronger armour putting them on a par with tanks. It would also be interesting if their height advantage could be taken in to account - they should be able to fire over walls for example.

@Berg: is there any way to change the leg animation to make it faster - currently they look like they are doing a reverse Michael Jackson "moon walk" when they move.

@Xanax: thanks for making the mod in the first place. I'm so glad I finally got to see it in action.
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Re: XANAX's mechs for 3.X+ [split]

Post by Rman Virgil » 21 May 2013, 01:59

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Puzzled over the "reverse moonwalk" (perfect description, btw) 4 years ago when working on "War School" - tried to figure a way out and essentially got stuck with the anim code. Maybe now it can be solved. :hmm:
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Last edited by Rman Virgil on 21 May 2013, 03:04, edited 1 time in total.
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Contrast
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Berg
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Re: XANAX's mechs for 3.X+ [split]

Post by Berg » 21 May 2013, 02:55

aubergine wrote:@Berg: is there any way to change the leg animation to make it faster - currently they look like they are doing a reverse Michael Jackson "moon walk" when they move.
I have not looked at that ani file but it should not be too hard to tune up.
I'll get back to that later if I can.

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Re: XANAX's mechs for 3.X+ [split]

Post by Goth Zagog-Thou » 21 May 2013, 10:50

Oh my giddy aunt. :D

NICE JOB! WOOHOO!

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Berg
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Re: XANAX's mechs for 3.X+ [split]

Post by Berg » 21 May 2013, 11:30

Changed the animation speed feedback needed.
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mech_v1.wz
(483.09 KiB) Downloaded 319 times

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Re: XANAX's mechs for 3.X+ [split]

Post by XANAXcorporation » 21 May 2013, 20:38

well what a lovely surprise :3

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