XANAX's mechs for 3.X+ [split]
XANAX's mechs for 3.X+ [split]
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?
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?
- Attachments
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- mechsbyxanax-3.mod.wz
- Awesome looking cyborg mechs
- (99.02 KiB) Downloaded 538 times
Re: Why not split a cybord into three parts too?
Do note the models have higher then normal poly count so 150 of these may lag the game on lower end PC
- Attachments
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- mech.wz
- (483.09 KiB) Downloaded 526 times
Re: Why not split a cybord into three parts too?
Thanks!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
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...?
Re: Why not split a cybord into three parts too?
That is texture taken from the dragon textures.Per wrote:PS I wonder what that red area on their backs is supposed to be...?
I think its spose to be the hot exhaust of the mech, see mech in avatar movies
- Rman Virgil
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- Location: USA
Re: Why not split a cybord into three parts too?
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Sweet .
I'll shoot XANAX an email. He'll be appreciative.
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Sweet .
I'll shoot XANAX an email. He'll be appreciative.
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Impact = C x (R + E + A + T + E)
Contrast
Reach
Exposure
Articulation
Trust
Echo
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Impact = C x (R + E + A + T + E)
Contrast
Reach
Exposure
Articulation
Trust
Echo
.
Re: Why not split a cybord into three parts too?
Very nice mod , played a whole game with them, noticed a glitch though, mechs sometimes turn into borgs.
Re: Why not split a cybord into three parts too?
As long as those borgs don't turn into replicators I think we'll be fine!Perseus wrote:Very nice mod , played a whole game with them, noticed a glitch though, mechs sometimes turn into borgs.
If you're reading this; you're awesome.
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Re: XANAX's mechs for 3.X+ [split]
thanks for updating my old mod
Re: XANAX's mechs for 3.X+ [split]
From some messing about you can make the default cyborgs and the mech type so i don't think its a bug.Perseus wrote:Very nice mod , played a whole game with them, noticed a glitch though, mechs sometimes turn into borgs.
Re: XANAX's mechs for 3.X+ [split]
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.
@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.
"Dedicated to discovering Warzone artefacts, and sharing them freely for the benefit of the community."
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- Rman Virgil
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Re: XANAX's mechs for 3.X+ [split]
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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.
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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.
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Last edited by Rman Virgil on 21 May 2013, 03:04, edited 1 time in total.
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Impact = C x (R + E + A + T + E)
Contrast
Reach
Exposure
Articulation
Trust
Echo
.
Impact = C x (R + E + A + T + E)
Contrast
Reach
Exposure
Articulation
Trust
Echo
.
Re: XANAX's mechs for 3.X+ [split]
I have not looked at that ani file but it should not be too hard to tune up.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'll get back to that later if I can.
- Goth Zagog-Thou
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Re: XANAX's mechs for 3.X+ [split]
Oh my giddy aunt.
NICE JOB! WOOHOO!
NICE JOB! WOOHOO!
Re: XANAX's mechs for 3.X+ [split]
Changed the animation speed feedback needed.
- Attachments
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- mech_v1.wz
- (483.09 KiB) Downloaded 490 times
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- New user
- Posts: 2
- Joined: 20 May 2013, 01:49
Re: XANAX's mechs for 3.X+ [split]
well what a lovely surprise