Hard Light Productions Forums

Hosted Projects - Non-FreeSpace => MechCommander OmniTech => Topic started by: PhelanJKell on February 18, 2012, 02:26:17 pm

Title: OmniTech: Work-N-Progress
Post by: PhelanJKell on February 18, 2012, 02:26:17 pm
Just letting those who follow the project, there is about to be a huge explosion of stuff being done behind the scenes. The team has gained some members with great experiences in all aspects of a MOD team. You should expect some cool stuff in the very near future, and I am sure that between now and then some screenshots, renders etc...

A little about myself, my name is Phil. I got into 3d modeling less than a year ago, via my alpha testing for the Mechwarrior: Living Legends team. With my direct connection to those talented guys I started modeling. Leaps and bounds better than when I started, my recent contribution to the Mod was showcased Wed. during the live NGNG Podcast #15: www.nogutsnogalaxy.net (http://www.nogutsnogalaxy.net)

Here is the Stormcrow/Ryoken at MW:LL: http://www.mechlivinglegends.net/2012-02/mechwarrior-living-legends-media-release-clan-ryokenstormcrow-medium-mech/ (http://www.mechlivinglegends.net/2012-02/mechwarrior-living-legends-media-release-clan-ryokenstormcrow-medium-mech/)

Also announced was the Black Lanner by Vlaad, he is an awesome artist and helped guide me along what I have done so far, located here: http://www.mechlivinglegends.net/2012-02/mechwarrior-living-legends-media-release-clan-black-lanner-medium-mech/ (http://www.mechlivinglegends.net/2012-02/mechwarrior-living-legends-media-release-clan-black-lanner-medium-mech/)

Anyway, I've followed this project for some time. Now with my knowledge and experience I felt confident I could help being a positive contribution to this mod team. We have already begun the process of getting this Mod team moving in a more efficient manner, stay tuned for future information!
Title: Re: OmniTech: Work-N-Progress
Post by: Ma.Din on February 18, 2012, 05:07:59 pm

Hi, everyone! I'm Ma Din. I've worked as a colorist in the comics industry, a storyboard, concept artist, modeler, rigger and animator in the game industry. I have been a 3D artist since 2005. Currently, I am building a high-poly character animation reel for the film industry.

I just thought I'd post you a little tease of what you should be expecting. Bear in mind that this is still in the design phase (it's mapped, just needs textures), so it's subject to change. Hope you enjoy it.

Cheers!

-M

(http://img.photobucket.com/albums/v327/arikel_tolifen/catapultteaser.jpg)
Title: Re: OmniTech: Work-N-Progress
Post by: SypheDMar on February 19, 2012, 05:52:16 pm
Nice! Looks like the Catapult from MechWarrior Online. Is that where you got your inspiration?
Title: Re: OmniTech: Work-N-Progress
Post by: Ma.Din on February 19, 2012, 11:55:03 pm
Nice! Looks like the Catapult from MechWarrior Online. Is that where you got your inspiration?

The model was based of an ortho of the MWO Catapult.  :nod:
Title: Re: OmniTech: Work-N-Progress
Post by: PhelanJKell on February 23, 2012, 04:58:21 pm
While talking to a group about the project, I shared this picture to help demonstrate the difference in vanilla(stock) assets that are mostly still in game and what will be replacing them. The Rifleman is not 100% completed, but will be very soon:

(http://desmond.imageshack.us/Himg835/scaled.php?server=835&filename=nocomparison.png&res=medium)
Title: Re: OmniTech: Work-N-Progress
Post by: cowboy on February 25, 2012, 12:49:51 am
I don't have anything more to offer than testing- I have no applicable code or modeling experience. That said, I'm enthusiastic about the efforts being undertaken to improve the game!

Any chance that future models could try to go more towards old school 3025 era tech and modeling?

Like, for example, that Rifleman looks terrific!
Title: Re: OmniTech: Work-N-Progress
Post by: Zarax on February 25, 2012, 05:12:33 am
Carver V campaign is set in early/mid 3060, however we do have other campaigns planned.
Title: Re: OmniTech: Work-N-Progress
Post by: Ma.Din on February 25, 2012, 08:54:46 am

Any chance that future models could try to go more towards old school 3025 era tech and modeling?

I had planned on doing all the mechs from the first few technical readouts, as models, since I wanted to do some campaigns before the 4th Succession War. Whether or not I actually do this now, however, is highly unlikely......
Title: Re: OmniTech: Work-N-Progress
Post by: cowboy on February 26, 2012, 07:51:53 pm
Awesome! If there's anything I can do w/regards to testing let me know
Title: Re: OmniTech: Work-N-Progress
Post by: mr Zonke on February 29, 2012, 10:48:44 am
Hi! First post here..
Wanting to say that this project is really awesome!!
For all of us with a passion for the mechcommander games, this is a dream come true! =)

Title: Re: OmniTech: Work-N-Progress
Post by: PhelanJKell on February 29, 2012, 02:51:45 pm
Just you wait, normally I would say there is a rock rolling forward... no, its a boulder, be prepared for a complete face-lift, though it will take time!
Title: Re: OmniTech: Work-N-Progress
Post by: cowboy on March 16, 2012, 10:43:49 am
Any news?
Title: Re: OmniTech: Work-N-Progress
Post by: Ma.Din on March 16, 2012, 11:40:08 am
Um, I'll talk to the guys and see if I can post some pics of the new terrain textures I've been painting.


(http://img.photobucket.com/albums/v327/arikel_tolifen/screen0000-1.jpg)



This is a shot of all the new grass overlays, well 9 of 10 and one of the new water textures. Also, you can see 3 of the new cement textures, though it's hard to see the detail in this image. These will be in the next release. Unfortunately, we don't have a release date and I'm not one for making promises I can't keep, so quoth 3D realms "when it's done."

I will tell you this much, however. Currently, I have around 50 or 60 new overlays and about 10 new water tiles. The new overlays, so far, consist of sand, mud, grass, plains, tundra and snow. The water tiles will also have frozen oceans.
Title: Re: OmniTech: Work-N-Progress
Post by: cowboy on March 16, 2012, 05:53:21 pm
Great work, nice transparency settings on the water.

Hopefully that's the only thing you're doing like 3D Realms, because DN:F sucked donkey parts.
Title: Re: OmniTech: Work-N-Progress
Post by: Ma.Din on March 16, 2012, 06:24:01 pm
Great work, nice transparency settings on the water.

Transparency is controlled by the engine, not by textures.

Quote
Hopefully that's the only thing you're doing like 3D Realms, because DN:F sucked donkey parts.

The only reason Duke Nukem Forever "sucked" is 'cos George Broussard is a control freak douchebag, who couldn't just release the game, a decade ago, when it was supposed to be released, instead of adding sh!t that wasn't needed, such as snow effects, when the frakking game took place in Nevada....... Duke Nukem is an *EXCELLENT* game, just a decade late. A lot of the humor now, is completely lost. Hopefully Gear Box won't drop the ball on the next one, considering the founders of Gear Box were once 3D Realms developers.
Title: Re: OmniTech: Work-N-Progress
Post by: Wilmet on March 19, 2012, 04:07:01 am
Looking good, it's great that you are also working on the environment, it really needs an update  :D
Title: Re: OmniTech: Work-N-Progress
Post by: Ma.Din on March 19, 2012, 09:44:45 am
It's actually the first thing that needs to be done. The original work on the environment was awful. Actually, after looking at the art in the source, *ALL* of the original art was pretty awful. :lol:
Title: Re: OmniTech: Work-N-Progress
Post by: Ma.Din on March 20, 2012, 11:53:43 pm
While working with the new, internal release, I showed this to the guys and they said I should give you a sneak peek, so here you go:

(http://img.photobucket.com/albums/v327/arikel_tolifen/screen0001.jpg)



Now, this is just a build test, but it will give you an idea of what you should be expecting "when it's done".  :D
Title: Re: OmniTech: Work-N-Progress
Post by: Karl on March 21, 2012, 06:02:02 am
Since we are in a sharing mood maybe you all would like to have a look at this too

(http://i1209.photobucket.com/albums/cc384/KarlPav/WIPMCOTimberwolfCylindricalCockpit-2.jpg)
(http://i1209.photobucket.com/albums/cc384/KarlPav/WIPMCOTimberwolfCylindricalCockpit-3.jpg)
Title: Re: OmniTech: Work-N-Progress
Post by: X3N0-Life-Form on March 21, 2012, 10:51:02 am
@Ma.Din: Some nice progress you have here, thanks for sharing :).

@Karl: It was wondering when it would show up :P
I don't know if that's the case tabletop side, but I always felt the Mad Cat/Timber Wolf was one of the most iconic mech featured in the MechWarrior games. There is just something people like with that mech.
Title: Re: OmniTech: Work-N-Progress
Post by: Karl on March 21, 2012, 12:22:36 pm
There is just something people like with that mech.

I am one who really digs the timberwolf... I think its appealing because it looks different to what the standard robot looks like, its not humanoid and I also think that part of its appeal is that it kicks so major ass. From my bias point of view it has to be the most damaging heavy mech in BT right? whats not to love? assault class weapons layout at heavy class prices!
Title: Re: OmniTech: Work-N-Progress
Post by: Starman01 on March 21, 2012, 12:57:02 pm
It's definitly true, the timber wolf is a "symbol" for the battletech universe, probably the most iconic one
Title: Re: OmniTech: Work-N-Progress
Post by: Wilmet on March 21, 2012, 06:10:01 pm
It gets better and better  :eek:

If I can be allowed to make one suggestion for another area of improvement, it would be to do with the customised colours you can use on your mechs and vehicles in the option menu. Currently there is a choice of 32 or so colours you can use, some of which are frankly nauseating (fluorescent pink?). Could it be possible to add some new choices in there? One mod that I know of for the DoW series of games added a ton of new colours simply by adding some in that were based on real life paints that tabletop modelers use. Obviously this isn't a mega priority, but it would be a nice touch ;)
Title: Re: OmniTech: Work-N-Progress
Post by: Ma.Din on March 21, 2012, 07:30:43 pm
It gets better and better  :eek:

If I can be allowed to make one suggestion for another area of improvement, it would be to do with the customised colours you can use on your mechs and vehicles in the option menu. Currently there is a choice of 32 or so colours you can use, some of which are frankly nauseating (fluorescent pink?). Could it be possible to add some new choices in there? One mod that I know of for the DoW series of games added a ton of new colours simply by adding some in that were based on real life paints that tabletop modelers use. Obviously this isn't a mega priority, but it would be a nice touch ;)


That was all hard-coded, in the mod, after the fact and DoW has a *MUCH* more robust engine than MCO does. Trust me, I know. I used to be part of the Closer to Codex team. ;)

I wonder if they ever used the Techmarine I made.......
Title: Re: OmniTech: Work-N-Progress
Post by: Starman01 on March 23, 2012, 11:19:10 am
Quote
Could it be possible to add some new choices in there?

As long we stuck with that texture system (and I will certainly dance if we find a better solution  :p) you can mix the colours yourself with RGB values, just hit the button "user defined" or whatever it's called :)
Title: Re: OmniTech: Work-N-Progress
Post by: Wilmet on March 24, 2012, 05:33:04 am
As long we stuck with that texture system (and I will certainly dance if we find a better solution  :p) you can mix the colours yourself with RGB values, just hit the button "user defined" or whatever it's called :)

At the risk of sounding stupid, I don't think I've ever seen such a button in the options menu :eek2:
Title: Re: OmniTech: Work-N-Progress
Post by: Starman01 on March 24, 2012, 09:16:47 am
Oh sorry, my mistake. This one exists only in the editor for the colour of the mechs you can place there. Sorry for confusion :) In that case, I even more agree with you, this one requires a really quick change  ;)
Title: Re: OmniTech: Work-N-Progress
Post by: Karl on March 27, 2012, 06:24:55 am
(http://i1209.photobucket.com/albums/cc384/KarlPav/MadDogWIP.jpg)
Title: Re: OmniTech: Work-N-Progress
Post by: Starman01 on March 27, 2012, 12:50:25 pm
Phhhfff, when everyone shows something, I want too   :p

BTW, nice Mad Dog Karl, looking forward to my second most loved mech to get a form :)

Recently finished Comstar Supportbuilding:
(http://omnitech.hard-light.net/team/starman/pics/comstar-support2.jpg)
Not fully done, will still receive some dirt updates.
Title: Re: OmniTech: Work-N-Progress
Post by: cowboy on March 28, 2012, 01:13:55 pm
I recommended MCO to the battletech forum on Something Awful, one of the largest general forums on the internet.
Title: Re: OmniTech: Work-N-Progress
Post by: Starman01 on March 28, 2012, 02:57:03 pm
Thank you, though the name of that site is not really "encouraging" to continue our work :p
Title: Re: OmniTech: Work-N-Progress
Post by: Ma.Din on March 28, 2012, 05:02:26 pm
Pssh. I love something awful.....
Title: Re: OmniTech: Work-N-Progress
Post by: Karl on March 28, 2012, 06:02:38 pm
(http://i1209.photobucket.com/albums/cc384/KarlPav/MadDogWIP-1.jpg)

Torso pretty close to being done
Title: Re: OmniTech: Work-N-Progress
Post by: Starman01 on March 29, 2012, 03:06:34 pm
Quote
Pssh. I love something awful.....

Even though I know it's a big community, and I think they usage have overrunned their old name (it's just not "something awful" anymore), I find the news headline not so good.

"And on our other news, Mechcommander Omnitech was mentioned on "Something awful"

So, everyone not familiar with that site will get a strange first impression  :lol:
Title: Re: OmniTech: Work-N-Progress
Post by: Karl on March 29, 2012, 03:31:23 pm
(http://i1209.photobucket.com/albums/cc384/KarlPav/MadDogWIP-2.jpg)
Title: Re: OmniTech: Work-N-Progress
Post by: Wilmet on April 02, 2012, 05:52:57 am
That's coming along nicely, Karl  :nod:

Perhaps you should post a comparison picture with the old and new models side by side.
Title: Re: OmniTech: Work-N-Progress
Post by: Ole on April 02, 2012, 04:54:38 pm
Just started playing this mod, but it's really nice! Especially since I hadn't suspected that I'd ever find a mod to improve upon MC2 ... and now I've got one which makes it harder, more interesting, better looking (having a widecsreen resolution alone is worth gold!) and adds a ton of options and new campaigns :)

Great work, THANK YOU!
Title: Re: OmniTech: Work-N-Progress
Post by: Karl on April 02, 2012, 06:05:51 pm
That's coming along nicely, Karl  :nod:

Perhaps you should post a comparison picture with the old and new models side by side.

Sure I will knock something out tonight
Title: Re: OmniTech: Work-N-Progress
Post by: Karl on April 05, 2012, 05:34:25 am
As requested (thought was not that night :P)
(http://i1209.photobucket.com/albums/cc384/KarlPav/TimberwolfProgression.jpg)

(http://i1209.photobucket.com/albums/cc384/KarlPav/MaddogProgression.jpg)
Title: Re: OmniTech: Work-N-Progress
Post by: Raven IIC on April 06, 2012, 03:20:11 pm
Then new models look 10 times better than the old ones in those pictures  :nod:
Title: Re: OmniTech: Work-N-Progress
Post by: Wilmet on April 07, 2012, 04:54:37 am
The difference is like night and day, great stuff!

Thanks for posting it  :D (btw, perhaps this could be a nice thing to add to the moddb page for example).
Title: Re: OmniTech: Work-N-Progress
Post by: Karl on April 07, 2012, 10:19:18 pm
The difference is like night and day, great stuff!

Thanks for posting it  :D (btw, perhaps this could be a nice thing to add to the moddb page for example).

Good call, will ask Magic to make a post or two :)
Title: Re: OmniTech: Work-N-Progress
Post by: Wilmet on April 13, 2012, 04:54:10 am
Btw, is the plan to re-do all/most of the mechs and vehicles already in game? I for one would love to see a higher res Atlas at some time in the future  :nod:
Title: Re: OmniTech: Work-N-Progress
Post by: Starman01 on April 13, 2012, 12:45:11 pm
Yep, it's planned, and not only for cosmetic issues :) But of course, it's a giant task. Every modeller is welcome to help :)
Title: Re: OmniTech: Work-N-Progress
Post by: Karl on April 15, 2012, 05:37:21 pm
(http://i1209.photobucket.com/albums/cc384/KarlPav/LupusWIP.jpg)
Intend on redoing the arms, they are a little small at the moment

(http://i1209.photobucket.com/albums/cc384/KarlPav/PhantomWIP-4.jpg)
Title: Re: OmniTech: Work-N-Progress
Post by: Karl on May 23, 2012, 04:02:17 pm
(http://i1209.photobucket.com/albums/cc384/KarlPav/Smallofficebuilding-4.jpg)
(http://i1209.photobucket.com/albums/cc384/KarlPav/FieldOffice-3.jpg)
(http://i1209.photobucket.com/albums/cc384/KarlPav/HeavyFactory-3.jpg)
(http://i1209.photobucket.com/albums/cc384/KarlPav/Office1A-2.jpg)
(http://i1209.photobucket.com/albums/cc384/KarlPav/Factory-3.jpg)
(http://i1209.photobucket.com/albums/cc384/KarlPav/ModernOfficeBuilding-1.jpg)
(http://i1209.photobucket.com/albums/cc384/KarlPav/ModernFarmHouse-1.jpg)
(http://i1209.photobucket.com/albums/cc384/KarlPav/MechwarriorBarracks-1.jpg)
(http://i1209.photobucket.com/albums/cc384/KarlPav/IndustrialPlant-1.jpg)
(http://i1209.photobucket.com/albums/cc384/KarlPav/Hanger-3.jpg)
(http://i1209.photobucket.com/albums/cc384/KarlPav/ElementalBarracks-1.jpg)
(http://i1209.photobucket.com/albums/cc384/KarlPav/ComponentContainer.jpg)
(http://i1209.photobucket.com/albums/cc384/KarlPav/GuardHouse-3.jpg)
(http://i1209.photobucket.com/albums/cc384/KarlPav/ProcessingPlant-2.jpg)
(http://i1209.photobucket.com/albums/cc384/KarlPav/Office2A-2.jpg)
(http://i1209.photobucket.com/albums/cc384/KarlPav/screen0002-3.jpg)

Currently one of our projects is an update to the textures of MCO. In vanilla MC2 the texture resolution was 128*128, we have increased this a couple of times now and have settled at 512*512 so there is a fair bit of update work to be done. Thankfully the work is paying off and we are getting some fantastic looking buildings with some real detail.

If there is anyone out there interested in working with textures as always please feel free to contact the team if you would like to help with this process :)
Title: Re: OmniTech: Work-N-Progress
Post by: Karl on July 01, 2012, 06:29:44 am

(http://i1209.photobucket.com/albums/cc384/KarlPav/screen0001-3.jpg)
(http://i1209.photobucket.com/albums/cc384/KarlPav/screen0000-11.jpg)

New buildings ingame
Title: Re: OmniTech: Work-N-Progress
Post by: cowboy on July 01, 2012, 08:28:16 pm
Wow.
Title: Re: OmniTech: Work-N-Progress
Post by: Vashts1985 on July 04, 2012, 04:53:25 am
my stuff so far

(http://i241.photobucket.com/albums/ff58/vashts1985/warhawk2.png)

(http://i241.photobucket.com/albums/ff58/vashts1985/direwolf2.png)

(http://i241.photobucket.com/albums/ff58/vashts1985/iceferret1.png)

(http://i241.photobucket.com/albums/ff58/vashts1985/iceferret2.png)

(http://i241.photobucket.com/albums/ff58/vashts1985/iceferret3.png)

more stuff on the way
Title: Re: OmniTech: Work-N-Progress
Post by: Karl on July 04, 2012, 06:01:33 am
Fantastic those are sweet models there    Vashts... would you consider doing a remodel of the atlas? As you are already being more than generous dont feel like you have to, there will be no beef just a request

chur!
Title: Re: OmniTech: Work-N-Progress
Post by: Vashts1985 on July 04, 2012, 06:38:51 am
possibly, i have quite a few things i was planning. im not so good with pure humanoid mechs though.

so far my planned list includes:

Viper
Nova
Adder
Marauder IIC
Stone Rhino

on the inner sphere side

Cicada
Archer
Marauder
Zeus
Title: Re: OmniTech: Work-N-Progress
Post by: Raven IIC on July 04, 2012, 10:46:14 am
Your models are very great!  :yes:

Title: Re: OmniTech: Work-N-Progress
Post by: Wilmet on July 08, 2012, 09:24:53 am
Some great new eye candy since last I came...looking forward to the next release :nod:

Also, I could probably kiss the one who decides to make a new higher-res Stormcrow (so be warned  ;7).
Title: Re: OmniTech: Work-N-Progress
Post by: magic on July 09, 2012, 02:53:37 am
Nice models Vashts.

How many polys?

Should be under 1500 polys per mech.
Title: Re: OmniTech: Work-N-Progress
Post by: cowboy on July 09, 2012, 11:23:55 am
My guess is that the head area and calf-area of the Dire Wolf have about 1500 alone :D
Title: Re: OmniTech: Work-N-Progress
Post by: cowboy on July 09, 2012, 11:29:43 am
There is just something people like with that mech.

In MC2? I like two ERPPC's and mobility. In TT? Well, it's nice but not as nice as it's always been in MC/MC2
Title: Re: OmniTech: Work-N-Progress
Post by: Karl on August 07, 2012, 05:33:40 am
(http://i1209.photobucket.com/albums/cc384/KarlPav/screen0003-2.jpg)
(http://i1209.photobucket.com/albums/cc384/KarlPav/screen0004-2.jpg)
Title: Re: OmniTech: Work-N-Progress
Post by: Wilmet on August 08, 2012, 01:50:23 pm
Beauty  :nod:  The next release will be a thing to behold  ;)

(Shame about that compass-thing in the in-game shot that takes away some of the awesomness of the mech though...but not by much)
Title: Re: OmniTech: Work-N-Progress
Post by: Karl on August 08, 2012, 02:00:46 pm
There is a way to get rid of the compass but I am damned if I can figure it out :P
Title: Re: OmniTech: Work-N-Progress
Post by: cowboy on August 08, 2012, 02:34:25 pm
it's the forward slash key for me, and I only know because I spent a while trying to figure out how to bring it back. I really like it.
Title: Re: OmniTech: Work-N-Progress
Post by: Starman01 on August 08, 2012, 02:50:30 pm
Quote
There is a way to get rid of the compass but I am damned if I can figure it out :P

Dude, it's the circumflex key (i think it's called that). The one left of the "1", below the escape key (if you have a common keyboard of this planet :) )
Title: Re: OmniTech: Work-N-Progress
Post by: Karl on August 08, 2012, 04:41:43 pm
haha sweet, I thought it was the ~ key but when that didnt work I lost motivation
Title: Re: OmniTech: Work-N-Progress
Post by: cowboy on August 10, 2012, 01:21:25 am
haha sweet, I thought it was the ~ key but when that didnt work I lost motivation

Same key on my keyboard. Maybe need to do shift+` (shift+`=~)
Title: Re: OmniTech: Work-N-Progress
Post by: Karl on August 23, 2012, 04:17:21 pm
(http://i1209.photobucket.com/albums/cc384/KarlPav/screen0004-3.jpg)
(http://i1209.photobucket.com/albums/cc384/KarlPav/screen0003-3.jpg)
Title: Re: OmniTech: Work-N-Progress
Post by: PhelanJKell on August 24, 2012, 12:36:34 am
Keep up the great work Karl! I want to see this detail and love/care on all the other models!

/takes out whip!

Now get back to work! haha  ;) ;)
Title: Re: OmniTech: Work-N-Progress
Post by: Karl on August 27, 2012, 02:22:36 pm
(http://i1209.photobucket.com/albums/cc384/KarlPav/screen0011-1.jpg)
(http://i1209.photobucket.com/albums/cc384/KarlPav/screen0010.jpg)
Title: Re: OmniTech: Work-N-Progress
Post by: Wilmet on December 18, 2012, 09:14:06 am
The new mechs look ace, but at the moment they clash a lot in terms of appearance with the MS made mechs and some of the less-new models added to the game. Not to sound like I'm complaining or anything, but it makes the visuals of the game a bit uneven for now.
Title: Re: OmniTech: Work-N-Progress
Post by: Starman01 on December 18, 2012, 12:17:48 pm
Indeed. This is intentional. It will make people so much eager to see everything in the new shiny look so that they decide to join our team and help us... Everything works as planned . When will I receive your application ?  ;7

Seriously, of course you are right, the current look is a bit uneven. But there is so much work to be done, and sometimes we (mostly I ) get a bit lazy  :)
Title: Re: OmniTech: Work-N-Progress
Post by: Wilmet on December 18, 2012, 01:39:34 pm
I would offer, but I have zero knowledge in making models or textures, so I will stick to making random/obvious comments...for now ;7
Title: Re: OmniTech: Work-N-Progress
Post by: Starman01 on December 18, 2012, 05:16:03 pm
Well, better than nothing, I guess  :p

And for .....later...... you might want to take a look at "Blender". Seems to be a good and intuitive piece of software, I want to give it a go myself
Title: Re: OmniTech: Work-N-Progress
Post by: Karl on December 23, 2012, 02:29:04 am
Wilmet,

Yeah the new textures stick out like dogs balls its true, I am planning on redoing all the textures for all the mechs in MCO (or at least as many as I can get the model files for).

Currently I am going through my own models and then I will be moving onto models made by ThorC and then I will then finish my remodel of the vanilla MC2 mechs finally I have had some requests for new mechs and I will be completing them also
Title: Re: OmniTech: Work-N-Progress
Post by: Tris-DSF on December 29, 2012, 01:23:16 am
Now, if only it just stopped crashing:/
 
The models look pretty good.  Weapons fire locations are a bit off, but other than that.
Title: Re: OmniTech: Work-N-Progress
Post by: Mcray on December 30, 2012, 01:50:21 pm
Karl,

The Timberwolf/Mad Cat looks great. Textures are awesome, but some things poke my eye. The torso (Cockpit) front seems too short too narrow and too tall compared to the Mechcommander one I like so much. Also the shoulder weapon pods seem a tiny bit small, not the correct shape 4 by 5 ratio, and not housing LRM 20's (just a texture stuff). Also the cockpit canopy is different. I prefer the Mechcommander one over your huge B-29 style nose section.

Source image im looking at is here: http://lparchive.org/Mech-Commander/Update%2062/

The Mad Dog looks great. Dont change the shape!!! :)

Question. Is there any way to have the original MC 2 graphics for a mech if I like the Microsoft look more? I have mixed feelings about the old, new mech models. Some I love, some I hate. MC 2 Ryuken looks terrible while in Mechwarrior 4 its fantastic. Would love to see it redone for MC2 in Mechwarrior 4 style.

Thx for your work on the new (old)  look.
Title: Re: OmniTech: Work-N-Progress
Post by: Karl on January 13, 2013, 12:40:33 am
Cheers Mcray,

I too love the MC1 timberwolf and I do have a model with a round MC1 style cockpit...

You are correct about the number of missile holes in the shoulders, I recycle textures quite a but and this is a classic example of me doing so without carefully checking the result and for this I must apologize.

Now why did I go with the bent nose timberwolf? well as you correctly pointed out the classical timberwolf depictions have gun pods on the torso, the MC1 image included but unfortunaletly we have a polycount limit that we need to work to in MCO and due to this I was unable to fit these pods under the limit, as such since I want not running with gun pods I would also do a "refresh" of the cockpit design and shape. I understand and expected people would not like it, acutually I expected that no one would like it due to the ionic status of the timberwolf to all things battletech but It was something I considered carefully and hey I liked it :)

Regarding the textures, due to the crap way I UV my models it is not often that you can swap out one texture for another so I guess the sort answer is no you cant have the old MC2 style textures. There are other reason too the most important one is that we have increased the texture size used from 128 to 512 and at that increased resolution the old MC2 textures just dont cut the mustard at all, again I apologize. BUT! (I guess this will depend on the exact number of models you like and dont like) We are doing a revamp of all the mechs in MCO, they will get new models (mostly more detailed, but we have a very talented concept artist on the team now so there will be some completely new models and styles) and new style textures bringing a more uniform look to the admittedly mish mash look we currently have.

Thanks again for the support, I will consider bringing back the round timberwolf for you, will depend on the time I have to complete the model.
Title: Re: OmniTech: Work-N-Progress
Post by: Mcray on January 14, 2013, 06:14:16 am
Hi Karl,

Everything you guys do is just and added bonus to an already great BT universe by just keeping it alive and kicking. Dont get me wrong, Im happy with your current Timberwolf as it is. I dont know about modeling or texturing so I was just asking. Thank you for explaining the details :)

...But that MC 2 Ryoken mech gives me bad goose bumps haha.

This model on the other hand with its small feet and broad shoulder is so beautiful:
(http://www.mechcorps.com/00art/mechs/ryoken.jpg)
Title: Re: OmniTech: Work-N-Progress
Post by: Karl on January 14, 2013, 09:24:21 pm
Sweet as Mcray,

Let me have a look, I am not sure if the ryoken we have for MCO is the vanilla MC2 version of another version, if it is the vanilla version I think ThorC has a new model for it (again from memory)

Currently I am working on finishing my lupus update, I am working through my models in alphabetical order and then I will move onto models made by other that are not yet UV'ed and finally I will return to my update of vanilla and older MCO mechs so it may take some time but it will get done at some stage
Title: Re: OmniTech: Work-N-Progress
Post by: Cain001 on March 26, 2013, 08:47:44 am
Any news?
Forgive and when there will be a new model Commando and Commando2c????
Title: Re: OmniTech: Work-N-Progress
Post by: magic on March 27, 2013, 07:55:26 am
Mech Commander Omnitech is coming to its end.

I will soon release new and the last version of MCO, with all bugs from public forum fixed and some new features.

There is no MCO team any more (never was except for me and Karl).

It was my project long before we came here and I will continue to work on it in private when I have time.

I am proud that all versions of MCO have near 30 000 downloads.

I want to thank all of you who played and posted here and will continue to support MCO release.

Title: Re: OmniTech: Work-N-Progress
Post by: Cain001 on March 27, 2013, 02:18:42 pm
This very sad news for players from Ukraine :(
Title: Re: OmniTech: Work-N-Progress
Post by: SypheDMar on March 27, 2013, 11:17:42 pm
Well, that's a shame. :( You guys did some pretty awesome work. It'd be sad to see you go.