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 WIP: Komissar Military Technologies 
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Joined: Sun Aug 02, 2009 4:35 am
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Post WIP: Komissar Military Technologies
Working on a Russian Mecha style faction, I need to overhaul the standard combat mech and tweak the stats for the Komandant Mech to reflect it more, but right now I'm worried about fixing the animations etc.

Update: Resprited that godawful mech into something tolerable.

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Last edited by Sova on Thu Aug 06, 2009 2:51 am, edited 2 times in total.

Wed Aug 05, 2009 5:28 am
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Joined: Fri May 08, 2009 1:39 am
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Location: Playing a children's card game
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Post Re: WIP: Komissar Military Technologies
Yo dude you need to put up a picture, its one of the rule of this forum, so people will get angry


will edit after testing

EDIT: theyre okay, but what the hell is with the soldiers headgear?? It looks like a zulu shaman or something, not a russian dude, the commandant looks good though, a bit less red, and edit the toughness of it, they die too quick for mechs


Wed Aug 05, 2009 5:30 am
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Post Re: WIP: Komissar Military Technologies
Yeah, I know about the toughness thing, I'll work on that tomorrow. The headgear on that thing is retarted, it was a first attempt at spriting for me though, so I'll fix it later.


Wed Aug 05, 2009 6:24 am
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Post Re: WIP: Komissar Military Technologies
Honestly the shading could be much worse. It's not bad for a first go from a new poster.

I'm just...confused at what I'm looking at exactly. I can make out certain limbs but not that it's a cohesive model. Add more dark color at the joints to give some contrast to the armor so we can make out a figure easier.


Wed Aug 05, 2009 7:59 am
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Post Re: WIP: Komissar Military Technologies
Thanks for the feedback guys, I re-sprited the soldier mech guy and now he looks and moves a lot better. I'll tackle the Kommandant coloring tomorrow though. I'm also trying to figure out how to make it look like he's hovering just above the ground but there aren't many examples that I can find to tinker with.

I was wondering how exactly to change the toughness to reflect a mech more. From what I can tell you can create a more dense material and make them out of that, or you can up the joint strength, gibimpulse, and gibwound. I've been trying with the gibwound thing but it doesnt seem to make them tougher really, so should I be making a custom material?


Thu Aug 06, 2009 3:08 am
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Post Re: WIP: Komissar Military Technologies
By toughness, do you mean Impact (GibImpulseLimit and JointStrength), Bullet (GibWoundLimit), or it's ability to reflect bullets (different material)? For bullet reflectivity, the only material that I know can deflect most bullets is Megametal...


Thu Aug 06, 2009 3:40 am
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Post Re: WIP: Komissar Military Technologies
I actually just mean withstand more damage in general. I'm not sure how to make them die less.


Thu Aug 06, 2009 3:52 am
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Post Re: WIP: Komissar Military Technologies
Sova wrote:
I actually just mean withstand more damage in general. I'm not sure how to make them die less.


Custom entry/exit/burst wounds with lower burst damage, emission damage, and emission limit (If necessary).
Also, higher GibWoundLimits, GibImpulseLimits, joint strengths and joint stiffness (Again, if necessary).
Oh, and you can always try a stronger material.


Thu Aug 06, 2009 4:06 am
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Post Re: WIP: Komissar Military Technologies
Wait did you say an all RUSSIAN MECHA ARMY sounds super funtastic.

EDIT: I was wrong :oops:
I'm still gonna keep using the actor though.


Thu Aug 06, 2009 7:14 am
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Post Re: WIP: Komissar Military Technologies
It's kinda butt right now, but that's why its still in progress. I just started learning this a couple days ago, so give me a bit of time to get up to speed here.


Thu Aug 06, 2009 1:02 pm
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