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 Announcing mechwarrior mod! 
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Joined: Mon Jul 16, 2007 9:50 am
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Post Re: Announcing mechwarrior mod!
Those are some nice, fluid walkpaths. Good job.

I think I can have faith that your stuff will move better than MPAMs


Mon Sep 21, 2009 5:45 pm
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I think they need more tweaking, actually, there's still a significant jerk between last entry and first entry. Thanks though :grin:


Mon Sep 21, 2009 5:53 pm
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Post Re: Announcing mechwarrior mod!
NaXx wrote:
[img]slightly%20too%20shiny%20piece%20of%20win[/img]

Well, thanks. Now I feel useless too. Eh, at least the mod will have awesome sprites. Keep going, man, keep going!


Mon Sep 21, 2009 6:02 pm
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cmon men, my sprites aren't like coke!
you still in, because our shared efforts made mods like this evolve :wink:

Don't you all want a walker mech like this, rampaging the battlefield under you flag?


Tue Sep 22, 2009 5:13 am
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So... should I make a base for that, and then you'll tweak it like the Mad Cat?


Tue Sep 22, 2009 6:45 am
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Post Re: Announcing mechwarrior mod!
Metal Meltdown wrote:
So... should I make a base for that, and then you'll tweak it like the Mad Cat?

ok, but consider the properlly size, it will be taller like a rocket MK1 (at least)...


Tue Sep 22, 2009 11:07 am
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Post Re: Announcing mechwarrior mod!
We're actually making all of them the same height, with the exception of the big beasts a la Fafnir.


Tue Sep 22, 2009 4:39 pm
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Are you serious? this size its ridicolous for a mech, it like
make a micromachines tank :-( I think I must say "join me off" then :oops:


Tue Sep 22, 2009 7:10 pm
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There arises problems with the engine at larger sizes. It's possible, just not easy and not as clean (just think of the terrain problems).


Tue Sep 22, 2009 7:23 pm
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I know them duh, but I prefer to get a kick in the nuts what sprite
a pet "mech" faction, the mechs and tanks are famous because they count with superiority size :-(


Tue Sep 22, 2009 7:29 pm
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Post Re: Announcing mechwarrior mod!
I might just try making that Gundam that whoever made a while ago that was a good 500px tall, just to see if it's feasible or not. I know the weight required to make them realistic is not... Perhaps if I TC'd the materials file to make everything 100x more durable and rebalanced the diggers to match.


Tue Sep 22, 2009 7:31 pm
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Duh, correct me if I'm wrong, but wouldn't that require a clean install of CC along with a retarded amount of work? Though a mat file with superstrong earth would have a permanent place in my game.


Tue Sep 22, 2009 7:34 pm
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what do you mean with posible, duh?
the limits are with zalo and his Broadnigan Clone, like 300-500 px I think...
and I'm talking about just 100px! cmon people! open your eyes!

It will require painfull amounts of work, but it will place you on the cortex giants Hall


Tue Sep 22, 2009 7:38 pm
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Post Re: Announcing mechwarrior mod!
NaXx wrote:
It will require painfull amounts of work

I'm allergic to work. And the Brobdingnagian clone is and was too terrain damaging to use in normal situations. We'll see how successful my Gundam experiment goes. Btw, thanks lupin, your sprites are amazing! I wish I could ask you for permission, but you didn't leave any contact details in your profile...


Tue Sep 22, 2009 7:52 pm
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Post Re: Announcing mechwarrior mod!
Uh, NaXx, the average mechs were planned on being around 150 px tall, with the monsters reaching 200, but not a single pixel above that.


Tue Sep 22, 2009 7:54 pm
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