Announcing mechwarrior mod!
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Metal Meltdown
Banned
Joined: Thu May 14, 2009 9:22 pm Posts: 826 Location: Lookin' forward to mocking people on Jan 1st 2013.
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Re: Announcing mechwarrior mod!
Not really. That's actually the torso's general shape, it'll probably look a lot better with added arms. As far as that small red dot below the cockpit goes, you might have to talk to NaXx about it. Personally, I think that's an energy weapon slot... there's a ballistic slot right above if you zoom in a bit.
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Wed Sep 30, 2009 6:25 pm |
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NaXx
Joined: Mon Feb 02, 2009 9:18 pm Posts: 618 Location: Ancient Hispania
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Re: Announcing mechwarrior mod!
Arm's hole must contain an arm [/sarcasm] Probably I must sprite something, but nobody have requested it since this moment...
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Wed Sep 30, 2009 7:27 pm |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: Announcing mechwarrior mod!
Since MW arms do not move afaik, I'm just going to stick them on the mech body itself. Feel free to throw mech bodies and legs at me, or weapons if you want, and I'll stick them in. It's a pretty quick turnaround, just an Actor and perhaps a new turret.
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Wed Sep 30, 2009 7:54 pm |
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Frohman
Joined: Sun May 24, 2009 4:22 pm Posts: 6
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Re: Announcing mechwarrior mod!
weasel wrote: True, it is closer to a vulture, but the legs are still way off - no matter what mech you choose. It just looks wrong
That'd be because the Vulture/Mad Dog has the same pelvis and leg structure as a Mad Cat On the note of arms, the Timberwolf's would pretty much look like a short corrugated pipe from the side. If any of the spriters need diagrams of the mechs (specifically line art front and side), try HERE. Also may I suggest adding the Vulture? It looks awesome from the side, and all that needs to be sprited of it is the torso section, and I'd be happy to do the pixel lineart of that.
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Thu Oct 01, 2009 5:29 pm |
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Metal Meltdown
Banned
Joined: Thu May 14, 2009 9:22 pm Posts: 826 Location: Lookin' forward to mocking people on Jan 1st 2013.
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Re: Announcing mechwarrior mod!
You may, even though it has already been planned, mainly because that's a perfect pic for leg-making. Also, why does that page about the Mad Cat require Quicktime?
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Thu Oct 01, 2009 5:33 pm |
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Exalion
Joined: Fri Mar 02, 2007 6:59 am Posts: 1726 Location: NSW, Australia
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Re: Announcing mechwarrior mod!
As it plays music in the background.
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Fri Oct 02, 2009 8:57 am |
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Hobbesy
Joined: Mon Feb 11, 2008 11:11 pm Posts: 711 Location: East of Applachia, West of the Mississippi
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Re: Announcing mechwarrior mod!
I am offended by the inherent lack of Bushwacker in this mod.
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Sat Oct 03, 2009 1:42 am |
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NaXx
Joined: Mon Feb 02, 2009 9:18 pm Posts: 618 Location: Ancient Hispania
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Re: Announcing mechwarrior mod!
Lambda wrote: I am offended by the inherent lack of Bushwacker in this mod. After see this Bushwacker I second Lambda's request... Also, a preview of FAFNIR incomming mech, productive criticism wanted :
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Fri Oct 30, 2009 7:41 pm |
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Metal Meltdown
Banned
Joined: Thu May 14, 2009 9:22 pm Posts: 826 Location: Lookin' forward to mocking people on Jan 1st 2013.
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Re: Announcing mechwarrior mod!
That's an Asp, NaXx, not a 'Whacker. I'm working on the Bushwhacker right now.
Last edited by Metal Meltdown on Fri Oct 30, 2009 11:39 pm, edited 1 time in total.
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Fri Oct 30, 2009 7:45 pm |
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NaXx
Joined: Mon Feb 02, 2009 9:18 pm Posts: 618 Location: Ancient Hispania
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Re: Announcing mechwarrior mod!
Metal Meltdown wrote: That's an Asp, NaXx, not a 'Wacker. I'm working on the Bushwhacker right now. Look down, keep looking down, little cricket
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Fri Oct 30, 2009 11:38 pm |
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