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Post by herby on Oct 26, 2016 15:23:27 GMT
Does anyone know of a fix for this problem? Jump jets cause the mech to fall over. It's almost impossible to do the campaign without them. I 'did' find a workaround for the second mission. Don't fire the jump jets until 'after' you step off the edge of the abyss. Once you're away from the edge the jump jets will fire correctly. Firing them while the ground is under you will cause the mech to nose dive.
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Post by AncientxFreako on Oct 26, 2016 19:23:57 GMT
That's weird, I've never had that happen so I don't know what to say about it.
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Post by StoneWall on Oct 26, 2016 21:41:43 GMT
Might need to run the game under dgVoodoo2 and enable VSync - maybe even change your resolution too.
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Post by herby on Nov 1, 2016 3:44:22 GMT
I am running voodoo2 with v-sync. Completely off topic but I didn't want to waste space... I was wondering if you still needed some help. I don't know how much time I can contribute but I can probably do a couple things here and there. I'm mostly a modeler/texturer. Below is my photobucket address with a bunch of pictures/projects. This is the top page. To the left are the albums. Photobucket is kind of funny so I'm hoping this gets you in the ball park. s2.photobucket.com/user/Charvell/library/
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Post by AncientxFreako on Nov 1, 2016 7:19:31 GMT
Absolutely! You do great work, very impressive. Have you tried 'Mechs before? Don't know how much time or interest you have but there are two possible projects here that will need a modeler; My 'Mech3 Mod, which would be low-poly work on the existing 'Mechs and possibly some new 'Mechs done in the same style as 'Mech3/PM, and the Mod Nynx has started to work on which is in a very beginning stage. He is testing out a game engine to use for what might become a 'Mech3 remake on a more modern engine. So if you're interested, stick around, all modding we do around here is slow stuff, takes years lol because we do it in our spare time.
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Post by herby on Nov 1, 2016 20:22:03 GMT
It's good to know it's a relaxed pace.
I've been using MAX for 3D modelling and Photoshop for texturing. I have no idea how to import/export. someone will have to help me with what goes on and how things are done.
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Post by AncientxFreako on Nov 2, 2016 9:28:58 GMT
Well, first thing you need to do (if we do something for the 'Mech3 mod) is be able to convert from .cob to your format and back again, with the textures intact.
We have a way of exporting the meshes from 'Mech3 and importing them back again, but it's in either .cob or .obj format I forget which. This is because when the tool was created we had some modelers in our forums who used Truespace 7, and the coder who made the tool preferred .cob for some reason.
I can give you the model tool if you want, but you have to operate it using the command prompt. It comes with instructions, and I already have the meshes extracted if you want to start fooling around with them.
I have 2 projects I'd like to do, one is a 'Mech replacement project where a few chosen mechs meshes get exchanged for other mechs. An example of this is replacing the Annihilator with an Atlas (the tool only works in 'mech3 btw, so we're not talking about Pirate's Moon) Champion gets exchanged for a Rifleman, and so forth. We already have a pretty badass Atlas made by a previous member of these forums named Summoner C, you might be able to find pics of it if you do a search. The issues with importing his Atlas were the textures didn't line up correctly after converting to .cob and he didn't fix it, and the guy who made the model tool didn't make a way to move nodes, so when you have a mech that doesn't match the one you're replacing, shoulder nodes, hip nodes, elbows, and so forth, not to mention firepoint nodes for weapons, you can't really use it.
The other project is something that can be worked on without having to worry about the above issues, as long as the texture issue is figured out. There are certain 'mechs in the game that have oddly placed firepoints and certain other things that could be made better by re-working the meshes. One example is the Champion. It has 2 center torso firepoints that do not follow torso turn because they are mounted on the pelvis mesh rather than the torso mesh. So, what I would've tried to do if I was a modeler would be to mount the pelvic 'guns" to the torso mesh, making the guns physically part of the torso mesh while making sure that the guns stayed in the same x,y,z location so that the firepoints would not be affected. Another thing that could be done to the Champion is move the missile racks: basically, the missile racks are part of the arm meshes but their firepoints (for the missiles) are part of the torso mesh, so when arms get blown off of the champion in the game the missiles still shoot out of the torso but without missile racks. So, my solution to this is along the lines of the CT guns, cut the missile racks from the arm mesh and make them part of the torso mesh, so that basically when the above scenario occurs in the game the arm gets blown off at the point of the cut, where essentially the arm mesh is now just half the horizontal portion plus the outer gun. Then again the plan may need adjustment because I have not taken a close look at the Champion meshes, this is all an educated guess based on what I know about the meshes in general. Other 'Mechs that could benefit from similar customizing: Firefly, Owens
Still another project would be pretty involved: Once upon a time I wanted to do an "HD" project, where the meshes would be given more detail using the details in the textures as a guide. A friend who used to come to the old forums once started working on this project with the shadowcat, and when he tested out his work in game he saw no difference. He had taken some of the details from the right arm of the shadowcat texture and mimicked those details on the arm mesh but in the game it wasn't really visible. (Personally, from what I remember of his screenshots I thought I could see them but maybe they just didn't jump out enough)
I'd like to continue exploring this idea, there are some possible answers to the problem: 1) the textures preclude the visibility of the changes, 2) his PC might not have been up to the task of seeing the details well enough in HD, 3) there are other "sub" meshes in the game that may need to be re-worked, in which case we're out of luck, but I don't think this is the issue. I'm thinking that the textures on such a mesh would need to be simplified in such a way as to allow the mimicked details to come through. Example: Most "gun" arms of 'Mechs in 'Mech3 have a small convex rectangular shape near the elbow that looks like it's supposed to be a shell ejection port (texture detail)..on the arm mesh, the project task would be to mimick this ejection port by bringing it out in the mesh with all relevant details as shown in the texture details, then basically re-work the texture so that the pixels that represent the "shadowing" details get taken out and replaced with the color details of that arm. I'd be willing to do the re-working of the textures, and yeah...this would be a long tedious project, but it would basically make the game into a work of art. Eventually maybe it would inspire someone to make a mesh extraction tool for us so we could do the same thing to the environment meshes. haha...this mod could be endless.
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