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    posted a message on BattleTech Mod
    Quote from Lewshizz

    Ok ok its repaired... One of the boxes got deleted thats why it looked wonky

    Ok ok I will not test you... and funny you should say that I used your second picture as a ref the whole time. But yeah I see what you mean. What I intended was the new style with a hint for freestyle. I apologize for the "double post" and plan on using Edit from now on... even though thats what I used.

    Edit: THAT... was an D post on my part. I apologize for that one.


    Go take a look at pepakura mechs and how they are made, I think that might help fix some of the issues
    Posted in: WIP Mods
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    posted a message on BattleTech Mod
    Quote from Lewshizz

    What do you mean I made this straight off a Vulture picture >.< did I forget something?
    Edit: I did not double post I edited twice but did not add a Edit: to the first one >.< don't worry I did not x2 post.


    You did double post GO LOOK
    Dont test me.

    and what you did wrong on the mech
    http://www.mechwarrior3.org/mechwarrior3com/overview/mechs/vulture_small.jpg It really looks like your trying to smash the old style here
    With the new style here
    http://media.desura.com/images/mods/1/9/8528/67764.jpg
    Posted in: WIP Mods
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    posted a message on BattleTech Mod
    Quote from Lewshizz

    I did not double post they were all edits
    And if I must the cockpit connector will be fixed
    Go look you double posted*Sigh* Im going to go find the mechwarrior 3 vulture for you to look at
    Posted in: WIP Mods
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    posted a message on BattleTech Mod
    Quote from Lewshizz
    for the love of

    Back 1
    Front 2
    Back 2
    Front Side


    THIS SHOWS PROGRESS...


    Please do not double post and please start using spoilers to hide the pictures ><
    Otherwise The cockpit and the hip joint connecter looks a bit wonkey otherwise not bad
    Posted in: WIP Mods
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    posted a message on BattleTech Mod
    Quote from Lewshizz

    HELLO!!! My vulture! look a page or two back to see it... Sorry for shouting... that was the old me.

    One question... Where are you getting your animated mech walk sequence?


    Use Google.
    Moderator, wherever you are, thanks for the edit :P
    Posted in: WIP Mods
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    posted a message on {32x}[1.3.2] Mechwarrior pack
    Quote from capfl97

    There is also a mod that integrates battletech into minecraft:

    http://www.minecraft...battletech-mod/

    We would appreciate help in development from any willing modder :)

    *bops you on the head* Dorkfish its us
    This is the guy I was telling you about who was helping do textures and whatnot, and this is the texturepack we've been working on
    Posted in: Resource Packs
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    posted a message on BattleTech Mod
    Quote from AlternateLives

    Wrecked 'Mech = Boom. Capish?

    As far as parts, falling off is kinda anticlimactic. I want the parts to FLY off! maybe having them explode on ground impact, reverting to items?

    Exploding and leaving a wrecked hulk to salvage for random parts/ores for the next mech sound good?(Essentially mining the hulk with a special tool)

    And oddly.. the thought of an arm flying off and crushing a player amuses me >>

    Are we going to go for MechAssault esk explosions?
    Posted in: WIP Mods
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    posted a message on BattleTech Mod
    Quote from AlternateLives



    Funny thing about reading the groin comment... I was treated to a mental image of two mechs going at it like the black and green knights from "Monty Python and the Holy Grail". I assure you, it was quite entertaining.


    You just made my day Lol

    Quote from AlternateLives


    If we're trying for realistic 'mech battles, then yes, the hitboxes should match the model, with the only exception being the feet. Why? because with a large hitbox, you won't randomly drop down sinkholes in the world (as mightily entertaining it may be to the opponent to see his enemy swallowed up by the earth.)

    Hmmm... I'll get to work on that test.

    I have a few ideas for questions if you want them,

    I assure you I will make sinkholes with the sole purpose of laughing at that mental image, Beware of random stone :P
    Posted in: WIP Mods
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    posted a message on BattleTech Mod
    Quote from capfl97

    I am disappointed in the fact that the modders I'm trying to get into the mod development only want to play/test the mod, maybe debug it when it's past development, and be critics of it rather than actually contribute, even if the development stage is the one that needs the most manpower in coding, texturing, and modeling.


    Thats what most so call "Modders" do then harp on the lack of this and that, Unless they plan on helping code model what-have-you they aren't really worth talking to... Most of the help I do is moderating this thread and help alt with ideas on how to make parts of the mod work...

    And I vote that anybody who wants to test the mod must pass a battletech test of some sort. And must also pass a test before they can really [profanity="bitch"] about this or that in the mod...
    Posted in: WIP Mods
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    posted a message on BattleTech Mod
    Alt Silly question Are you going to bind the hit-box's to the outline of the mech itself in order to damage individual parts of the mech? Tho one thing that bugged me is you cant shoot the "Groin" of a mech in order to cripple both legs in the mechwarrior games or easily punch out the cockpit with a well placed shot.. Iv done it, but its a [profanity="bitch"] because not all of the "cockpit" is actually target-able for cockpit damage

    The Warhawk and Adder for instance has real cockpit saving builds that realistically protect the cockpit, where as the Warhawk, Timberwolf/Madcat, Shadowcat Ect have very open pits but small hard to actually target hit-box's... Because I actively tried to snipe with the light Gauss and lasers in order to get the most salvage from them...
    Posted in: WIP Mods
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    posted a message on BattleTech Mod
    Quote from Lewshizz

    I understand what you mean but also when you add less it wont turn out well... I also think that it really wont be two bad because I is not perfectly round but is enough to give an impression of it.


    Alt wants to keep it blocky in order to keep the minecraft feel
    Posted in: WIP Mods
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    posted a message on BattleTech Mod
    Quote from Lewshizz

    Here are some views...
    Edit - For the love of SNIP


    You might have gone a little overboard trying to make areas round, Remember less is better for minecraft to run, I suggest taking a look at alts firefly model to see just how many blocks are needed for what
    Here is his post
    Quote from AlternateLives

    Just so that you guys know that some progress is being made:

    Firefly is modeled, it just needs a texture.


    I'm planning on making the weapon code this afternoon, along with various items and stuff.
    The crafting in the alpha is going to function a lot like flan's mod, as it's turning out.
    I figure that it will make a lot more sense to get the basic idea up and running before we get into anything fancy, such as something like the buildcraft builder.


    I personally like that you added the details you did, just keep in mind too many blocks = bogged down rendering so alt might need to edit it a bit
    Posted in: WIP Mods
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    posted a message on BattleTech Mod
    Quote from Lewshizz

    Ok ok sorry about that... and after I made it I remembered the Vulture is not a alpha release mech >.< Sorry


    Its fine, try photobucker for the pictures tho
    Posted in: WIP Mods
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    posted a message on BattleTech Mod
    Quote from Lewshizz

    My Vulture model so far... file://localhost/Users/kids/Desktop/Screen%20Shot%202012-09-29%20at%2011.51.26%20AM.png

    >.< AGAIN IT DID NOT LOAD!!!



    Does this thing HATE ME????


    Hey just edit your posts instead of multiposting, and you might need to upload the picture somewhere..
    Posted in: WIP Mods
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    posted a message on BattleTech Mod
    Alright keep us posted then ^^
    Posted in: WIP Mods
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