Author Topic: MWLL Weekly Update XII - June IV/09  (Read 4117 times)

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Offline Diablo48

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Re: MWLL Weekly Update XII - June IV/09
« Reply #60 on: July 03, 2009, 05:54:41 AM »
[...]
dont think that Lasers work underwater, but certainly Missles and AC's, Machine guns.

IIRC, it's actually the other way around in the fluff, energy weapons work, ballistics/missiles don't.
Makes even a little bit of sense, high-powered lasers would just cook the water in their way (probably losing alot of range due to steam/refraction) while projectiles are massively slowed by it.

I know there is a serious range reduction for energy weapons, but I don't remember what it is right now.

Also, there are torpedoes for the LRM and SRM launchers as special ammo that functions underwater, but they do require separate bins. This could be an interesting option at some point to add the option to buy them and have the game select the appropriate type based on weather or not you are in water.

Offline TuRbOlAg

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Re: MWLL Weekly Update XII - June IV/09
« Reply #61 on: July 03, 2009, 06:14:31 AM »
Great shots. That Mauler looks amazing. I say that despite the fact that I am a Clanner. I just hope that the Clan heavy and assault mechs look as good. The water shots are cool. It will be interesting to see how deep water lends itself to tactics.

The Kodiak and Fafnir are going to cause riots when textured.  Their models look the most detailed out of all of them even without textures on it!
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Offline Cujo

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Re: MWLL Weekly Update XII - June IV/09
« Reply #62 on: July 03, 2009, 06:33:06 AM »
Great shots. That Mauler looks amazing. I say that despite the fact that I am a Clanner. I just hope that the Clan heavy and assault mechs look as good. The water shots are cool. It will be interesting to see how deep water lends itself to tactics.

The Kodiak and Fafnir are going to cause riots when textured.  Their models look the most detailed out of all of them even without textures on it!
that's probably because those are Highpoly models, which is what you use as a base to make the textures :P (depending on what method you use to make them, I think, just a 3D artist so I dunno for sure)

Offline Ghiest

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Re: MWLL Weekly Update XII - June IV/09
« Reply #63 on: July 03, 2009, 12:01:08 PM »
that's probably because those are Highpoly models, which is what you use as a base to make the textures :P (depending on what method you use to make them, I think, just a 3D artist so I dunno for sure)

Usually high poly are used to bake normals (and AO maps) onto lower poly models, giving the illusions of much higher poly count therefore making the model look more detailed.   You simply just would not UV something that complex (or it would take days :P).  Depending on the 3d artist and who he's working with in tandem for the textures (unless he does it himself :P) a low poly will be done first then UV unwrapped, then the low poly is built upon adding details then it's baked on to the low poly to give Ambient occlusion and normal maps

Just as an example THIS is a single plane comprised of two Polygons baked out from an object that comprised of tens of thousands of polygons and using a 3x 1024 texture map (diff/normal/specular maps).  A decent hi-poly mesh can make a low poly count model look absolutely fabulous, along with a decent set of texture maps you can do fabulous things and low poly costs.

Offline Cujo

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Re: MWLL Weekly Update XII - June IV/09
« Reply #64 on: July 03, 2009, 07:48:27 PM »
that's probably because those are Highpoly models, which is what you use as a base to make the textures :P (depending on what method you use to make them, I think, just a 3D artist so I dunno for sure)

Usually high poly are used to bake normals (and AO maps) onto lower poly models, giving the illusions of much higher poly count therefore making the model look more detailed.   You simply just would not UV something that complex (or it would take days :P).  Depending on the 3d artist and who he's working with in tandem for the textures (unless he does it himself :P) a low poly will be done first then UV unwrapped, then the low poly is built upon adding details then it's baked on to the low poly to give Ambient occlusion and normal maps

Just as an example THIS is a single plane comprised of two Polygons baked out from an object that comprised of tens of thousands of polygons and using a 3x 1024 texture map (diff/normal/specular maps).  A decent hi-poly mesh can make a low poly count model look absolutely fabulous, along with a decent set of texture maps you can do fabulous things and low poly costs.
yea that's why I just make the models :P I hate doin' anything 2D or texturing myself.

Offline (TLL) Heretic

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Re: MWLL Weekly Update XII - June IV/09
« Reply #65 on: July 05, 2009, 04:00:46 AM »
that's probably because those are Highpoly models, which is what you use as a base to make the textures :P (depending on what method you use to make them, I think, just a 3D artist so I dunno for sure)

Usually high poly are used to bake normals (and AO maps) onto lower poly models, giving the illusions of much higher poly count therefore making the model look more detailed.   You simply just would not UV something that complex (or it would take days :P).  Depending on the 3d artist and who he's working with in tandem for the textures (unless he does it himself :P) a low poly will be done first then UV unwrapped, then the low poly is built upon adding details then it's baked on to the low poly to give Ambient occlusion and normal maps

Just as an example THIS is a single plane comprised of two Polygons baked out from an object that comprised of tens of thousands of polygons and using a 3x 1024 texture map (diff/normal/specular maps).  A decent hi-poly mesh can make a low poly count model look absolutely fabulous, along with a decent set of texture maps you can do fabulous things and low poly costs.

Hey Ghiest, do you happen have a pic of the end low-poly model that the skin was placed on?
(this stuff is gold-dust).

On topic, I like the pyramids (as an idea, even before pyramids 1.2), sure it's not strict battletech lets just pretend it's a Solaris VII arena....oh! wait....... ;D


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Offline Defender

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Re: MWLL Weekly Update XII - June IV/09
« Reply #66 on: July 05, 2009, 07:51:30 AM »
Ravir's Pyramids are Epic but MW3's Pyramids were awesome.

Pyramids was my favorite map, aside from Port and Durgan (Ice City).  Destructable pyramids were awesome considering they exploded in an epic fashion and could be used in extremely rare circumstances to get a kill, just like the Dropship Bay on Port.

Still had my best shot ever on Pyramids. My friend walked just in 799m around a corner and I headshotted him clean with two gauss rifles. We still talk about it to this day. If we had more manpower I'd love to see more destructible stuff but it's too time consuming to do grand-scale. I loved to use my environment to destroy my opponents.
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Offline Ghiest

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Re: MWLL Weekly Update XII - June IV/09
« Reply #67 on: July 05, 2009, 07:23:38 PM »
Quote
Hey Ghiest, do you happen have a pic of the end low-poly model that the skin was placed on?
(this stuff is gold-dust).

It was a flat plane, as in a single plane with two triangles :P

Offline (TLL) Heretic

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Re: MWLL Weekly Update XII - June IV/09
« Reply #68 on: July 06, 2009, 02:10:55 AM »
 :o :o :o

You just blew my mind Ghiest, you could have 'mech models 4-6k as long as the UV and texture stuff was done on a high as poly count model as possible it would look 15k+ .......   8)

@Defender, the MW3 pyramid suffered by being too fragile, it was never usually around long (happy Rolkes will stick around)....  Durgan was my choice for 1v1 Duels to warm up until the rest of my unit came online, loved dropping bridges on folks heads, and the narrow streets made PPCs and LRMs deadly, fun in a Timber Wolf or an Adder  ;D


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Offline Defender

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Re: MWLL Weekly Update XII - June IV/09
« Reply #69 on: July 06, 2009, 03:37:34 AM »
@Defender, the MW3 pyramid suffered by being too fragile, it was never usually around long (happy Rolkes will stick around)....  Durgan was my choice for 1v1 Duels to warm up until the rest of my unit came online, loved dropping bridges on folks heads, and the narrow streets made PPCs and LRMs deadly, fun in a Timber Wolf or an Adder  ;D

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Everyone always brought Avatar's with 3UAC 20's. The way I saw it was. Speed and Maneuverability > Raw Power. 3UAC20's were instagib, but two were pretty much the same. Probably just knock you on your ass first then finish you off. At least for Durgan.

Although, yeah, I've killed quite a few people with the bridges.
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