QUOTE (ChrisIchikawa @ Jan 4 2007, 04:45 AM)

This is the first BattleMech I've ever seen with three legs. Is MechWarrior: AoD a mod?
One more thing: Knowing that BattleMechs have so much weapons (trust me - I played MechWarrior too), how are you gonna fit them all?
Age of Destruction (formally known as Dark age) Is a tabletop/board game using miniatures. Kinda like Classic Battletech, but with a click-dial base (all of the unit's ingame stats printed on the dial)
I've been collecting it for the last two years now. It's quite fun, kinda like a souped up version of chess. QUOTE (Python @ Jan 4 2007, 11:46 AM)

Vintriaz, your work is amazing! Welcome to TiberiumWeb! ^_^
Well thank you python, glad to be here as a member now. ^_^
Oh Could get either you or one of the other administrators/ Moderators, to move my malstrom series craft post to the graphics frige section as well? the overall responce I got from it tells me that I shouldn't have posted it there. I think this is where I'll be posting most of my work. thanks. :blushing: QUOTE (daTSchikinhed @ Jan 4 2007, 12:51 PM)

Well, my assumption is that this is up to the coder of the mod, not the maker of the unit, and they would be using C&CVK's Extended Tiberian Sun engine, which allows up to 4 different weapons, as well as a few other things.
Well you got that one on the dime. thank you.QUOTE (cdmt @ Jan 4 2007, 02:31 PM)

Vintrtiaz have you tried the mech out in-game? I think it would look better if you darken the inside of the cannon on the left arm so it pops out more visually. It looks nice so far. I would reccomend that you download the Hex mech and LKO's voxel mech and look at them in HVA Builder and in-game. You'll notice that various sections will disappear on the Hex mech this is because it's sections overlap causing them to disappear.
Name your legs sections anything you want except barl or tur. If you were to name any barl they would act like a barrel. When you use the HVA builder your model's section will all be clumped in the center. When you move them use Voxel offset not HVA Position. Then place each section to establish the mechs starting stance. You might want to look online to see if you can find any three legged mech animation and maybe get some clay or playdo just so you can visualize where each section needs to move. Also to make it easier click on view in hva builder and set the depth to a smaller negative number so it willl zoom in a bit so you can see it better. Once you have every piece set for its starting stance click on add frame so you have a new frame with all the pieces still where you set them. In this frame and every other frame you'll start to move each piece slightly from the previous stance til you get a walking animation. Use at least 20 walking frames.
I haven't seen it ingame yet myself. & as soon as I can get my mod to work, I'll post an ingame pic for everyone. Realy? overlap = vaporize huh? thank you. learn something new everyday. Each leg & foot section has their own specific name so that I could keep everything strait as I made it. I aslo kinda figured that it would need somewere between 20 & 50 frames. I have 3 of the actual figure shown & from it I figured out how it walks. one step at a time. no wonder why it only has a speed of four. {(insainly slow unit) probly speed of 3 0r 4 in TS} :confused: QUOTE (harv @ Jan 4 2007, 04:24 PM)

i really like it but make it darker
with out a doupt it is a tad bright. I have to agree with you on this one... & when I get around to the nod recolor, It will be dark grey. But not black.
After all I don't want to look like I'm using your style of crafting.
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Well as I said to robofish earlier in pm, I have been remaking the shoulders, PPC arm & am now on to the last arm/ the claw arm.

but the voxel making isn't the bad part. it's the HVA''s I'm afriad of.

Well I hope to have another update, as well as some new criteria on here soon.