Invid Royal Command Battloid

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AncientAngel
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Invid Royal Command Battloid

Post by AncientAngel »

Image

Well the here is the first test shot of one of the mechs that is going to be ported over into the Macross / Robotech Mod.
LeonH
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RE: Invid Royal Command Battloid

Post by LeonH »

Verry Nice, cant wait to see macross in Ss [:)]
There are only 10 types of people in the world: Those who understand binary, and those who don't
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AncientAngel
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RE: Invid Royal Command Battloid

Post by AncientAngel »

yeah ...it is going to be intresting when it comes scripting these ships in ...
Right now I am trying to think out of the box enough to figure away to get some sort of limited movement in the legs. Since landing gear scripting doesn't handle piviting its going to be a little tough to get some movement out of the legs.

Now I know you could turret the legs and really tweak the hell out of that to get some sort of movement. But then you are going to run across landing issues (I think) and end up damaging the mech.. (please correct me if I am wrong on this)

I am also going to script some of these invid for hand to hand combat as well. Make a very short ranged medium threat style weapon with an fairly slow ROF. That alone is going to be tricky, because I want these guys to get close enough to the point you do not know if they are going to attack you or collide with you. [:D]

So ...as you can guess having a ton of Mechs flying around is going to be intresting to fight off.
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RE: Invid Royal Command Battloid

Post by Kuokkanen »

*sigh*

There are few animations available: landing gears, rotation part in the ship (like Bailey's big barrel) and turrets. What comes to ground units, those are not even supported. Rumor says someone was trying get mobile vehicles (hovercrafts) work, but I haven't seen even screenshots about it. You can have BattleMech (if they are called that in Robotech) scripted as ground weapon platform which means part of its body turns and shoots, but it don't go anywhere. And don't even dream about hit locations.
You know what they say, don't you? About how us MechWarriors are the modern knights, how warfare has become civilized now that we have to abide by conventions and rules of war. Don't believe it.

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AncientAngel
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RE: Invid Royal Command Battloid

Post by AncientAngel »

Well I was going to make this a flying Mech mainly ...much like everything else I can put into the game engine. My idea was to turret both arms in two points, one at the shoulders and the other at the elbows. Weapon wise she will have a plasma cannon on the right hand (pic'd left in this shot) and a mild hand to hand combat punch in the empty hand.
She will also have 24 missiles in each back pack pod for a total of 48.

Now If I enable the legs as two pointed articulated turrets I then can show some sort of limited mobility on this Mech. As long as it does not mess up the landings since you would be literally landing on your turrets.
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Dragonlead
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RE: Invid Royal Command Battloid

Post by Dragonlead »

Angel,

You could probably avoid that problem. Create a 1 unit thick sheet under the max extension your turret legs can reach (in Magic). Make the sheet transparent and translucent and it should have the effect of blocking direct contact with your legs. I invision this as something like an invisible display stand under your mech.

V/R
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AncientAngel
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RE: Invid Royal Command Battloid

Post by AncientAngel »

hay thats not a bad idea ...that would allow that me to turret the legs out and still make it safe for landings since it would register these invisable polys under the mech as the contact points for landing..

Very nice ..
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Dragonlead
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RE: Invid Royal Command Battloid

Post by Dragonlead »

We do what we can to support our fellow gamers/modders.

Besides, you're doing some REALLY nice work here.

V/R
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AncientAngel
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RE: Invid Royal Command Battloid

Post by AncientAngel »

Image

Got the Legios combination put together and have all four basic colors done up as well.
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