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Mechcommander 2 omnitech campaigns
Mechcommander 2 omnitech campaigns






mechcommander 2 omnitech campaigns

Polycount for most models in the current game is very low, on the order of 10-20, i.e. There are just 2 (two) walking people models in the base game (did you try glest? - seems a lot more walking people characters, you might prefer that). I guess you won't be able to re-use the same skeleton animation for different models. s/obj2pie/ and see also /tools/ in the game sources. Berg would probably be able to undig the correct obj2pie link, but this looks familiar. PIE is a local format that is a plain-text list of polygon coordinates, with some metadata.

mechcommander 2 omnitech campaigns

TIA and sorry for raising the dead thread.

mechcommander 2 omnitech campaigns

The link to the blender plugin was also dead. How would one export models and animations in the ".pie" format. Could anyone tell me what shaders are allowed, what file formats can be used and what's the maximum file size per texture?ĥ. Does the Engine support LOD? If not, what's the typical poly count per Unit and Prop. Is it limited to FK or can it use IK? I am a character modeler, so I work exclusively in Maya, but would you be able to reuse the same skeleton to reuse animations over and over again?ģ. Does it save the static model and keep the animation files separately?Ģ. I'm assuming it was proprietary, like MC2's tgl (known as ASE) format. Can anyone point me to the documentation and explain a few things for me?ġ. I tried to look at the documentation on the new animation system, but can't find it, as the link is dead. I used to do art for Mechcommander Omnitech an in so far, this seems to be the best engine to use for such purposes. I'm looking for an engine to recreate the old Mechcommander 2 game. If i define EVENT - do i have to point to another PIE file for the model and animation, or can i target the same (itself) PIE file? (as default/rest pose for example)Īs i do not see the pointer in ANIMOBJECT to which an EVENT it belongs to, should every PIE have only one ANIMOBJECT defined? If the scaling values are negative, they indicate that the animation is a legacy keyframe animation sequence. The values are the total animation time (of all frames), the number of cycles to render the animation, where zero is infinitely many, and finally the number of animation frames that follows.įrame xpos ypos zpos xrot yrot zrot xscale yscale zscaleĮach animation line starts with the serially increasing frame number, followed by three (x, y, z) vectors, one for position, one for rotation, and one for scaling. If the mesh is animated, this directive will tell the game how to animate it.








Mechcommander 2 omnitech campaigns