Request Module for BattleField 2142 Mech

I wont do it now, because I'm a pupil, too, tomorrow is scool, and in my tiezone it's real late alread. I'll try to do it tomorrow, or at weekend, friday probably.

No problem HAL9001, BTW noticed that the thread was renamed.:facepalm:
 
I could give it a short try this evening, wanted to use tomorrow for some more geeky programming.

Do you also have some parameters about its capabilities, weaponry, or a cockpit mesh?
 
Cockpit mesh??

I'd like to get in on this.
 
Cockpit mesh??

I'd like to get in on this.

:lol: I can give you the scans of some Matt Plog drawings of a BattleMech cockpit (BattleTech universe), sadly it is a pretty uncommon Inner Sphere Assault Mech (T-IT-N10M Grand Titan), though it gives a good impression and is pretty well done, considering the descriptions in many novels. A drawing of the Mech can also be provided... my BattleTech source material library is still accessible ;) )

But there should be something better and more fitting around for this Walker.
 
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Can somebody turn this into msh format? I have no clue how to convert skp without installing more Google stuff on my PC.
 
I can do that
 
I'm sure we could do far better than that

Donamy: it was a joke :P
If there will be a mech than surelly I'll download it and play with it.

Someday it may be a basic for walker API, ummu animation API or even "walker.dll" (something like vinka's spacecraft but with legs).

Keep up the good work guys & good luck.
 
We would need to find the CG
 
We would need to find the CG

Since it is roughly following biped motion, having the CoG a bit above the rotary (hip) joint might be the best. if the CoG is coaxial with the rotary joint, it would mean more agility.
 
I never played that game, so I would need some information - highest speed, number of seats, ...
I would need a msh-data, too, because I know nothing about making and animating meshs. If you want some moving, too I'd need an animated mesh, too, and a list of wich animation is what.
 
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You can now do skeleton animations and similar voodoo, it is just a lot of effort.

wait, what? You mean, without having to code an animation plugin and a 3dsMax keyframe exporter first?
 
wait, what? You mean, without having to code an animation plugin and a 3dsMax keyframe exporter first?

Not sure what you mean... I mean the pure computer science part of manipulating the vertex coordinates by a underlying model of bones, with each vertex having different weights that define how much effect a bone motion has.
 
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Whaaaaaaat??:blink: Parameters. All i did was make the mesh.

I don't know the game. Which means: I don't know how it looks like inside, how it is moving, how fast it can move or how its weaponry acts.

If I would convert it into BattleTech, it would be a slow assault Mech.

From googling, I found out that it has a crew of two... pilot and loader/gunner.
 
I stay to what I've sayed: give me an animated mesh and a list of wich animation is which and I'll do the config.
 
I stay to what I've sayed: give me an animated mesh and a list of wich animation is which and I'll do the config.

I think a config will not do it, the animations would be very complex and need to be done at proper speeds if you don't want to make the robot appear moonwalking.
 
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