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Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

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Old 05-22-2003, 05:02 PM   #1 (permalink)
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Default Idea:walker or mech armor

I used to play a game called metal fatique where u could control tank and planes but the your forces were made mainly of giant walkers which were had a human shape. I was wondering whther something like that could be made for generals. Say twice the size of a normal man, with a weapon on each arm. These could be chosen (likethe turret on the overlord). Maybe even a jet pack upgrade, to allow them to hover and therefore move faster.

What do u think, is it possible?
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Old 05-22-2003, 05:06 PM   #2 (permalink)
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Very possible.
Check out Proclones mech building tutorial on this site.
Hover upgrade can be made from the old Crusader Code.
And the chosing weapons is just, like you said, Overlord style.

BTW,
My oldmfunk account bust, so here i am!
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Old 05-22-2003, 05:37 PM   #3 (permalink)
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I'm really new to making mods and everything surrounding it so I don't really know how to implement the mech armor/warrior idea. I can probably make the model but i can't take it any further than that.

I fanyone wants to try the idea out they can but please email me any models u make please!!!

my email is a_draper14@hotmail.com
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Old 05-22-2003, 07:00 PM   #4 (permalink)
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do mechs work like they should in generals? i mean, do they really work? or is it like in renegade where the only way to get the legs to work is keep them in a constant animated loop, even when they are stopped ??

where is this walker tut?
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Old 05-23-2003, 07:23 AM   #5 (permalink)
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hey,
go and check out some alpha screens for our mod... http://worldcrisis.editingsource.com we are making mechs in our mod
and we have a good amount of them done
Oldfaq

for the first side
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Old 05-23-2003, 08:17 AM   #6 (permalink)
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Quote:
Originally Posted by Waspo
do mechs work like they should in generals? i mean, do they really work? or is it like in renegade where the only way to get the legs to work is keep them in a constant animated loop, even when they are stopped ??
In generals you can have animations for a lot of conditionstates and even have transitionStates that blend between 2 main conditions.
The most sofisticated animations are found on infantry, but those type of animations can also be applied to mechs. It is "only" a matter of setting up the bones correctly...(sounds simpler then it is doh, but very possible!)
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Old 05-24-2003, 08:31 AM   #7 (permalink)
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Inoticed those mechs had tank treads marks left behind, could they be changed to be mech footprints? my guess is yes.
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Old 05-24-2003, 08:50 AM   #8 (permalink)
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[img]Inoticed those mechs had tank treads marks left behind, could they be changed to be mech footprints? my guess is yes.[/img]

You sure can!

if u look in any urban vehicle's ini's, u'll find that they use a tga as their tread marks. if u change them to something else, you would probabley be able to do that...
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Old 05-24-2003, 10:52 AM   #9 (permalink)
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I have been trying to change them to foot prints, I know how to but I can't get it to make the rest transparent so that it only shows the footprints showing on the ground, I will post once I get it working
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