Mass Effect: Unification's art & animation WIP thread
Moderator: Moderators
-
- Master Bounty Hunter
- Posts: 1519
- Joined: Fri Dec 18, 2009 8:02 am
- Projects :: CTF Arenas
- Location: ¿uoıʇɐɔoן ʎɯ sıɥʇ sı
Re: Mass Effect: Unification's art & animation WIP thread
Wow, you must have done some pretty fleet work to get a Quarian torso ready so quickly.
-
- Posts: 2
- Joined: Sun Aug 18, 2013 10:41 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
Re: Mass Effect: Unification's art & animation WIP thread
I just came across this forum, and found this mod. It's impressive, and you guys are doing a great job. I was compelled to create an account and ask, however, what compels you to remake the Mass Effect models from scratch ?
Tools like Gildor's Umodel (http://www.gildor.org/en/projects/umodel), if there's not some legal impediment for a fan production, seem like they'd save you all a lot of extra work. The image below is an example of umodel importing to 3ds max with minimal user intervention.
Regardless, I'm really looking forward to seeing this project grow.
Tools like Gildor's Umodel (http://www.gildor.org/en/projects/umodel), if there's not some legal impediment for a fan production, seem like they'd save you all a lot of extra work. The image below is an example of umodel importing to 3ds max with minimal user intervention.
Hidden/Spoiler:
Regardless, I'm really looking forward to seeing this project grow.
- Maveritchell
- Jedi Admin
- Posts: 7366
- Joined: Mon Aug 21, 2006 11:03 pm
Re: Mass Effect: Unification's art & animation WIP thread
If assets from a game haven't been released to the public as useable assets, they're off the table. Bioware/EA hasn't said "here you go, modders of the world, use our stuff." Yanking it out of the game like that is simply against site rules (plus, it's super lazy).Live4all wrote:Tools like Gildor's Umodel (http://www.gildor.org/en/projects/umodel), if there's not some legal impediment for a fan production, seem like they'd save you all a lot of extra work. The image below is an example of umodel importing to 3ds max with minimal user intervention.
-
- Resistance Leader
- Posts: 5042
- Joined: Tue Feb 09, 2010 8:43 pm
- Projects :: DI2 + Psychosis
- xbox live or psn: Marth8880
- Location: Edinburgh, UK
- Contact:
Re: Mass Effect: Unification's art & animation WIP thread
We only import models to use their wireframes as a reference, Mass Effect's assets are too high-poly for Battlefront, and, as Mav said, it's just lazy. :p
-
- Posts: 2
- Joined: Sun Aug 18, 2013 10:41 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
Re: Mass Effect: Unification's art & animation WIP thread
Maveritchell wrote: If assets from a game haven't been released to the public as useable assets, they're off the table. Bioware/EA hasn't said "here you go, modders of the world, use our stuff." Yanking it out of the game like that is simply against site rules (plus, it's super lazy).
Marth8880 wrote:We only import models to use their wireframes as a reference, Mass Effect's assets are too high-poly for Battlefront, and, as THEMAVMAN said, it's just lazy. :p
I'm glad you all are fully aware of your options then, and how much work you're willing to put toward them. I presently see the Index intellectual property policy reminder, by no means intend(ed) to defy community attitudes.
For any asset of course, the polygon limit is shame. I would have hoped the Zero engine could scale with modern hardware. Out of curiosity, is this rendering efficiency, or a hard-coded limitation?
-
- Resistance Leader
- Posts: 5042
- Joined: Tue Feb 09, 2010 8:43 pm
- Projects :: DI2 + Psychosis
- xbox live or psn: Marth8880
- Location: Edinburgh, UK
- Contact:
Re: Mass Effect: Unification's art & animation WIP thread
It's an engine/"hard-coded" limitation. The engine simply can't handle too many triangles.
Small update-
Praetorian unit model:
Small update-
Praetorian unit model:
Hidden/Spoiler:
-
- Space Ranger
- Posts: 5557
- Joined: Tue Aug 17, 2010 3:30 pm
- Projects :: Evolved 2
- Location: Columbus, Ohio
- Contact:
Re: Mass Effect: Unification's art & animation WIP thread
I've only been gone like, a day and you make the Praetorian. Nice work.
-
- Master Bounty Hunter
- Posts: 1519
- Joined: Fri Dec 18, 2009 8:02 am
- Projects :: CTF Arenas
- Location: ¿uoıʇɐɔoן ʎɯ sıɥʇ sı
Re: Mass Effect: Unification's art & animation WIP thread
Wouldn't a colossal unit like the Praetorian be better as a vehicle? Cool mesh, though.
-
- Resistance Leader
- Posts: 5042
- Joined: Tue Feb 09, 2010 8:43 pm
- Projects :: DI2 + Psychosis
- xbox live or psn: Marth8880
- Location: Edinburgh, UK
- Contact:
Re: Mass Effect: Unification's art & animation WIP thread
Yeah, I plan on making it an auto-pilot walker vehicle.
-
- Space Ranger
- Posts: 5557
- Joined: Tue Aug 17, 2010 3:30 pm
- Projects :: Evolved 2
- Location: Columbus, Ohio
- Contact:
Re: Mass Effect: Unification's art & animation WIP thread
Yes it will actually be an AI controlled walker Eventually™.
EDIT: DANGIT, Ninja'd.
EDIT: DANGIT, Ninja'd.
- TWINKEYRUNAWAY
- Lieutenant General
- Posts: 730
- Joined: Fri Aug 17, 2012 3:13 pm
- Projects :: Empire Rising
- xbox live or psn: No gamertag set
- Location: 411Remnant
- Contact:
Re: Mass Effect: Unification's art & animation WIP thread
AI controlled vehicle unit? Wow, that sounds pretty cool!
- Cleb
- Lieutenant General
- Posts: 711
- Joined: Sun Jun 17, 2012 10:12 pm
- Projects :: Learning how to use 3DS Max
- xbox live or psn: ˙. ˙. ˙. ˙. ˙. ˙
- Location: Somewhere
- Contact:
Re: Mass Effect: Unification's art & animation WIP thread
Even though I've never played Mass Effect, that model is epic
Hidden/Spoiler:
-
- Master Bounty Hunter
- Posts: 1519
- Joined: Fri Dec 18, 2009 8:02 am
- Projects :: CTF Arenas
- Location: ¿uoıʇɐɔoן ʎɯ sıɥʇ sı
Re: Mass Effect: Unification's art & animation WIP thread
Um... doesn't the Praetorian fly? We are talking about the thing that floats, shoots laser beams, and smashes down to heal itself, right?
-
- Resistance Leader
- Posts: 5042
- Joined: Tue Feb 09, 2010 8:43 pm
- Projects :: DI2 + Psychosis
- xbox live or psn: Marth8880
- Location: Edinburgh, UK
- Contact:
Re: Mass Effect: Unification's art & animation WIP thread
The Praetorians in ME2 behave that way, yes, but I am modeling their behavior and weapons and the like after the (Possessed) Praetorians in ME3; they walk, hover, and leap at deadly speeds - they behave in a fashion that is easier than the ME2 version to replicate in Battlefront. Also, auto-pilot hover vehicles sadly don't work in SWBF2. Ugh, so many things would be so easy to fix if they worked... All of the freaking drones would be just ungodly easy to replicate... *sigh*
By the way, if anybody happens to have any ideas of any kind for a workaround for automatic-pilot hover vehicles (would probably need to be Lua), then please, by all means, fire away. (But don't Hit Me With Your Best Shot. )
By the way, if anybody happens to have any ideas of any kind for a workaround for automatic-pilot hover vehicles (would probably need to be Lua), then please, by all means, fire away. (But don't Hit Me With Your Best Shot. )
- Nedarb7
- Lieutenant General
- Posts: 676
- Joined: Sat Sep 22, 2012 3:41 pm
Re: Mass Effect: Unification's art & animation WIP thread
If I understand your question correctly: you could use a remote droid as your base:
Of course you'd need to make a bunch of changes to make it non-wimpy
Hidden/Spoiler:
-
- Resistance Leader
- Posts: 5042
- Joined: Tue Feb 09, 2010 8:43 pm
- Projects :: DI2 + Psychosis
- xbox live or psn: Marth8880
- Location: Edinburgh, UK
- Contact:
Re: Mass Effect: Unification's art & animation WIP thread
That doesn't work either if I remember correctly - I don't particularly remember trying it though either. AQT or WULF (or someone not on the project): would you mind trying and seeing if it works? (I'm camping right now, I don't have Teamviewer installed on my desktop, and I won't be back until Sunday.) Thanks.
Also heh, I actually do have the Combat Drone set up as a remote droid, but it's remotely piloted. :V
Also heh, I actually do have the Combat Drone set up as a remote droid, but it's remotely piloted. :V
Last edited by Marth8880 on Thu Aug 22, 2013 5:47 pm, edited 1 time in total.
- Nedarb7
- Lieutenant General
- Posts: 676
- Joined: Sat Sep 22, 2012 3:41 pm
Re: Mass Effect: Unification's art & animation WIP thread
Sure I could try, do you want me to make it spawn from a vehicle spawn?
-
- Resistance Leader
- Posts: 5042
- Joined: Tue Feb 09, 2010 8:43 pm
- Projects :: DI2 + Psychosis
- xbox live or psn: Marth8880
- Location: Edinburgh, UK
- Contact:
Re: Mass Effect: Unification's art & animation WIP thread
I just need a self-piloting entity that hovers (through illusion or actuality) and can be dispensed by units (and multiple can be on the playing field at the same time), no matter how it's done.
I'm not worried about the Praetorians being walkers, so don't worry about vehicle spawns.
In short, nope, it should either be dispensed normally or spawned at the owner's matrix via Lua, similar to a remote droid.
I'm not worried about the Praetorians being walkers, so don't worry about vehicle spawns.
In short, nope, it should either be dispensed normally or spawned at the owner's matrix via Lua, similar to a remote droid.
Last edited by Marth8880 on Thu Aug 22, 2013 8:08 pm, edited 1 time in total.
- Maveritchell
- Jedi Admin
- Posts: 7366
- Joined: Mon Aug 21, 2006 11:03 pm
Re: Mass Effect: Unification's art & animation WIP thread
Okay guys, it stopped being cute like 14 posts ago. Please cut the spam.
-
- Resistance Leader
- Posts: 5042
- Joined: Tue Feb 09, 2010 8:43 pm
- Projects :: DI2 + Psychosis
- xbox live or psn: Marth8880
- Location: Edinburgh, UK
- Contact:
Re: Mass Effect: Unification's art & animation WIP thread
It's completely serious and not spam, but it should be discussed in the mod's WIP thread (or a separate new thread) regardless.
So to quote The Mad Hatter, "CHAAAANGE PLACES!"
So to quote The Mad Hatter, "CHAAAANGE PLACES!"