Thanks man your faith in this project is much appreciated! Jumping from mod to standalone has really shown me I still have allot to learn, but Im getting there :D
Currently setting up Additive Animation Layers for the grunt so bottom animation loops and top switches between shooting etc.
Making some good progress in unity an grunt is lookin awesome, deforming very well in pretty much every animation I put him though. Wont be long before I start on the mecha.
Regarding that, any mecha in particular you guys wanna see ingame first?
Welcome to the Wargame modpage, feel free to browse our various selections of cybernetic warfare ^^
yep sum people like it some dont *shrugs* (personally i think its pretty cool, though doubt its actually air-worthy.. danm you science!). you seen the japanese jigibachi wasp this things based off? thats one nasty insect!
just a heads up, officially this is listed as a nv mod but unofficially development has actually moved to unity where it will continue to be a free cyberpunk real time shooter :)
Thanks man, yeah I thought that aswell - the original HAW 206 just didnt look right with that funny capsule turret and vacant spidery abdomen. Though I do understand their reasoning in that it was far more maneuverable.. But who cares about about science! Just make it look awesome I say :)
Thats said, while I reckon this new design is goin in the right direction, Im not 100% sure on it just yet. Think theres deffo room for improvements.
Theres a few other things I wanted to upload, but they need a bit more work, expect them some time after xmas as Im now shifting 100% back into rigging, skinning an animating. Wanna atleast attempt to get some stuff animated for you guys before the holidays end :)
Screenshots inbound :)
challenge accepted! honestly tho shouldn't be that tricky, hopefully haha.
yea im curious as well, hopefully it'll work out as i imagine it, using this as a behavioral reference if your wondering Youtube.com
you know it man, cant have a cyberpunk wargame without some type of tank-mecha monstrosity ;)
Check latest screens
His mod was just a concept we were collaborating on, thats why its only available to approved vgu members, built from a mashup of sc models - our ultimate goal was to use the mecha I modeled for Wargame with his scripted mecha framework but I just didnt have to skills to rig or weightmap my custom models for the framework correctly. This is why I never posted any links to that mod before. Dont expect it to become anything more then it is as I'm now working in Unity and 3ds Max CAT developing an original game from the ground up.
So yea, if you really want pesudo-mechas in Fallout, go ahead and grab that mod, its still pretty fun.
That link youve posted is corehounds mod, except its been uploaded to another site, likely without his permission.
Should be progressing more then I am 2bh, with CAT inhand hopefully things will start to speed up a bit :)
Like wise with every supportive comment I see, keep em comin! :)
So very tempted to upload a certain 90% finished, new class of warmachine I've concocted, but it still needs a bit more detail.
Hey man, all I can offer is a link to Corehounds mechs for FO3, which are the foundation for Wargames mecha in FONV. Vgunetwork.com
Corehounds a bit of a legend, if you like that you should check out his other stuff.
Should also give a shout out to my mate 0neBloke who pointed me to the amazing CAT system. If you catch my battle brother on Steam be sure to give him some props!
Cheers man :)
Scratch that, made some significant progress using the 3ds Max CAT rigging system. Resulting rigs jus need to be exported as .fbx, an simply dragged n dropped right into Unity! Humans, aliens, vehicles - sorted. Dont know how I let such a gem slip past me. I'll try an show off some of this progress soon :)
Mechs are already pilotable, and I may have to take you up on that as rigging anything other then simple humanoids (grunt for example) is kicking my *** (thus lack of updates, im trying guys..), I think I'll have to pay someone to get the mecha and aliens rigged. Infact im fairly certain.
Ah so no patch then. Hmm.
Also bodies get looted by other stalkers so yea deffo not a good idea.
Theres talk of it dropping around Q4 2013, I personally suspect some time tomorrow.
Being a glutton for pain I've decided to give this mod another shot - actually managing to do ok this time, sadly getting fatal crash when ever I loot an npc body while still in combat. Anyone else getting this?
Its proper game engine.
While this is a fantastic piece of work thats been put together like runehamster has mentioned, I've no time for another time wastingly difficult stalker mod. I cant help but agree with him. I dont know whats going on here, but almost all the major stalker mods Ive come across have this asinine difficulty that at first is amusing but soon becomes extremely tedious. It leads me to tweaking the raw game files, which ruins the adventure and becomes a further waste of my time.
I simply dont have the time for hours of tedium and file tweakage, my time, is more valuable then that. Would really love to sink my teeth into this fantastic world your teams created but.. there was a steam sale recently.
Yes it works well if all you want to make is a simplistic shooter/rpg, like Brazil. Fullscale cyberpunk warfare? not so much. When I post the official update as I mentioned below, I will explain everything.
There will be a release, built in Unity 4. Fallouts to old man.