Will you be a living legend or a forgotten casualty? MechWarrior:Living Legends (MWLL) is a total conversion modification for Crysis, MWLL is at its very core a mix between a First Person Shooter (FPS) and a Simulation (SIM). This will be achieved through the use of a mixed arms massively multi-player gaming experience where the player takes part in a battle using a variety of vehicles and weapons MWLL is using the concepts pioneered by the “Battlefield” franchise and more recently Crysis, of a sandbox feel where you get to play what you want and how you want it. MWLL depicts the epic struggles between the two factions of Battletech “The Clans” and “The Inner Sphere” In the project we will be bringing some of the legends of MechWarrior back to life.
In this month’s edition, the team behind MechWarrior: Living Legends (MWLL) would like to show you all of the different models we have been working on for this month. We are continually striving to provide the title with high quality game assets and our standards are set very high. We’ve really
Posted by xcriminalx on Jul 20th, 2007 digg this super bookmark
In this month’s edition, the team behind MechWarrior: Living Legends (MWLL) would like to show you all of the different models we have been working on for this month. We are continually striving to provide the title with high quality game assets and our standards are set very high.
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sweet. was hoping you guys were testing in D3/Q4 rather then waiting. Shouldn't (hopefully) be much different in many respects then ET:QW.
Thanks Chunky for the front page post. Really appreciate it.
awesome guys i can't wait i love mechs :D
Those models make me feel so inadequate. I cant believe the level of detail! Are they purely smoothshaded or are you using normal mapping?
This is the first QW's mod I've seen. Nice work, it'll be nice to see some ingame material for this beautiful looking engine. It's going to be interesting to see since this really is a modable MP game with a version of the Doom 3/Quake 4 Engine. Since those MP's were small in size, and player count. I'm baked.
By -theholygod | Sat 21st Jul, 2007 @ 3:28:41am
Those models make me feel so inadequate. I cant believe the level of detail! Are they purely smoothshaded or are you using normal mapping?
Hey guys thanks for all the encouragment we all really appreciate it.
To answer your question these are the high poly models of the particular game assets. We are using the Doom 3's engine amazing normal mapping capabilities to create some very eye catching game assets. All of the models you see here started actually as a low poly 1200-5000 (depending on what it is) and we basically built all the detail into them and rendered out the high poly's because they are so much more interesting to look at.
let me emphasize that this is the only time i will ever say this
HOTT
You need to model the awesome .
are you testing anything in doom 3 to see how movements & such will work or just working on assets?
can we get some shots showcasing size ratios? Love to see a man next to a battlemaster. :D
That my friend will not be a problem in the slightest...we are actually testing mostly everything (except the animations) in Doom 3 an Quake 4. I had some screenshots from a test level with the scale of the demolisher tank/ catapult and elemental but i'll see if we can't whip up a few more interesting ones for ya.