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Author Topic: Licensing in MWLL  (Read 2055 times)
Mizzri
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« Reply #15 on: June 18, 2008, 01:55:17 PM »

Well, it shouldn't be a terrible crash, unless both Mechs are expected to fall to the ground in pieces afterwards. We're not talking about Datsun's here: These are well built, well armored machines of war. There should be a very loud, very deep clang when they hit though, rest assured.
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Seraph
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« Reply #16 on: June 18, 2008, 02:17:09 PM »

I was just thinking about the 'Mech being hollow. Ring the bell! The vibrations of the armor should reach the cockpit and give you a weird, full sound. But I rest assured because we gonna hear something nice Cheesy
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PanzerBoxb
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« Reply #17 on: June 18, 2008, 02:34:28 PM »

It may have some space but they are far from hollow.
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Chaoswolf
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« Reply #18 on: June 18, 2008, 04:10:24 PM »

yeah they aint hollow.. alot of the collision would by absorbed by the Myomer fibers....
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« Reply #19 on: June 18, 2008, 04:56:35 PM »

True that, forgot about those. Wouldn't the vibration go through the armor plates still? And at somepoint reach the cockpit for a desired boom sound Cheesy
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overwatch
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« Reply #20 on: June 18, 2008, 06:10:58 PM »

Now i need to find a video of two tanks colliding...  Shocked to see what they sound like. As if i weren't obsessive compulsive enough. 
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Cujo
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« Reply #21 on: June 26, 2008, 04:48:18 PM »

Being that we're in a much more advanced engine than previous MechWarrior games the models would really not do much good, since they're about 50% higher poly count and have much more detailed maps wrapped around them than was previously possible.
Out of curiosity, what are the poly count for the mechs and other assets?  I made a model for good old MW4 (never finished the texture though Sad had it all UV mapped to, just not very good at putting wear and tear on the texture), and that thing I believe was 3k triangulated. 

In contrast for those who don't know much about polygons(they're more or less the faces) and need an idea of level of detail vs. polycount, my kanazuchi is 95% done with 56,616 polygons and triangulating connects all the points together, that aren't and are neighbors, and that forms the faces into triangles rather than polygons.  So triangle counts are higher than polygon counts.
This is what an old MW4 Mech with the correct polygon count looks like without a texture map.  this is a lowpoly of my Ninja-To that I did a long while back.  The amount of detail in this verses the amount of detail of the mechs in MWLL is enormous.

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Skydance
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« Reply #22 on: June 29, 2008, 06:50:53 PM »

That model could have been done in 1200 triangles easily. Most of the official Mechwarrior designs were 900-1200, with only a small handful going higher. The mod teams were actually pretty lenient in their specs.
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Cujo
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« Reply #23 on: June 29, 2008, 09:05:19 PM »

yea I did that thing 2 years ago and I was not very good at making efficient shapes.  I was much more curious as to the number for mwll mechs.
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Criminal
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« Reply #24 on: July 04, 2008, 07:59:41 AM »

I don't have the exact numbers in front of me but we've set VERY leniant budgets for the vehicles in MWLL.

We have optimized the engine in other places that allows us to spend alot more on the Vehicles than they did in Crysis (even though with Crysis they went insane Wink )

A good example would be the catapult you have probobly all seen quite a bit of recently.

The catapult including collisions (but not including LOD's and Damage model) weights in at under 8k.
The center Torso has 4 texture maps that Diffuse is 1024, Norm is 1024 (which will be dropped soon), Spec is 512 and env map is 512. All of these will be .dds format upon release, in the mean time we work with .tif files (similar to tga)
The Legs share 4 maps, 2 Diffuse at 512 (i think gotta check again), 1 spec at 512 and 1 env map at 512.
The missles are simple 512 maps with a simple diffuse and no env map.

Now doing the math there you'll see that the texture memory may seem a little high but don't forget with dds compression we get the 1024 size texture down to under 200k most time Wink

I hope this answers your questions fully, if you want more specs on it im sure we can put together a portfolio type layout for it if you are truly interested. 

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KitLightning
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« Reply #25 on: July 25, 2008, 05:36:53 PM »

... and here I thought you worked with 2048 maps?
txh for the numbers crim! Grin
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MWLLKeeper
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« Reply #26 on: July 25, 2008, 07:37:13 PM »

Ooooh look! Greek!
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Whiplash
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« Reply #27 on: July 25, 2008, 09:34:06 PM »

... and here I thought you worked with 2048 maps?
txh for the numbers crim! Grin
Actually, I can't say this applies to the team - though I hope it does - but, it's better to work in higher resolution. And once finished, to resize into the appropriate, smaller resolution. So it's not like those texture maps were always the res' they are now.
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lordrushx1
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« Reply #28 on: July 26, 2008, 07:03:58 AM »

Isn't this now a different aspect since Jordan W. has retained the licensing?
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AoP
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« Reply #29 on: July 26, 2008, 10:53:01 AM »

Isn't this now a different aspect since Jordan W. has retained the licensing?

I should have a macro for this, it's really tiresome repeating this over and over again.

Jordan Weisman did NOT purchase back his former IP from Microsoft. He acquired a commercial license for it. He's allowed to work with the IP and earn money with it if he wishes, which is the main difference to our license. Our license, however, has not been revoked by Microsoft, so we're not overly concerned.
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