Building Mechs for Mechcommander 2  
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Don_csx





PostPosted: Game Technolgies: XNA Build, Building Mechs for Mechcommander 2 Top

Hello, I'm new around here so it this post is in the wrong place point me in the right direction. I'm a big fan of MechCommander 2. I have seen on another site where some one has built mechs for the game as addons. I like to try to build a few. What programs would I need to do this Thanks for any help offered.

Donald



Game Technologies: DirectX, XNA, XACT, etc.16  
 
 
Michael Klucher - MSFT





PostPosted: Game Technolgies: XNA Build, Building Mechs for Mechcommander 2 Top

I think most of the custom Mechs that are made or modifications of the originals (and their stats) and not entirely new geometry (the 3D models are still the same). Though I could be wrong on this. You can look at the Mechs for MechCommander 2 in the Data\TGL folder (They are .ase files) these .ase files are ASCII exports from 3D Studio MAX you could try and rebuild something in the same format but without some type of guidelines, it would be a very trial and error process. You can also look at the .ini files that go with the Mechs to see how they would be processed by ASEConv.exe which the source to is included as well.

I dunno if anyone over at this site might be able to provide some more info but it looks like they have a lot of information on MechCommander 2 http://www.mektek.net/

Hope this helps some.



 
 
tamlin2





PostPosted: Game Technolgies: XNA Build, Building Mechs for Mechcommander 2 Top

For the actual 3D modeling, I stumbled across a tool called biturn (google for it) that was somewhat capable of converting ASE->your_preferred_3D_model_fmt->ASE round-trip. Not perfect, but the best (actually, the only) I could find.

 
 
wolfman-x





PostPosted: Game Technolgies: XNA Build, Building Mechs for Mechcommander 2 Top

There are over 50 new mechs and vehicles out there with entirely new geometry (new chassis) done in 3D Studio Max and imported. They are part of my un-official MC2 expansion pack. In case you are interested in more info on the expansion pack and campaigns and missions visit my forum:

"http://s2.invisionfree.com/wolfman_x_forum/index.php"

 

  


 
 
Don_csx





PostPosted: Game Technolgies: XNA Build, Building Mechs for Mechcommander 2 Top

Thanks Wolfman, What version of 3D Studio Max was used, and what program was used to import objects into the game Thanks for the help.

Donald


 
 
wolfman-x





PostPosted: Game Technolgies: XNA Build, Building Mechs for Mechcommander 2 Top

I do not remember the version but it was the version current when MC2 came out. The game can import the objects by itself; they have to be declared correctly and put onto a map using the editor; the ase files are transformed into the correct files in the tgl folder.
 
 
Don_csx





PostPosted: Game Technolgies: XNA Build, Building Mechs for Mechcommander 2 Top

Is there a tutorial for building mechs using 3D Studio

Donald


 
 
wolfman-x





PostPosted: Game Technolgies: XNA Build, Building Mechs for Mechcommander 2 Top

As far as I know there is none available that has been made public..
 
 
Don_csx





PostPosted: Game Technolgies: XNA Build, Building Mechs for Mechcommander 2 Top

I have a few questions and suggestions to ask you. Thanks