MW3 goes MechVM
Posted: Mon Nov 24, 2008 9:49 am
Thanks to EaterOfPies, it took me only few night shifts to bring the MW3 mechs to MechVM, rather than spending months on this.
A site dedicated to MechWarrior 2, get all your information here!
http://www.mech2.org/forum/
Import works for all MW3 mechs, but it would have to be adapted for Pirate's Moon. Slight texturing and posing errors remain but will hopefully be fixed until release.Col.Kell wrote:The Avatar, Bushwacker, Sunder, Shadow Cat, those are definetly some of the MW3 mechs!
New proprietary formats: ZBD, FLT, 555. ZBD's are archive file formats. Unlike MW2's PRJ, they don't have subfolders, instead, each file is a folder. Each ZBD has a different format, so I'm not really sure if this a real format or just an extension slapped onto a family of archive files. FLT files contain all geometry and information for a mech in one file rather than several WTB files and a BWD. The 555 files are uncompressed textures. In MW2, memory was scarce, so they used all compression technology available, but for MW3, that was apparently no longer neccessary.Col.Kell wrote:What format do MW3 polygons use?
<Will be answered later, but textures are bigger.>Col.Kell wrote:How large are the avarage MW3 mech poly files?
It will be part of the next version. It requires MW3 to be installed - MechVM cannot (yet) install MW3. Importing will require you to type the path of the MW3 installation folder, the rest will be automatical as usual.Col.Kell wrote:Is this a new edition to VM that you will be putting in a new version?
Sir MMPD Radick wrote:Congrats!
Thanks.Col.Kell wrote:But, congrats to you and the pie eater on the work!
MW3 models are comparable in size to MW2. For example, the Mad Dog/Vulture in MW3 has 63 torso polygons, whereas MW2's model has 46 polygons. The difference is in the textures. I think the MW3 textures were created from higher detail meshes.Col.Kell wrote:How large are the avarage MW3 mech poly files?