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View Full Version : Metal Mayhem is coming



Bwian
06-10-2006, 09:20
Bigger, better, badder, and...for BI. More information to follow soon

Pantsalot
06-10-2006, 09:58
is this mod/independant work, gonna be including u're last models?

Bwian
06-10-2006, 11:27
All the finished content will remain. Some elements are getting a workover to fit with some of the new ideas I have incorporated, but I won;t be throwing anything away unless I have something MUCH better to replace it!

A classic example would be my first attempt at making a Dreadnought. It worked...ish. With the new approach I am taking to units, I can make a MUCH better unit.

It all stems from a simple idea I had to achieve the 2 main aims I had to have for my units.

1) Get away from the scale and proportion limitations that the stock skeletons imposed

2) Have units that broke up when destroyed.

The solution is simple....they are all cavalry! Top half plus bottom half. Mess with scale and 'saddle' position and you are good to go. Walls will be knocked down by artillery units or...possibly...very heavy melee units. So...no need for ladders or towers!

That's just the tip of the iceberg ~:D

LeftEyeNine
06-11-2006, 00:50
Umm..Any overview of the idea..I mean what's this all about, the era or the theme etcetera ?

Epistolary Richard
06-11-2006, 01:07
Recap attack!!!!

https://forums.totalwar.org/vb/showthread.php?t=56976

https://forums.totalwar.org/vb/showthread.php?t=52862

Geoffrey S
06-11-2006, 10:01
Glad to see it back on track. It looked great when you posted updates, and it's good to see someone certain about what they can and can't achieve in RTW.

Bwian
06-11-2006, 21:47
To quote one of my favourite maxims...

Theory informs, but only practice convinces.

I make a point of actually doing something before I advertise it on the forum :2thumbsup:

Progress update:

All essential custom animations are now finalised. I have improved on some of the 'walking' animation attempts I had before, and added the swimming routines for the roller anims. I have opted not to have seperate animations for 'hover' units, since I did not think they fitted well either as units or as models on screen.

I have also brushed up the main combat aniimation routines.

Base : Just brute force slugging. With or without weapons

Claw : Power claw type attack. Claw blades 'snip' when striking

Buzzsaw : Spinning disc cutting blade in place of a right hand.

Driller : Rotating drill. Rotates in the opposite plane to the cutting disc.

All of the above attack animation 'top half' units can be placed on any of the bottom half units... so you can have walking drillers, rolling cutters...and so on. Since they are seperate, I can also scale up or down each section, and have size variations. So...I can make a 'claw' bigger on a stock 'walker' and make a dreadnought. The same with a cutting disc makes a Killa Can type of thing.

Any of the 'ordinary' robot chassis can be upgraded to use these weapons once you build the factory upgrade, and this just entails swapping an animation and adding the physical weapon to the mesh.

Next BIG job will be to convert the map and building stuff over. I might leave the map till later! Lots to do.....and so little time!

snevets
06-11-2006, 22:50
It's good to hear this is going again, I was always interested in it. I heard you gave up on rtw though for awhile due to an accident.

Bwian
06-12-2006, 08:06
I gave up on just about everything that involved use of my right hand until the physio was done and I could hold a mouse at all! Took a few months to sort itself out, but now it's pretty much back to normal.

I don't see any point in waiting for MTW2 to come along, so I might as well get cracking with this mod again! I can't think of any other mod I would rather be working on :laugh4:

Duke John
06-12-2006, 08:26
Very clever! A mod for a game about ancient warfare in which you can upgrade weapon systems of robots and actually see it on the battlefield :2thumbsup:


I can't think of any other mod I would rather be working on
NTW2, Lord Bwian? :wink: Just kidding, of course do whatever you like best, and this mod sure seems to get your creative juices flowing!

Bwian
06-12-2006, 20:40
DJ ...I hadn't forgotten that :laugh4: I have a few tasks to complete on that score in my spare modding time!

This mod is more of a creative 'build what you like' mod, rather than trying to make something that has to look exactly like what it is supposed to be!

But...to elaborate slightly on the build trees:

Each faction will be able to build a small selection of common units. These are the 'basics' with very limited combat use.

Each 'basic' can be upgraded. Build an 'Armoured Alloy Plant' and you can then build 'basic' and 'armoured basic' with a model showing base mesh plus armour plate. Then you can build 'servo upgrade' and have the basic unit or the armoured unit plus a power-claw. Power claw equipped troops will have a bonus against walking units. Next, build a powered weapon add-on, and you can add drill or cutting disc equipped unit.

For laughs, build a large chassis factory, and build scaled up basics.

For bigger laughs, build a Titan chassis factory.

I have also considered the possibility of making certain designs only buildable in certain territories, but I don't want to complicate things to the point where the AI just can't use the thing!

Bwian
06-18-2006, 16:35
https://img46.imageshack.us/img46/6213/leg22kl.jpg

https://img48.imageshack.us/img48/1286/leg39qx.jpg

https://img162.imageshack.us/img162/2548/leg46mt.jpg

some of the 'leg' mounts in game and working. EAch will have a 'family' of top halves to decorate them!

Geoffrey S
06-18-2006, 21:38
Will there be any humans/alien lifeforms in the mod or is it all robots?

Looks great by the way.

Bwian
06-18-2006, 21:41
no humans....but I did consider aliens. I don't know exactly how I would fit them in, since they would have to be fairly primitive to fit with the story line.

JuliusCaesar
07-28-2006, 18:19
I remember someone from the Metal Mayhem mod once asking for how to make infantry attack walls (I think it was Bwian), and I just got this crazy idea (well, it's actually not that crazy). But try this out: Make a infantry unit with a missile weapon as secondary weapon. The model for this must look like a melee weapon. Next: make a new projectile with the ability to take down walls, and make the model/texture for this projectile invisible (try removing the texture from it or alpha channel it). Then make sure that your new missile-weapon has a very low range (1 or less). At last just make a new firing animation, where the infantry unit smashes his missile weapon (which should now look like a mace or sword or something) into the wall.

Hopefully this is what will happen: when you attack the walls holding down the "alt" button, your infantry unit will start firing at it when it gets close enough, but is will look like they are smashing the walls with a melee weapon because the projectile is invisible, and your firing-animation is changed to a melee-animation.

PM me if this actually works. GL with your mod

snevets
07-28-2006, 21:02
Bwian if you're around open up some pm box space.

Bwian
07-28-2006, 23:02
Snevets....have cleared a load of junk out of my PM space...and there is now actually room for people to mesage me!!!

Julius...no...sorry, that won;t work. Thanks for the suggestion, but it doesn't really work at all that way. For a missile weapon to damage walls, it must be a siege weapon that fires it. If you make an archer fire boulders, you can't damage walls. It actually won't let you target them. Also, you can't fire from close range properly. Only weapons set to 'prec' fire up close, or if you manually disable skirmish mode. No good.

I have made 'elephant' humans that attack light pallisades or gates, but the way they do this is not really what I want. Right now, though, it's the best I can do.

GiantMonkeyMan
07-29-2006, 10:49
excellect news that you are carrying on with an amazing mod :2thumbsup: it is such a good idea and i'm glad its gonna be completed

GMM

Bwian
10-05-2006, 20:33
After a period of work induced slumber.... I thought it was time for n update!

I haven't vanished...I haven't given up :D

Work done so far:

Animations all done. I have my rolling, walking and .....er....tracking animations all done, along with the drill, grind and snip top half animations.

The models are well under way, with the 'base' halves done for rolling and walking variations. All built with at least 4 levels of detail

Some map work done, along with some minor strat map models

Siege weapons re-done to make assorted light artillery pieces instead of ballista's etc

New projectiles done ( including a flame projector! )

Build trees all designed and sketched out

screen shots coming soon :D Most of the models have had some brush up work done to make them better.

GiantMonkeyMan
10-05-2006, 20:37
wow! great news... keep up the hard work :thumbsup:

Bwian
10-05-2006, 22:36
currently working on the tracked lower halves. I might have to make a completely new set of animations for this set....not as fast as the rolling wheeled ones...but a bit faster than walking.

Each 'set' has 7 individual 'mounts'

2 x light
2 x medium
2 x heavy
1 x Titan

Add this to 5 variation on weapon attack skeletons ( missile, melee, disc, drill and claw ) in a variety of scales....and that gives you the available units for each chassis type. Chassis will work like temples... build a 'wheeled' chassis production line, and you can only make wheeled units in that town.

Wheeled units are the fastest....but a bit more vulnerable. Walkers are more robust but slow. Tracked units in between.

I really need to work on some upper halves for best impact on the screen shot front... but I will take some shots of the units as they stand.

I have also opted for a single melee unit on the base human skeleton and one missile unit based on the same. These were required for 'crew' and to allow for ladders and sapping. Not really wanted.....but necessary for certain elements of the game structure. All those cavalry based units cannot get inside the walls otherwise!!!!

Myrddraal
10-07-2006, 01:44
gimme some pics! :wink:

Bwian
10-08-2006, 20:28
OK you screenshot hungry eye-candy addicts :laugh4: here are some pictures to view:

Let me start with the artillery, since that is what I have been working on today.

https://img232.imageshack.us/img232/9199/gun1bm5.jpg
Here we have a battery of heavy bomb launchers. Firing mechanism utilises compressed gas to launch a combination of incendiary and solid projectiles. Firing rates are low, but they are capable of launcing a heavy projectile. Similar in capablity to old 1915 trench mortars, they are good at range, but cannot fire in close.
https://img64.imageshack.us/img64/4987/gun3az7.jpg
clearer shot of the unit!

https://img234.imageshack.us/img234/4788/gun2rw3.jpg
Also available is the simpler close up bolt launcher. Able to launch a hardened steel bolt over long to medium range. The propulsion is again a compressed gas based system. Available in a single barrel or this double barrel device for more rapid firing. The twin barrel allows time for pressure rebuild as barrels fire alternatively.

https://img63.imageshack.us/img63/310/gun4zn0.jpg
The flame projector applies the base carriage of the other artillery pieces, combined with the pressurised gas propulsion system. Instead of firing objects, this device utilises a container of flammable chemicals, pressurised by the device and launched through a multiple barrel arrangement. Side igniters ensure a good burn as short bursts are released. Effective at close range and against attacking mobile units.

https://img61.imageshack.us/img61/9792/gun5vg8.jpg
Finally, we have the heavy launcher. Opting for maximum payload, the device carries a battery of simple chemical rockets with explosive warheads. No good up close, but ideal for converting those enemy factories to piles of smoking rubble. Again, manufactured on the same common design chassis, it provides a simple and effective artillery piece.


OK... enough for now! All I have to do now is take screen shots of the 6 leg 'mounts' the 6 tracked and 6 wheeled ones, while I get on with building the 7th unit for each type.... the TITAN class. :2thumbsup:

GiantMonkeyMan
10-08-2006, 20:31
we are not worthy.... :2thumbsup:

Bwian
10-10-2006, 20:54
They say you can never have too many screenshots....well...lets see :laugh4:

These are some of the 'legs' for the walking units. I have rendered them in Max rather then in game, since it is easier to see them that way. Once I get the tops in as well, I will post more in game shots. ALL of the content in these pics is fully working in game amd exists in multiple detail levels etc.

Light Walking Units:

https://img243.imageshack.us/img243/1225/leg1fb7.jpg
This is one of two variations of the light 'scout' rated unit

Medium Walking units:
https://img241.imageshack.us/img241/4720/legs2cv2.jpg
https://img241.imageshack.us/img241/4693/legs3fj6.jpg
Rated 'medium' these chassis are capable of handling heavier droids and supprting armoured units.

Heavy Walking Units:
https://img241.imageshack.us/img241/5820/legs4xu8.jpg
Very heavy chassis. This is one of the heavyweight options available for the bipedal chassis. Capable of carrying the heaviest combat units.

Titans:

CLASSIFIED

Bwian
10-10-2006, 21:18
Wheeled units are also under construction, in game and moving faster than anything else on the robotic battlefield. Built for speed, they are also available in a variety of sizes. Here are some examples!

Light wheeled:
https://img383.imageshack.us/img383/7010/w1hw1.jpg
https://img175.imageshack.us/img175/1153/w2pb2.jpg
For these guys, the emphasis is on speed to control the point of engagement and to charge in fast!

Medium Wheeled:
https://img165.imageshack.us/img165/51/w3cb1.jpg
increased payload, with only a marginal loss in performance. The mediums are a harder hitting combat unit.

Heavy Wheeled:
https://img296.imageshack.us/img296/5886/w4ed4.jpg
Putting some combat power into the wheeled armies.

These are just a sample of what has been built...and each chassis will have more than one top half to make some interesting combinations!

Bwian
10-10-2006, 21:30
And finally for tonight.... some tracked chassis!

Faster than walking...but not quite as quick as wheels! Able to carry heavier structures and loads than purely wheeled units, they are more useful in combat.... but easier to run away from!

Light tracked unit:
https://img262.imageshack.us/img262/8251/t1kv9.jpg
Smallest and simplest tracked chassis. Simple al-terrain chassis adapted for a variety of simple utility tasks ( and the tracks do look like they move! Only the round bits by the wheels, in actual fact, but enough to give the illusion of movement. Quite effective when used correctly! )

Medium Tracked:
https://img476.imageshack.us/img476/8861/t2sf7.jpg
https://img172.imageshack.us/img172/4787/t3tr4.jpg

Heavy Tracked:
https://img170.imageshack.us/img170/2742/t4sy2.jpg

Again...this isn't all.... but all of these are in the game and working just fine :2thumbsup:

I need to finalise some stuff around the artillery and the missiles the units will fire ( for some reason, I can't get custom particle effects to work in BI... ) but that is something I can work around if I can't fix.

Now work begins on the top halves to complete the first full droid units. It's a pity I haven't got anywhere to put up a video clip of these guys in action... it looks so nice to see them rolling across the RTW landscape :laugh4:

Geoffrey S
10-10-2006, 22:32
Wow! I've said it before and I'll say it again, beautiful work and highly innovative. I really love the WW1 look of the heavy tracks, the rest looks fantastic too.

Neon twilight
10-10-2006, 22:34
Awesome models ! I just notice the famous imperial eagle it's a WH40k mod ?

Bwian
10-10-2006, 23:03
Well spotted Neon Twilight :laugh4: The mod is not WH40k...but the textures and some of the mesh bits on those tracked units were pinched from some stuff I 'made earlier' when I was putting some 40K vehicles into BF1942. I had a whole load of textures and some mesh stuff just sittng on my HD, so I re-used it to uv the tracked stuff. Seemed a shame to waste it!

I have a whole library of textures and bits of mesh.... I never delete anything :embarassed: and sometimes, it's just easier to dip into that rather than start from scratch. The Imperial logo layer was merged into the texture.... It will be gone in the final version...but I haven't got around to doing that yet. I have the original psd on a disk somewhere!!

GiantMonkeyMan
10-11-2006, 17:11
man... you are so good at modelling! keep it up :thumbsup:

Bwian
10-18-2006, 22:24
Right.....now for some examples of what will sit on top of those base units!

First into combat is a medium rated combat unit. Armed with twin spinning disc weapons. Suitable for mounting on medium rated chassis, or...with reduced armour, on a light chassis. These are seen in place on a medium wheeled chassis:

https://img54.imageshack.us/img54/2497/med2ja6.jpg

https://img106.imageshack.us/img106/669/med1ea4.jpg

Next, we will see how this unit looks mounted on the other available medium chassis....... but not now!

Bwian
10-19-2006, 22:27
And, in order to show the variations planned.... here is the same basic mesh with the battering and snipping weapons. Each basic combat unit will be available with a variety of weapons depending on the research done.

https://img68.imageshack.us/img68/7286/med3cq7.jpg

https://img103.imageshack.us/img103/2857/med4xj2.jpg

Next job is to attach the same unit to the tracked and walking chassis.....


One model....9 units!

Bwian
10-24-2006, 21:57
Not all of the droids employed in combat on the New World were built there. Some came as part of the original ships complement. Thousands were packed up in travel cannisters and loaded into the cargo pods. Many survived, waiting to be activated. Others were built from ready packaged factories, ready to serve the colony's needs. They were designed to build, to maintain and to serve. With the addition of simple armour to protect the positronic cortex, they also served as soldiers.

https://img79.imageshack.us/img79/7854/serv1yv9.jpg

4 manipulator arms allowed them to perform a variety of tasks....including battering other droids into submission. After all...this is war!

Follow on designs removed the manipulator arms and replaced them with basic compressed gas projectile launchers. A cheap and simple conversion utilising readily available rivet guns to give limited offensive capabilty.

Further variants replaced the arms with digging tools, for those tunnelling and mining requirements. Field conversion of standard equipment.

more pictures to follow......

Bwian
10-25-2006, 21:47
https://img106.imageshack.us/img106/5183/serv2vm6.jpg
These guys are the missile adapted variant. The manipulator assemblies have been removed in order to provide secure mounts for the weapons, and to save weight. These guys are range attacks only!

https://img233.imageshack.us/img233/1243/serv3hh8.jpg
On this model, the handling gear is removed and digging spades installed instead. These are surprisingly effective in combat, and give them the ability to tunnel.


Factions distinguish themselves by their differing camouflage colourschemes
https://img68.imageshack.us/img68/5284/serv4wq8.jpg

Bwian
10-26-2006, 22:27
Since no-one else wants to post in the thread, I'll just carry on with the screenshots!

https://img303.imageshack.us/img303/483/battlegp0.jpg

A mixed battery of artillery is over-run by armoured servitors.

In the meantime...I have managed to get the unit cards done for the artillery and fixed the push points so the units push in the right place. Next job is to finish off the projectiles and then get started on some UI stuff

Sundjata Keita
10-26-2006, 22:40
The lack of replies is only a testament to the awe these screenshots create. It's great that such an adventurous mod is surviving.

Bwian
10-26-2006, 22:58
That's a relief! I thought everyone had run off to wait for MTW2 :laugh4:

If the tools allow, I will certainly be porting this over to the new engine if it has modding potential. If it doesn't, then there is no reason not to finish this off for RTW/BI. It looks perfectly good enough and has a mature toolset.

I am tempted to make a video of some of this stuff in action.....the stills don't show the units rolling, and that's my favourite bit!

This weekend, I hope to port over my original RTW map for BI, and get a few more units top-halves built. And a new look interface. And then some new strat map models....and so on! Want to make some new battlemap foliage too!

Geoffrey S
10-27-2006, 00:13
Indeed, lack of posts doesn't mean lack of interest. I know I keep coming back to look again at this unique and fascinating looking mod.

wlesmana
10-27-2006, 04:37
Bwian> if you got the time, try to read the short story "Autofac" by Phillip K Dick. In it is the story of a futuristic landscape where all the engineers are dead from a world war and the surviving citizens are served by automated factories set up in different States (in US). The citizens can't stop the factories and worried about them eating up resources until they ran out. The factories ended up fighting each other for resources by building weapons of war. The similariy with your mod cold give you some ideas.

Bwian
10-27-2006, 17:18
I'll keep an eye out for it. Philip K Dick is a good author, but I've not read that one. Bladerunner just didn't do his book justice either :book: I always enjoyed reading sci-fi that didn't portray the future as neat and clean and tidy....but rather grubby, and real ... like things are now, just a bit higher tech!

Anyway.... now back to the mesh making! I want a couple more robot upper-sections in place for the light units before the weekend is over.

Myrddraal
10-27-2006, 18:33
Since no-one else wants to post in the thread, I'll just carry on with the screenshots!

:thumbsup:
I like screenshots :wink:

Bwian
10-29-2006, 16:16
The screenshot fest continues!

Furst off, not the promised new units ...but rather the work in progress on the interface. I have given it a very 'metallic' look, which I like...but it is perhaps a little dark. I might lighten it up to make the unit stas clearer.

https://img232.imageshack.us/img232/1087/ui1gf0.jpg

Unit screenshots will come just as soon as I finish the annoying trial and error needed to get the top and bottom halves to mate neatly.

Bwian
10-29-2006, 16:45
Light scout unit - mechanised.
https://img214.imageshack.us/img214/7836/light1tz3.jpg

and also mounted on a light tracked chassis
https://img53.imageshack.us/img53/6494/track1ri7.jpg

The other unit to reach completion today is the light combat unit. Also cshown on it's primary wheeled chassis, but also available for fitment to walker and tracked chassis. I like this unit a lot, and might use it as a 'light' general unit too with some extra adornments.
https://img66.imageshack.us/img66/3905/light2wa0.jpg

This last unit will also be available in clawed and disc weaponed versions

wlesmana
10-30-2006, 04:51
You might have thought of this already, but here's a little trick to make an ON/OFF light-bulb if you're willing to sacrifice primary/secondary weapons. For instance, in a joke model I made, I put an OFF light-bulb (all black) on his antennae. A tiny bit bigger than this black light-bulb is an ON version, red colored, right on top of it, wrapping the OFF light-bulb, and set as "primary weapon". During death, primary weapon object is taken out of the game. So my unit would walk around with the ON light-bulb but once he dies, his light-bulb would appear OFF (dark colored) because the ON light-bulb is removed.

Bwian
10-30-2006, 18:54
Interesting thought.

I can see a variety of uses for this, but I don't know for sure how I am going to implement this. It could work for lights.... for, say, a screen display on the droid, or some form of holographic 'banner' for the officer units to distinguish them that goes out when they die .... many possibles.

Thanks for the suggestion!

wlesmana
10-31-2006, 09:16
You can see it in this pic: https://img84.imageshack.us/img84/1198/katamari2vo2.th.jpg (https://img84.imageshack.us/my.php?image=katamari2vo2.jpg)
I made a Prince (from the game Katamari Damacy). The primary weapon is the red bulb on his antennae and his "happy" face linked to the head bone. When he dies, the primary weapon is removed and you'd get the black bulb and "unhappy" face. It works as long as the primary weapon model is only linked to one bone.

Ozzfest20
11-02-2006, 05:43
Interesting... :bow: I'll try it.

Alexander: The hellenic empire
11-02-2006, 09:16
:helloo: Explosively cool idea!

Bwian
11-13-2006, 23:39
Mayhem is getting some AFV's! ( I hope!!! )

After much messing about with scorpion carts, I think I have got this to the stage where I can make it all work! Screenshots will follow shortly.

I will need to make a new tank animation set, since my tracked vehicles were using a camel base, which cannot be used as a chariot hauler....

Here's the deal:

1) The 'tracks' replace the horses. Remove the pivot and bar, and re-set the horse positions to centralise things

2) The tank 'hull' is the actual cart itself. The scorpion and the pivot point are stuck using a single model, so this will have to be 'vanished'. I will either alpha it out, or replace it with a single polygon deal, which will be hidden inside the vehicle hull. At a push, the scorpio will be the gun barrel. All tanks would end up with the same gun...but I can't have multiple models for the scorpion....

3) The 'turret' is the crew member. This pivots with the 'gun' so it will appear to move. Turrets will have to be small enough to fit inside the hull. Why? simple....you have to have 2 crewmen! So...as long as the turret can be hidden inside the vehicle, it should look OK. I have concerns over what this will look like when death occurs....but only testing with a real model will confirm this.

I can, of course, mount this sort of thing on walkers too. The 'mounts' between the traces can be large sized legs to make a high powered gun toting walker.....or big wheeled rolling gun platforms. Change the projectiles, and all sorts of things become possible. They can't attack buildings sadly...but they can be quite fun!!!! Oh yes.....and you CAN make the cart scorpion fire like a machine gun......

Bwian
04-03-2007, 16:50
Not gone .... not forgotten... and bumped for a reason :yes:

satanea juda
04-05-2007, 01:17
I think everyone who ever wieghted a vertex is watching this Mod and the models your coming up with. Great work as always.

Kuni
04-10-2007, 11:36
wow. eagerly waiting for this mod. looks very promising, and I'm not a real robot fan!

Jubal_Barca
04-10-2007, 12:21
Hang on.. did you just say you'd found out how to make machine gun fire?

Bwian
04-14-2007, 22:16
Machine gun fire ....of a kind!

The fire-rate of the scorpion cart can be adjusted to a pretty rapid rate. This was something I messed about with when making a tank.

Go into the descr_mount.txt file, find the scorpion cart entry, and change the:

scorpion_reload_ticks 50

to something a lot less. say...

scorpion_reload_ticks 1

and try some Roman scorpion cart fun :beam: