

Each Career gives us different possibilities, whether it's the mechs encountered, the weapons obtained, or a lucky shot that saves you from a terrible loss. So it's important to go into the picture storage folder (~/.BattleTech is a very broad tactical experience. I’d love to see some of your favorite shots in the comments!Įdit: As mentioned by Wumpus, "It should be noted, for anybody new to the "Left Ctrl + K" screenshot function, that the images will be OVERWRITTEN the next time you play Battletech and take more screenshots.

MAC: MAC: Users\\Library\Application Support\Harebrained Schemes\BattleTech WIN: C:\Users\\AppData\LocalLow\Harebrained Schemes You can take 4k screenshots with “ Left Ctrl + K”.

#Battletech urban warfare get mechs free#
Protip: If you’d like to do the same, you can toggle free camera with “ Ctrl + Shift + I” and toggle the UI with “ Ctrl + Shift + U”. Now every time I land on an urban biome I spend at least a few minutes flying through the city, taking screenshots before diving into combat… and even then I’ll still get sidetracked taking photos in the middle of the action. To say I’m proud of what this team has accomplished would be a massive understatement. This was the key to squeezing thousands of destructible props into our urban scenes while maintaining a level of detail consistent with the rest of the game without the scene grinding to a halt.” We were then able to store all of the individual textures into only a few 2048x2048 pixel atlases, massively reducing draw calls. Using POM, we were able to fake geometric detail across our props that standard normal maps wouldn't be able to achieve. We were able to work around this limitation by using a technique called 'Parallax Occlusion Mapping' (POM) along with our standard high-poly to low-poly baking workflow. Many of the street-level props in urban warfare consist of 100 polygons or less, looking like something made for the Nintendo 64 when viewed in wire-frame. With this sort of prop density, each prop needed to be painstakingly optimized. Handling this sort of scale variation across props was a difficult task, as each urban map had tens of thousands of props, many of them viewable up-close. “The new props presented in Urban Warfare Range from the tiniest of park benches, to towering skyscrapers. Thankfully our environment artist, Zach Whitchurch loves industrial design as much as I do, so when he wasn’t cranking out a ridiculous number of grounplates, he was unleashing his hard surface skills on our unique props. (You may have already seen this image in Dave McCoy’s most excellent Dev Diary) I wanted at least three core visual themes that could scale from single unit structures to towering skyscrapers that would ensure our cities feel varied and unique from our pulled back camera angles. Without the resources or time to hand craft thousands of unique buildings, I created a set of building archetypes in Google Sketchup and established some quick and easy rules that we could apply to every building moving forward. The name was later changed to Urban Warfare to temper old-school fan expectations, but looking back now and seeing the scope of the project and what we accomplished, I think we could have stuck with it.Įven with over 30 years worth of art to pull from, the urban settings in BATTLETECH seemed to lack a consistent look and sense of scale, so that’s the first thing I’d have to lock in. That was my takeaway after Mitch and Jordan pulled me into a closet (which I later discovered was an actual meeting room…) to tell me about my first assignment here at HBS. Your job is to figure out what our cities look like”. I wanted to share some insight on how our small team of artists brought their skills and passion together to create beautiful cities for you to blow up and give them the chance to talk about some of their work.įirst, some quick backstory before I get to the pretty pictures… Greetings MechWarriors! Marco Mazzoni, Art Director on BATTLETECH: Urban Warfare here.
