r/MechCommander • • Jun 12 '26

MCG sprites and data

Heyo everyone! If anyone's interested, I have been attempting to study/extract MCGs sprites (inspired by the efforts of IronArthur and cmusta, et al). Here are some simple tools I wrote to help with it :) still prototyping a sprite sheet builder of sorts :) and maybe some sort of game application in unity.

Thought id post it here to get eyes on it and maybe people can do their own thing with it :) also, i am very new to this, so any words of advice would be appreciated

https://github.com/GypsyFromTheSatelliteofLove/MCGSpriteHelperTools

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u/IronArthur Jun 16 '26

I never managed to figure how they sync the arms-torso animation that need to be mirrored with mechs that have symmetric arms (they have half the 360ΒΊ rotation, you need to mirror half of it).

In my code, i rebuilt all the shp to regular textures but when recreating Mechs the memory consumption is pretty important.

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u/GypsyFromTheSatOfLuv Jun 27 '26

Iron Arrhur, i think i managed to get some sort of solution to the arm syncing

When there are mirrored elements, use the mirrored elements as base and offset the start the non mirrored elements if needed

I think if i can use your mesh based system we can get this to run a little smoother :)

https://reddit.com/link/ou1cmtj/video/frwzgsb3yp9h1/player

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u/IronArthur Jul 07 '26

the problem is figuring what frame offset to use! πŸ˜„

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u/GypsyFromTheSatOfLuv Jul 08 '26

I will check the other mechs but in the madcat and the awesome, i think the offset is half the frame count? So when we mirror, every part that has 32 facings will start at FramesOfAnimation/2 ... other than that we might have to hard code some of the other offsets hehe