Evo's new Experimental factory - Page 2

Evo's new Experimental factory

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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Re: Evo's new Experimental factory

Post by AF » 19 Oct 2010, 00:15

But its a whole realm of research!
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Google_Frog
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Re: Evo's new Experimental factory

Post by Google_Frog » 19 Oct 2010, 05:43

If it's experimental you should use it when there are 2 enemy bases, this way the base you don't send it at acts as a control.
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FireStorm_
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Re: Evo's new Experimental factory

Post by FireStorm_ » 19 Oct 2010, 06:48

I can relate. If I crush an opponents base in game, i would like some assurance it was me doing it and not that random spontaneous exploding base accident thingy I've heard about. :-)
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Forboding Angel
Evolution RTS Developer
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Re: Evo's new Experimental factory

Post by Forboding Angel » 04 Nov 2010, 14:18

Say hello to the "Leveler" tank destroyer.

Image
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PicassoCT
Journeywar Developer & Mapper
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Re: Evo's new Experimental factory

Post by PicassoCT » 04 Nov 2010, 15:07

looking good for a small ride over the hood.
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Wombat
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Re: Evo's new Experimental factory

Post by Wombat » 07 Nov 2010, 23:42

i see some tiny issues on 'tires' (looks like its unwrap is bit too big compared to text, also they dont connect each other perfectly) I KNOW DETAIL SORRY :D

looks great tho ;)
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Forboding Angel
Evolution RTS Developer
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Re: Evo's new Experimental factory

Post by Forboding Angel » 07 Nov 2010, 23:56

Yar, it's a 1 pixel discrepancy on the UV. I'll fix it at a later time. It's kind of a pain in the cock to make fixed like that because I have to re-setup the teamcolor map which happens to be a pain in the cock.

Edit: Decided to go ahead and fix it. Fixed on the texture and the normal.
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