Evo's new Experimental factory - Page 2

Evo's new Experimental factory

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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Re: Evo's new Experimental factory

Post by AF »

But its a whole realm of research!
Google_Frog
Moderator
Posts: 2464
Joined: 12 Oct 2007, 09:24

Re: Evo's new Experimental factory

Post by Google_Frog »

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_
Posts: 666
Joined: 19 Aug 2009, 16:09

Re: Evo's new Experimental factory

Post by FireStorm_ »

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
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Evo's new Experimental factory

Post by Forboding Angel »

Say hello to the "Leveler" tank destroyer.

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PicassoCT
Journeywar Developer & Mapper
Posts: 10450
Joined: 24 Jan 2006, 21:12

Re: Evo's new Experimental factory

Post by PicassoCT »

looking good for a small ride over the hood.
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Wombat
Posts: 3379
Joined: 15 Dec 2008, 15:53

Re: Evo's new Experimental factory

Post by Wombat »

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
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Evo's new Experimental factory

Post by Forboding Angel »

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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