No.Gota wrote:Maybe the texture should be at a higher res?
You won't see it bigger as that ingame...
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No.Gota wrote:Maybe the texture should be at a higher res?
what for?Gota wrote:Maybe the texture should be at a higher res?
yep, i use a wacom tablet for texturing, which i do in artragebobthedinosaur wrote:thesleepless, do you use a tablet?
i've tested the rotating around y axis thing, it works quite nicely, just need to useSaktoth wrote:Awesome sleepless, sexy as shit. The plate lines could be bevels though, rather than lines.
Also the turret wont be able to rotate freely around the y axis. Again, like your hover scout, we could make the whole body of the unit rotate- but to get it to act coherently it would require heavy scripting or lua.
Probably quite possible though, and would give hovers a different way of behaving that might be cool.
...reaim in case there are more shots available and the target was destroyed and engage new enemies properly.mainDir = [[ 0 0 1 ]]
maxAngleDif = 35
causes the whole unit to rotate to aim, ...
err what?rattle wrote:...reaim in case there are more shots available and the target was destroyed and engage new enemies properly.mainDir = [[ 0 0 1 ]]
maxAngleDif = 35
causes the whole unit to rotate to aim, ...
it's a wacom graphire 2 5x4"What kind of wacom do you use and how much did you get it at?
this does work (and doesn't even require an empty root object) you just have to rotate the basemaackey wrote:why not create an empty root object just below the base? and then the base would strafe in the direction its moving.
Uh, why not just conceal it with effects and minor COB?The units base can be made a turret but as has been said: you cant tell which direction its 'really' facing. The only real solution to this is to have its facing be irrelevant in regards to its direction of thrust- like a gunship. This would require scripting/lua, as i said.
Uhm because that would require model changes which defeats the point because you could just ensure the turret has a free range of movement then.MidKnight wrote:how about giving it two parts: a small, roundish lower 'hoverpad' that faces where the unit really is facing, and the much larger 'shell' that makes up the bulk of the hover and acts as a turret?
also, it's be cool to have banking hovers.