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Re: Evo's new Experimental factory

Posted: 19 Oct 2010, 00:15
by AF
But its a whole realm of research!

Re: Evo's new Experimental factory

Posted: 19 Oct 2010, 05:43
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.

Re: Evo's new Experimental factory

Posted: 19 Oct 2010, 06:48
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. :-)

Re: Evo's new Experimental factory

Posted: 04 Nov 2010, 14:18
by Forboding Angel
Say hello to the "Leveler" tank destroyer.

Image

Re: Evo's new Experimental factory

Posted: 04 Nov 2010, 15:07
by PicassoCT
looking good for a small ride over the hood.

Re: Evo's new Experimental factory

Posted: 07 Nov 2010, 23:42
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 ;)

Re: Evo's new Experimental factory

Posted: 07 Nov 2010, 23:56
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.