Having worked as a farmer and woodcutter for most of my life i became determined to do something that would leave my mark after i was gone. Since then i got back to studies, and i have now a master degree in Electrotecnical Engineering as well as a degree on Electromechanical Engineering. On my free time i like playing and so i became interested in creating my own games or, in the shorter term, modding games to get something closer to what i would like games to be.

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Report RSS SM and ork tank traps with building animations (view original)
SM and ork tank traps with building animations
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Excogitatoris-Logica
Excogitatoris-Logica - - 2,755 comments

sneaky wagon trapz are fer grotz! we orkz makez da biggezt tank stoppa spikez!

Seriously now, could it be possible to reduce the poly count on the ork tank traps? Since they're going to be smaller it'd be kind of a waste of the few precious poly the engine can render at the same time before dipping into the 10fps range.

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GreenScorpion Author
GreenScorpion - - 1,935 comments

I may have a look at that but it isn't a "heavy" model as far as i am aware. Most environmental objects have low quality textures and so they reduce the effect on performance (no wtp means way less ram usage but of course quality is reduced). A basic guardsmen_codex should have more polys (in total) and only the rsh files associated with it will occupy more ram that this guy.

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Description

Tank traps for Space Marines and orks with building animations also.

Tank traps (environmental object) are from DOW Kingdom mod for DC by Etherdragn.

The ork tank trap certainly needs a scale adjustment as at 1:1 it seems more like a titan trap than a tank trap. For reference that building is taller than a pile of guns right now.