I'm just a little foxie.
Nope, the settings are at their highest. But EA made it so that textures shrink ingame.
Compare the renders to the ingame pics and judge for yourself.
<edit> Also, this pic is now officially old. The textures have been modified since the time of the pic being taken.
Sorry, I thought you meant the old wall texture. Now I have no idea what you're talking about.
That's what they have on.
I decided to remove the grime layer from the Rhino.
Because EA are pillocks. They actually made it so the textures shrink IN GAME.
Same thing it's always been doing; generating power.
Yeah, but the polycount IS over Nine Thousand; Because it's 11,029 polys.
Not yet. We don't have an FX artist, so it's just using the super reactor FX.
Yep
Suggestion; If you don't what your H.C.'s to glow, set the base diffuse texture to be grey, not white.
What's the Poly count?
The only problem I see, is that the mech will not be able to turn, as there are no hip joints to allow the legs to move laterally.
Walter is brilliant.
The main body and engines are based on the Sea King, I hand did the rest.
Not in multiplayer.
No. I'm gonna make it like in RA2, were you couldn't run over props.
If you see something in an ingame screen, and it's not got a dedicated render; That means it's using an old model for coding implementation and balance testing.
It doesn't 'toggle'.
It will only have a single turret.
No, it's hibernating. I'm busy with other things at the moment.
Because I like to visually see the treds moving behind the wheels, which yo can't do if they're textured on.
It produced less power, but was cheaper.
They're rarer?
The models were already UVmaped, so I just got a appropriate texture from google and recoloured.
what garrison texture?
ConRed isn't his primary mod, so he works on this mod when he's free.
Eventually.
You better be crediting the people who made that code (because it wasn't you).
Ah, okay.
how many polys is this?
Um... why's there smoke coming out of the cooling towers?
Nope, the settings are at their highest.
But EA made it so that textures shrink ingame.
Compare the renders to the ingame pics and judge for yourself.
<edit>
Also, this pic is now officially old.
The textures have been modified since the time of the pic being taken.
Sorry, I thought you meant the old wall texture.
Now I have no idea what you're talking about.
That's what they have on.
I decided to remove the grime layer from the Rhino.
Because EA are pillocks.
They actually made it so the textures shrink IN GAME.
Same thing it's always been doing; generating power.
Yeah, but the polycount IS over Nine Thousand;
Because it's 11,029 polys.
Not yet.
We don't have an FX artist, so it's just using the super reactor FX.
Yep
Suggestion;
If you don't what your H.C.'s to glow, set the base diffuse texture to be grey, not white.
What's the Poly count?
The only problem I see, is that the mech will not be able to turn, as there are no hip joints to allow the legs to move laterally.
Walter is brilliant.
The main body and engines are based on the Sea King, I hand did the rest.
Not in multiplayer.
No.
I'm gonna make it like in RA2, were you couldn't run over props.
If you see something in an ingame screen, and it's not got a dedicated render;
That means it's using an old model for coding implementation and balance testing.
It doesn't 'toggle'.
It will only have a single turret.
No, it's hibernating.
I'm busy with other things at the moment.
Because I like to visually see the treds moving behind the wheels, which yo can't do if they're textured on.
It produced less power, but was cheaper.
They're rarer?
The models were already UVmaped, so I just got a appropriate texture from google and recoloured.
what garrison texture?
ConRed isn't his primary mod, so he works on this mod when he's free.
Eventually.
You better be crediting the people who made that code (because it wasn't you).
Ah, okay.
how many polys is this?
Um... why's there smoke coming out of the cooling towers?