I'm just a little foxie.
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.
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.
You better be crediting the people who made that code (because it wasn't you).
how many polys is this?
Um... why's there smoke coming out of the cooling towers?
I felt the voxel was too plain, so I took designs from the concept art.
You can't see it in the render, but I used the concept for the Tesla generator on the rear of the chassis.
For one reason: You can't get control of a cow.
And before you suggest Yuri; he can't control animals.
That's what the aircraft on the Destroyer was called, an Osprey.
Both rims and tred were taken from an 18 wheeler.
Pic updated, I forgot the remake the missile before I uploaded the last version.
Unless they use their Force Shield.
This description was directly copied from RA2, no modifications were made.
It's black and takes a reeeeeeeeeeealy long time to grow back (not possible to set it to not grow).
But it's still Fog of War and not shroud, EA broke the shroud.
After finding an install image of the Typhoon, the upper prop has been removed.
It does it like in RA2, playing the anim after you've placed the structure.
No, parts of the crane in RA2 had wasp stripes along the edges.
Those will come into play on the texture.
I just had HC set to random when doing this.
That's just a shadow cause by rendering.
It's not on the texture.
Apoc's are big enough to not be crushed by the Battle Fortress.
Correct, there are no diagonal hard edge texturing.
This wouldn't be a problem, except the build grid(and thus the RA2 one) and texture grid are at a 45 degree angel from each other.
Meaning all the 'edges' of the build grid are actually diagonals on the texture grid, forcing me to do blending.