Just uploaded this for S&G. Experimenting with camera angles/positions etc. Got the Panther tank in game and running how I want with physics etc, can also see the particle effects like track dust and the exhaust backfiring. Re-did some explosions.
Most proud of the photon torpedo re-work, never expected it to come out quite so well quite so quickly . Also figured out how to get weapon muzzle flashes on any weapon class, such as imagelauncher etc, so got that in there too. Let me know what you think.
Oh and pay attention to the sound too, knock up your sub woofer if you have one, spent a lot of time on the sound effects for these.
Physics seem a little drifty to me, but otherwise its really pretty. I realise the effect you're trying to go for, but I'm not quite sure it's really worked.
EDIT: I like the new sound effects, and the way the crosshair wanders around the screen with the Panther. Would be different (possibly difficult?) when trying to aim behind.
Last edited by Ded10c on Sun May 15, 2011 9:58 pm, edited 1 time in total.
Haven't nailed them yet, but thats pretty much what im going for. The idea is it sits between a hover tank and an assault tank, kind of like a tracked dogfighter with the extra sturdy punch for assaults. I might have put the 'snow' version in by accident which has more slippery physics to simulate snow better.
EDIT: Yeah the turret independence is easy enough to do, just a matter of setting up the heirachy right in the .xsi. Originally I wanted the turret to only be able to move up and down, so as to also lock the missile pod forward as well, but AI does NOT like not being able to spin a turret around. Just wont handle it and sit there in a hissy. Nothing I can do about that unfortunately, so its gotta spin for the AI to use the craft properly.
I do however quite like the wandering turret. The cockpit of the craft isn't part of the turret anyway so it makes sense really.
Nielk1 wrote:Is it just me or do you have to rotate your tread UV 180 degrees... Looked to be spinning the wrong way.
Yeah still haven't fixed that, wasn't sure if it was to do with vert order or uv direction or something. Anyway because the tracks are more like boxes its quite hard to get right
Nielk1 wrote:Is it just me or do you have to rotate your tread UV 180 degrees... Looked to be spinning the wrong way.
Yeah still haven't fixed that, wasn't sure if it was to do with vert order or uv direction or something. Anyway because the tracks are more like boxes its quite hard to get right
Treads are really simple. The texture scrolls up and down. You think of it as an animated texture and you are good. In fact if you could get the direction right I bet you could throw an actual animated texture in for while you were making the model just to see it spinning. A simple keyframe animation on the scroll of the material texture in MAX might help to show it too.