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.
Thanks to RT2! And obviously Cosmocrat because he did the base model.
I couldn't remove the surface, due to the surface construction, so I had to move it down the z axis a fraction.
As long as it does the job i think cutting or moving ends up being the same. I only said cutting it out because visually that is what needed to happen.
I honestly don't understand what the fix is? But thank you!
If i made a video rotating the camera you would see that the textures of both parts would overlap and cause stripes from one or the other to be seen in a weird way. Stationary it might be seen but it is harder to notice but while rotating it is extremely obvious.
Thrust me it is one of those fixes that can avoid torches and pitchforks.
I will thrust you!
I was hoping to avoid those torches and pitchforks my self. ^^
i presume the arc of fire of this twin autocanon is above the tower top ?
what happen when target are at the foot of the tower ? you fire at them through the walls ?
Animations were done by Cosmocrat and in fact i had not the opportunity to check them yet but should be something like you described. It could be controlled in weapon rgd file to avoid that though if combined with a correct placement of the muzzle coordinates in the combat_ext.
If it is like you described then it is similar to the waagh towers of the orks which shoot through the floor when the target is too close. As i said attribute coding can avoid that by having the right angles and coordinates for the weapon but at the cost of not firing in close range. You either go visually ok or full range fire capability not both. For both things simple turrets are the way to go.
Sorry for the vague answer but i can't provide anything better right now.
should quite realistic to have this feature able to shred you at long range but useless when you are at the foot of the tower, otherwise it is lame...if you can implement both realism and gameplay interest it is the way to go.
Simple geometry should give you the minimal range.
It may look lame, but will not feel lame. Due to the DOW engine, targets who cannot fire at things <= minimum range will try to shoot at that target but not even shoot it or try to switch targets... it is also related to how titans are involved, and will feel a tad less enjoyable with work arounds (aka lack of flow).
just prevent anyone to get near the tower base into the minimum radius ?