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2012-05-23, 07:09 PM | [Ignore Me] #181 | |||
*edit: go fasta red + black & white checkermark borders. Maybe some teeth too. (must have before launch!) Last edited by QuantumMechanic; 2012-05-23 at 07:22 PM. |
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2012-05-23, 07:10 PM | [Ignore Me] #182 | |||
Sergeant Major
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2012-05-23, 07:20 PM | [Ignore Me] #183 | ||
Whatever, i don't see the major problem with that texture. The texture/model of that liberator as your own vehicle would have more of an impact on the immersion/feel of of the game than it would if you were shooting at it.
Just as long as there stick to camo'ish ones and there are not too many bright pink camo patterns (unless it fits in well with VS) and there are no giant clown noses for tanks, i think it will work ok. |
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2012-05-23, 07:39 PM | [Ignore Me] #184 | |||
Captain
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I like the mods I saw for the lib today,if we can trick out everything like that the game will certainly look very cool. I don't care if the skins stand out,I played NC for years,we were yellow and blue which doesn't really blend into anything in that damn game. |
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2012-05-23, 08:01 PM | [Ignore Me] #190 | ||
Contributor First Sergeant
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Modern fighting vehicles are owned by the institution not by the individual, that why most army/airforce/navy vehicles share a paint and colour scheme.
It looks more professional and reinforces the belief that the armed forces are well equiped, managed and maintained. In PS2 we use out own resources to purchase the vehicles we drive (aptitude or no aptitude), so ofc course people are going to want to differentiate their tank from that one over there. Personally I prefer subtle highlighting and patterning over neon yellow and flame effect paintjobs, but to each their own. In the end it's scars earned in battle (and ability to get in, hit hard then survive) that prove the talent/co-ordination of the partnership not the paintjob. |
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2012-05-23, 08:18 PM | [Ignore Me] #192 | ||
Contributor First Sergeant
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why not? PS1 damage stuck until the vehicle was destroyed or another damage-decal over-wrote the last one (or you cleared the texture cache using a console command).
The only downside was a bug where moving parts created decals but the damage model only recorded the decal in an unmoving grid-map, it meant that bullet holes and explosive blackening would float unattached to anything (sometimes covering the 1st person view). Easy enough to keep some of that stuff client-side, with a texture option for others to enable damage marks on other vehicles. Last edited by IMMentat; 2012-05-23 at 08:21 PM. |
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2012-05-23, 08:23 PM | [Ignore Me] #194 | ||
Sergeant
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No, TB was using a fixed 30mm Nose Cannon loaded with HE rounds.
The tailgunner seat had a 30mm Cannon with "Shredder" rounds (AP), with the other options ranging from 40mm chaingun to 150mm Camera Controlled Warhead and even radiation shells. I couldn't find where the final seat's turret was, but he had a 60mm Mortar on it. So no, he wasn't using the main gun. |
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