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#151 | |
![]() Join Date: Apr 2008
FinlandLocation: Helsinki
Posts: 212
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Re: [Weapon/Asset] deployable 50cals
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I would recommend the same treatment as for any other graphic anomaly: clear your shader cache. | |
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#152 |
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Re: [Weapon/Asset] deployable 50cals
turn your gemotries up to medium and it should go
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#153 | |||
![]() Join Date: Dec 2007
United States of AmericaLocation: New York
Posts: 275
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Re: [Weapon/Asset] deployable 50cals
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The only thing I could think of is somehow looking into the effect that tracked vehicles have. You know, the effect of having the tracked vehicles treads loop over the drive wheel and the bogeys during it's operation while traveling over uneven terrain. Maybe this effect could be tweaked in some manner to effectively represent a dangling belt as it's shrinks and stretches from it's attachment points as it moves, similar to that stationary vulcan AA. | |||
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"... As PR continues to struggle to find realism in infantry combat; the aspect of quick reflexes has been replaced by encouraging camping instead."
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#154 |
![]() ![]() Join Date: Feb 2007
Location: Australia
Posts: 210
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Re: [Weapon/Asset] deployable 50cals
Looks great!
Only worry I have is how little protection the gunner will have while using it. You'd get your head blown off by a rifleman seconds after you start shooting. A low profile firing stance for the 3p player would be good or maybe a crouch animation like with the current MGs were you duck below the gun body? |
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Help Project Reality in Australia, join the bigD community!
http://www.bigdgaming.net/ |
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#155 |
![]() Join Date: Feb 2008
EuropePosts: 281
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Re: [Weapon/Asset] deployable 50cals
Oh noes, I smell death
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