posted 06-01- 12:01 PM
I have added an obnocollide to the prop in my next version of the tiger tank, as well as other improvements.Hill climbing/speed issues are a real bear since we are using an invisible prop. I also cannot get the ai to drive the whole time, sometimes they start, and throttle up, but I never see them make any turns.
One possible solution to the climbing/speed issue which may also give us a reverse also is to take a look at how the huey is done, and change the tiger accordingly.
I just spent about half the night trying to figure out how to texture map with sv's notes(which are very good) but I still couldnt quite get it to work right. I have remodelled the hatch to put in in the correct location, and redid the cover. Also redid the machine gun.
I'm planning on making it more to specs in respect to where things are:
The pilot position will be moved down to the hull, and will have access to a hull machinegun. The commander position will become the gun position(hopfully anyway) but will still have the lowering into the hatch with the q key).
Actually Jeeves, two of my original test missions for the tiger are named El Alamein(5 vs 5 tiger tanks) and El Alamein2(2 tigers 2 spits vs 2 tigers 2 fw).
I only wish I had some help on this,as I can envision converting the Sherman, T34, Matilda, Flak Panzer, and others to driveable ground units(I have already done some, but never totally got the ground handling perfected). Werner is willing to paint things once we have a good texture map for him to work from, but I havent figured out out to map textures yet.
THINK of the Possibilities: Straight ground pounder missions, Saving Private Ryan missions, Convoy missions, Battle of the bulge, Tank busting, How bout a mission where you have to get the convoy into one of the tunnels before an enemy air raid blows them to bits!
[This message has been edited by Archy (edited 06-01-2000).]