[article] Making a destroyable active tank turret (realistic).

[article] Making a destroyable active tank turret (realistic).

Re: [article] Making a destroyable active tank turret (realistic). Posted by Andrei on Mon Sep 15th 2003 at 3:36pm
Andrei
2455 posts
Posted 2003-09-15 3:36pm
Andrei
member
2455 posts 1248 snarkmarks Registered: Sep 15th 2003 Location: Bucharest, Romania
This is a discussion topic for the article "Making a destroyable active tank turret (realistic)." by Andrei which can be found here

Article description:

Making an active tank turret that can be destroyed with explosive weapons.
Loading embedded content: Article #20
Re: [article] Making a destroyable active tank turret (realistic). Posted by blu_chze on Tue Sep 16th 2003 at 5:11am
blu_chze
112 posts
Posted 2003-09-16 5:11am
blu_chze
member
112 posts 61 snarkmarks Registered: Sep 2nd 2003 Occupation: Student Location: Perth, West Australia
proper tank-like set-up yay. viva la realism
if only they did something like this in the game-seriously destroying a tank with a shotgun and SMG? lets all have a luagh
Re: [article] Making a destroyable active tank turret (realistic). Posted by Loco on Tue Sep 16th 2003 at 6:51am
Loco
615 posts
Posted 2003-09-16 6:51am
Loco
member
615 posts 121 snarkmarks Registered: Aug 29th 2003 Occupation: Student Location: UK
Render mode: texture would probably be better than additive, but otherwise great tut. At last, tanks are no longer destroyable with two shots from a crossbow!
Re: [article] Making a destroyable active tank turret (realistic). Posted by Gollum on Wed Sep 17th 2003 at 6:34am
Gollum
1268 posts
Posted 2003-09-17 6:34am
Gollum
member
1268 posts 525 snarkmarks Registered: Oct 26th 2001 Occupation: Student Location: Oxford, England
Neat idea and a clear, concise tutorial :)

A rendermode of "Solid" and amount 0 is what you should use to make something invisible. Regardless of the textures used on the entity, those settings will make it disappear (and not even be drawn by the engine).

"Additive" and "Texture" are special rendermodes that depend on using particular types of textures.
Re: [article] Making a destroyable active tank turret (realistic). Posted by Sulkdodds on Sun Feb 15th 2004 at 5:12pm
Sulkdodds
1 post
Posted 2004-02-15 5:12pm
1 post 0 snarkmarks Registered: Feb 15th 2004
Er...I'm an idiot, but I get two problems.
1. The gibmodel 'metalplate_green' won't load.
2. The turret rotates not around its centre but around a central point which is at the end of the barrel, if you see what I mean.
Help?
Re: [article] Making a destroyable active tank turret (realistic). Posted by Foxpup on Wed Dec 1st 2004 at 8:51am
Foxpup
380 posts
Posted 2004-12-01 8:51am
Foxpup
member
380 posts 38 snarkmarks Registered: Nov 26th 2004 Occupation: Student Location: the Land of Oz
I still don't know how they made the tanks in the original game, but this one's better.
Sulkdodds, 1) Just leave gibmodel blank, it's not really neccessary.
2) Put an origin brush in the centre of the turret. Make it part of the turret entity. It's a block with the "origin" texture on all sides in case you don't know.