Re-did those MGs to make them a little easier to see in combat, and just to make them not look ridiculously small...re-did the muzzle flashes and tracers on the twin MG, though it's just a matter of re-locating them, real improvment will come later.
As far as textures, I do agree texturing is where the biggest improvments can be seen, but as far as I know it, PIE Slicer coding supports...I guess 99 texture pages? Who says we can't have one texture page serve, say, all the Project bodies, another do NP bodies, another do all the cannon variants, etc. That gives us much more room to have better textures. So, we might not have something with a 256x256 texture...but 100x100 is better than 10x8, isn't it? cegrocks is going to either learn how to do textures himself or find someone at school who will.
New pics:
Re-done MG in PIE Slicer
Re-done MGs in-game
Re-done Twin MG in PIE Slicer
Re-done Twin MGs in-game
So, yeah, they're bigger. Also, you can see how badly I did the textures on the wheels (I'm lazy.
![Razz :P](./images/smilies/icon_razz.gif)
I'll do it later.)
Edit: In answer to Watermelon's question, currently, at least as I know it, WZ's animated textures run all the time, if they're there...I don't
think you can choose to only animate when, say, the unit is moving. The animation for cyborgs is a little different, same thing with derricks...with those, that's actual animation, there's a separate PIE for each frame (though I can't figure out how to get just one to show in PIE Slicer...cyborgs are high up on the list of things that DESERATELY need to be re-modelled...I'm thinking something like the MAX Suits from Planetside)