Heavy MG in PIE Slicer:

Heavy MG on a tower:

Have fun.











It saves the MG behind.Watermelon wrote: Personally I think the protective front plate on mg is a bit weird,since the turret in warzone is not manned(though some artillery weapons have that plate...)

I understand what you're trying to do but if you look at real life, those plates are only used to protect the person who controls the unit + if you do it on the MG you would have to do it on every weapon in wz and honestly i don't want every weapon to have it.Kamaze wrote: It saves the MG behind.

Thats right, although some parts of the texpage definetly look better, the differance isn't significant. To get better graphics you will have to increase the textures resolution.Watermelon wrote: Personally I think the protective front plate on mg is a bit weird,since the turret in warzone is not manned(though some artillery weapons have that plate...)
I tried to 'clean up' the exist texture a bit using gradient brush manually,but it didnt make the texture look signicant better after the removal of low resolution/color bits,I guess it because the texture size per a 'hub' is small:
Part of page 14 droid hub:
original:
after clean-up:
![]()

Actually parts of the original image seem to look better. Your cleaned texture seems a bit "washed out". (Eg. the upper right corner looks better in the original, since it is darker.)Watermelon wrote: Personally I think the protective front plate on mg is a bit weird,since the turret in warzone is not manned(though some artillery weapons have that plate...)
I tried to 'clean up' the exist texture a bit using gradient brush manually,but it didnt make the texture look signicant better after the removal of low resolution/color bits,I guess it because the texture size per a 'hub' is small:
Part of page 14 droid hub:
original:
after clean-up:
![]()




i don't think that needs a solution -- if you put a regular mg turret on top of a tracked python, of course it's going to look odd, since you've got a beast of a chassis with a dinky little weapon on top. on the other hand, putting a heavy cannon on top of a wheeled viper looks equally strange. same thing would happen if you removed the turret from an m1 abrams and replaced it with a 20 caliber mg.Watermelon wrote: With wz's per-component units,it's very hard to make certain turret to 'fit' for all bodies or at least most of them,for example some turret might look awesomely good on a small body,while looking ridiculous on some huge body like dragon,but I still unable to think of solution to this problem...
Also wz's bodies are way too small(width wise) and it makes almost all combinations look like a big gun mounted on a bike...

I guess the only way to make them not to look so 'sci-fi' is to disable the design feature completely in a realism mod,so you can have more controls over the placements such as where to attach weapons and what to attach...kage wrote: i don't think that needs a solution -- if you put a regular mg turret on top of a tracked python, of course it's going to look odd, since you've got a beast of a chassis with a dinky little weapon on top. on the other hand, putting a heavy cannon on top of a wheeled viper looks equally strange. same thing would happen if you removed the turret from an m1 abrams and replaced it with a 20 caliber mg.
the real trick is keeping it that way -- if you made it so they auto-scaled to look "better" on a body, technically the larger version should go up exponentially in damage potential and cost, which should have required extra research since it's pretty much a completely different weapon, thus you can't really justify auto-scaling. in regards to multi-turret stuff, a small mg would look great in front of a heavy cannon on a python, but you'd have to redesign the chassis to look better that way, and in most cases, the only way to make multi-turret units look good and have a shred of realism is to limit almost everything but the primary weapon to have a much smaller (45-90 degree) arc of fire.
