This appearance violates my understanding of a bunker, it looks more like a machinegun tower!
Typically a bunker is build with minimal exposed surface, and not presenting a vast concrete wall towards the enemy.
Place it much lower, even if one side becomes burried. A bunker built into a rock in the mountains mustn't be able to fire in every direction, its function is to control a valley or pass.
@Joe: that was an old test of extended bases for buildings, as opposed to stretching the geometry. The code has since then been modified, and buildings are no longer that high up...
@swatspeedman: I meant that the texture patterns were a bit stretched on the model (and the diamondplate is obviously the wrong scale, too)
Joe wrote:This appearance violates my understanding of a bunker, it looks more like a machinegun tower!
Typically a bunker is build with minimal exposed surface, and not presenting a vast concrete wall towards the enemy.
Place it much lower, even if one side becomes burried. A bunker built into a rock in the mountains mustn't be able to fire in every direction, its function is to control a valley or pass.
Maybe there isn't one clear cut definition of bunkers. Check out these photos --> The fatal beauty of Bunkers
"Speak when you are angry and you will make the best speech you will ever regret."
-- Ambrose Bierce
Yeah, now I get the basics it's much easier. All I have to do now is practice my mesh making and texture making skills. Also, what is the point of spec maps? I know it's something to do with light but wouldn't it just make it look like it is being constantly illuminated from the same angle and distance?
@swatspeedman: Specmaps define how bright the specular (= mirror-like) reflections are. For example, clay has a very low specularity, almost zero, wood has low to medium specularity and plastic and metal have medium to high specularity, depending on how polished they are.