Clean Ups

Messing with particle effects today. Above is the result of setting muzzle flash brightness WAAAY to high.

Once I played around with settings I got a good feel for things:

In addition I worked bullet holes so they look a little less “clean”. I still want to get some random going on there but honestly they’re good enough, especially when zoomed out really far.

I’ve also done some work on the physics body of the patrol bot. Now when they die they don’t fly into a million pieces. This stages some of the work needed to make proper impact hit points, however I’ll probably need to scale back the number of collision boxes used on the mesh.

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