There would have to be some way to remove them, perhaps deconstructing them to recycle some resources. If they stayed forever, some places (I'm thinking canyon) could get blocked up very quickly. Anyway, how laggy would it be if they were just converted into static objects? They wouldn't move when you drive into them, but at least they'd use up fewer resources.
they wouldn't stay there forever, but instead of a time limit they would either be destroyed by calculators (quickly) or explosives (slowly, exactly like with walls) also, they would dissapear once the server got to the carcuss cap, so you would never have more carcusses on the server than the server could deal with. I think this could really work
This what I got on the NF light tank: A before and after pic there are 22 gibs, 5 of then solid but will only be solid in singleplayer games. This will not work on the internet sever but will work on offline games, I did that in half-life 2. This still need to be programmed in the game before it will work in empires. Download light_tank_gibs.zip
The turret is a separate model. It'd be cool to see the barrel snap, and maybe the hatch cover fall off.
that looks great, except having all of the back axel with wheels seems too much. any chance that that could be made into 3 or two models?
i can do thousands of small pieces like these parts (plate, driving wheel, tank, hydrodynamic torque converter) my problem is, i dont know shit about source, and how to complie models in it.., and also what are the limitations for these parts (quads ngons or just triangles? can i use subdiv or just polygonal? and how many then? should i bake normal maps on simple models? ) i can export to major formats like max, maya, lightwave, obj