by Resin_Smoker » 22 Feb 2014, 02:35
Tank tracks are just textures applied at regular intervals as the unit moves. The textures are added faster as the unit moves faster and slower as the unit slows down. Now as far as I know of this is handled internally (game engine) for speeds sake and is not something that can be modded directly. (Could be wrong but I don't ever recall this being modded)
Now beyond this, I know that the tracks can be rescaled like another texture to fit the unit in motion. Now if the tracks were improperly scaled to begin with its possible for the tracks to get out of sync with the unit in motion, resulting in gaps as the unit moves. I suspect that part of why we see gaps is that such textures are not considered critical and are sometimes ignored to keep the SIM speed running a bit smoother. (Keep in mind that the games engine is almost ten years old compared to the computers we all now enjoy)
A couple things to consider/remember here.
-textures have to line up or overlap perfectly if your going to prevent gaps.
-texture size may have an impact on performance. Not tried this but it makes sense for a game with limited memory.
-texture and splat life times should be kept as short as possible so less has to be updated within the SIM. (the game will run faster) This includes tracks, footprints, weapon impact effects and corpses.
Resin