SUPCOM RTS

Dev Journal Entry

Tank Visual and Behavior Integration Pass

Active Iteration

Units / Vehicle Rendering

Mesh and silhouette quality pass

Today focused on raising the quality bar for the battle tank profile, especially turret height/proportions, hull layering, and armor panel shape breakup.

Several suspicious blocky parts were revised to reduce placeholder geometry feel and improve visual coherence from side and front views.

  • Improved turret and hull proportion tuning against reference profile targets.
  • Reduced obvious block-like armor and rubber coating reads on key hull sections.
  • Refined track-side interaction surfaces so side volume reads as a complete construction.

Track and chain motion debugging

Chain behavior work moved from simple wobble toward path-following motion, with additional debug instrumentation to inspect segment orientation and continuity.

This pass targeted flip/stiffness failures around turns and aimed at a more robust spline-driven chain solution.

  • Added visual debug support for chain path and movement troubleshooting.
  • Worked on closed path motion behavior rather than sine-wave style deformation.
  • Continued tuning around turn transitions where flips and rigid sections were still visible.

Tooling and gameplay alignment

Inspection

Hover + Socket Overlay

Part-level debugging now runs in-viewport.

Behavior Sync

Turret-Led Targeting

Animation and combat hooks are aligned to visual sockets.

Iteration Loop

MeshLab -> Runtime

Faster verification of generated geometry against gameplay.

Meshlab diagnostics were extended to expose part names under cursor and socket helper context, making odd meshes and misplacements easier to identify quickly.

Socket and animation integration was pushed toward gameplay parity so unit behavior can leverage turret rotation, target tracking, and ability visuals with less manual guesswork.

  • Hover inspection and socket helper overlays improved part-level issue triage.
  • Tank socket presets were updated against current generated geometry where needed.
  • Behavior integration focus: turret-led targeting, state animation hooks, and improved defensive ability presentation.

Next Steps