3800 is in perfect range. Once the engine is complete and I'm comfortable with it's performance, we can worry about higher-detail and more sfx. In professional game projects, the engine is created first.. then, once limitations are determined, the art begins. Unfortunately, in our case, everything needs to run concurrently, so we have to gamble with limitations early on -- hence the request for low poly counts

As for decals, we were thinking of having a few unique textures for each tank that hte user could choose. This would make the whole thing a bit more customizable and interactive for players. So if you've already created the mapping for the texture, you're free to paint in whatever you'd like

. For starters, Neil and I were thinking to just have a *flag* type decal for each team. Basically, each tank would have it's standard desert or camo texture, with some flags pasted onto it to represent it's team. Neil came up with a couple of flags that will apply perfectly. Other than that decal, you're free to add whatever you'd like to the texture to *spruce* it up. Some wear marks on the armor would be cool, too

I can get those flags for you. Do you have any chat programs? aim/msn/icq?
The russians aren't bad at all

Just that the T72 is russian-made and often used by militant groups

Take care