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Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

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Old 04-23-2003, 05:09 PM   #11 (permalink)
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yup... there's a reason why submarines look like giant dildoes.

It's a very water-dynamic shape, so that not much energy is wasted moving them
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Old 04-23-2003, 07:30 PM   #12 (permalink)
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I think it looks awesome especially for 700-760 polys, everything i make looks like shit even though ive only made two models and there both in between 600-680
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Old 04-23-2003, 09:55 PM   #13 (permalink)
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uhh, submarine, right. A little V3ish dont ya think??
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Old 04-24-2003, 12:32 AM   #14 (permalink)
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good model, bad idea..that is if you were going for the whole "lets make something totally unrealistic" idea...

-cut some poly's, and I would suggest you dont' make it so damned bulky....sub's are streamlined for a reason dammit!
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Old 04-24-2003, 01:01 AM   #15 (permalink)
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YEah..... but I thought that was self explanatory..... maybe not.
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Old 04-24-2003, 03:51 AM   #16 (permalink)
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I know I saw this submarine design before, so I started looking around the www and my sub books, here's the result:

Project 651 / Juliett class SSCN[/url]
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Old 04-24-2003, 10:47 AM   #17 (permalink)
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Actually, i waz just havin fun...waz tooo bored.

i rechecked the polycount...actually its 596 :lol: !!!

i WAZ thinkin of making a super weapon where a huge sub comes in and nukes a target but....

thanx for the critiqyes anyway!
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