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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 05-02-2003, 01:38 PM   #21 (permalink)
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Thanks guys, heres something else for you to comment on, the 'Demolisher' tank. I'll keep working on that dropship, heh, it still needs a weapon yet, now all i gotta do is learn to rig the models.
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Old 05-02-2003, 01:41 PM   #22 (permalink)
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nice stuff
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Old 05-02-2003, 02:12 PM   #23 (permalink)
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Smurf Translation
"Ive got you in my sights"


CH... :lol:
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Old 05-02-2003, 03:20 PM   #24 (permalink)
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lol, i was waiting for a "its good but could be better" but thanks Smurf.
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Old 05-02-2003, 06:20 PM   #25 (permalink)
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First off your dropship is great for a fourth model and the modified one looks even better. You might want to cut the number of faces on the cockpit, it would probably look just as good with 2/3 or half as many qand that should cut down a lot of polys.

Second, while it's good to stay under 500, consider this: AVAmphib has 558 ploys and AVBattleship has 824! Both of these models seem to appear rather often in mods. Even if you don't have a modded version of Generals the Comanche has 657! So if you have a model between 500 and 600 don't worry, just don't make that your target range on all of your models, one or two won't hurt much.

Third the tank looks good but the hull seems too wide compared to the turret and sorta looks cartoony. But it is still a good frickin model. I've spent nearly a week on a Blackhawk model and I'm still having problems.

Speaking of which think of putting a machine gun or two as the dropship weapons. Transports usually just get in and out or give light fire support although a good rocket or two doesn't hurt.
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Old 05-02-2003, 07:37 PM   #26 (permalink)
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man those are both good models. you working on a mod or somin? Operation:Sandstorm could really use a dedicated modeller.
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Old 05-03-2003, 02:58 AM   #27 (permalink)
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Those models are good. And I see the wing looks better.
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