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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 05-24-2003, 11:01 AM   #1 (permalink)
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Default My first model and a question.

OK, first, I have a question...How do you make, say, a cylinder use fewer polys? For instance, by default, a cylinder uses 216, but I've seen people get them way doen below that... :S

Second, here's my first model. It's a small turret. The barrel does indeed rotate around the flat cylinder. For now it's 444 polys, but the question may help there.



I retrospect, I probably should have made all the parts different colors...
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Old 05-24-2003, 11:38 AM   #2 (permalink)
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I've never made a model, but i'm pretty sure you use 6 sided cylinders and stuff...in the object properties or something? Oh well, for the model, it's kinda..plain....needs a better base
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Old 05-24-2003, 11:50 AM   #3 (permalink)
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When you click "cylinder" go down to the options, and you can choose the number of sides, if its smooth, the number of height pieces (or something like that) Change the # of height pieces to 1, the sides to whatever you want (I do 5) and turn off "smooth" That should help a ton
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Old 05-24-2003, 01:37 PM   #4 (permalink)
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Better? I got the poly count down to an enviable ~140, and when textured, I think it'll still look pretty good.



Question two: How can I make the barrel spin around the top cylinder in the game? Do I have to set up the animation in GMAX?

Oh yeah, and I don't mind constructive criticism.
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Old 05-24-2003, 02:02 PM   #5 (permalink)
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(Almost) Skinned!

Now for another question: In addition to question two, what is the remappable color?

Man, I look like a real idiot. :tard:

Oh, I've also reshaped the base a little, looks much better now.
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Old 05-24-2003, 02:21 PM   #6 (permalink)
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How long did it take you to model that? Three minutes? jeez, if your not going to take time to do something, dont show it. Thats the most horrendous thing ive ever seen. Thats not a model, thats two cylinders and a stretched out square. Just try again. Let this topic fall into darkness and TRY AGAIN!
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Old 05-24-2003, 03:11 PM   #7 (permalink)
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thats indeed pretty poop, 144 polys is still too high for such simple model ...

anyways, Generals dont work with "remapable colors" it works with HouseColor bits ... create a lil object (for example a cube) and call it HouseColor(01...99) the cube will entirely gain the teamcolor

if you would call the big cylinder HouseColor, then itll get the teamcolor ingame
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Old 05-24-2003, 08:42 PM   #8 (permalink)
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Thanks for the comments. It does look pretty sucky, but hey, it's my first 3D model ever! (Unless you count the ones I did for Emperor: BFD, but there's not a whole lot of 3D modeling you can do in that game...)

But there's still one thing I need to know: How can I make turrets spin in the game? Do I have to set up the animation in GMAX?
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Old 05-24-2003, 10:59 PM   #9 (permalink)
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No, you dont have to set up the animation in max. Thats what bones are for.

Merely create a bone and attach it to your turret cylindar (make sure the firing part is attached to the same bone. ) when you get it ingame the bone defined as the turret bone spins.
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Old 05-25-2003, 03:40 AM   #10 (permalink)
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dont even need to go that way, you can simply call your turret "Turret" and say in the inis that your turret is called Turret (still with me? hehe)

if you use the W3D tools to make the turret both geomotry and tranforming, you wont need any bones (the turret itself will become a bone)

in short: look at the inis about the turret part, name your meshes accordingly
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