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DeeZire, Redemption
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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
05-24-2003, 11:01 AM
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#1 (permalink)
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Member
Join Date: Jan 2003
Location: Peaceful Caladan
Posts: 38
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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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05-24-2003, 11:38 AM
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#2 (permalink)
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Member
Join Date: Dec 2002
Location: USA
Posts: 43
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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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05-24-2003, 11:50 AM
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#3 (permalink)
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Senior Member
Join Date: Dec 2002
Location: USA
Posts: 430
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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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05-24-2003, 01:37 PM
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#4 (permalink)
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Member
Join Date: Jan 2003
Location: Peaceful Caladan
Posts: 38
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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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05-24-2003, 02:02 PM
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#5 (permalink)
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Member
Join Date: Jan 2003
Location: Peaceful Caladan
Posts: 38
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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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05-24-2003, 02:21 PM
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#6 (permalink)
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Senior Member
Join Date: Feb 2003
Location: Canada
Posts: 130
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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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05-24-2003, 03:11 PM
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#7 (permalink)
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Senior Member
Join Date: Feb 2003
Location: Netherlands
Posts: 233
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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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05-24-2003, 08:42 PM
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#8 (permalink)
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Member
Join Date: Jan 2003
Location: Peaceful Caladan
Posts: 38
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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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05-24-2003, 10:59 PM
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#9 (permalink)
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Senior Member
Join Date: Feb 2003
Location: Canada
Posts: 130
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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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05-25-2003, 03:40 AM
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#10 (permalink)
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Senior Member
Join Date: Feb 2003
Location: Netherlands
Posts: 233
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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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