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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 08-14-2003, 02:02 AM   #111 (permalink)
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Default Re: ANIMATING MECHS

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Originally Posted by NARFUX
I got a question, i'm using THe BIPED plugin for MAx 5.1 and makes things easy when making walking animations, but i have no idea how to add other anims to my models, can anybody help me out?
I'm using Max5.1 to create the model, then i export it to Renx to finish and animate it so it can be exported to W3D easily. About the animation, just study the tutorials of proclone rigging the titan.

About the codes you asked before, I'm afraid i can't show you right now, but I'll release my mod at the end of August, then you can study the codes.
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Old 08-14-2003, 02:14 AM   #112 (permalink)
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I have a question, most the my mech models are around 1000-1200 polycounts including and the muzzleflash etc. Is this too large for a model?
Anyway, I set a limit to the creation of mechs in the mod. Medium mechs are limit to 8 while heavy mechs to only 2 while light mechs are unlimited.
The reason why i set the limitation is bec. of the polycount of the mech and the increaded weapon load of each mech. The mechs have an average of 2 to 4 weapons and this produces too much FX ingame and it might slow some average computers. I what it to be playable for more people.

Again, what is an ideal polycount for a MECH?

Vulture model, I'll edit it again coz of too much poly.
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Old 08-14-2003, 02:26 AM   #113 (permalink)
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Well, I'd say a normal Generals vehicle should be around 300-700 depending on what it does. Mechs might need a bit more too look good. Your models are a little high, but the limits might help. Try to make the light mechs lower.
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Old 08-14-2003, 02:34 AM   #114 (permalink)
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A mech model is arond 700-1000, but when i add all the smoke(5), muzzleflash(4), headlights(2) etc. it reaches 1200poly. Maybe I'll just delete the headlight effects and reduce the smoke points.
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Old 08-14-2003, 03:58 AM   #115 (permalink)
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Ya, you don't really need five smoke points. Thats just going to add even more lag with extra polys and particles.
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Old 08-14-2003, 07:56 AM   #116 (permalink)
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I can't make a skin from scratch so I edit them and I can't reinstall Gmax and RenX because of my dad's firewall.

Are considering to make the Vulture's nose turret be able to turn, if yes, then look into the overlord's gattling cannon in faction unit.
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Old 08-14-2003, 08:01 AM   #117 (permalink)
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I forgot to say this, this guy called GideonX made several models in his huge mod had had up to 7000 polies and in skirmish they move smoothley on my pc. My system is a medium end system with a 64mb Video Card so these polies wouldn't hurt my system, how about all of you?
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Old 08-14-2003, 08:17 AM   #118 (permalink)
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Quote:
Originally Posted by Vengence
Are considering to make the Vulture's nose turret be able to turn, if yes, then look into the overlord's gattling cannon in faction unit.
I already made a separate name for it and i plan on making it an upgrade, so you will only see it when you have the upgrade. I haven't check the ini's if i can limit its turn to just 50 dec. so it won't turn backward and hit itself.

I'm around 70% finished with the mod, and tested a two on two skirmish and it run smoothly on my com. I'm skinning the VULTRE right now, and i'm afraid the poly of the vulture is the largest - 1300 w/o the muzzleflashes and smoke, it could reach around 1500. I will try to drecrease it again for the last time.

Why is it the the poly of the VULTURE is only 800 in max5.1, but when i exported it in RNEX it increased to 1300?
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Old 08-14-2003, 04:15 PM   #119 (permalink)
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Just finished testing the VULTURE ingame, but i might drop this model because of too much poly.
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Old 08-14-2003, 06:06 PM   #120 (permalink)
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how many polygons? and have u optimized it yet/
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