logo   login
right
Home Forums Downloads Register FAQ Members List Calendar Search Today's Posts Mark Forums Read

Forum Info
Forum Members: 18,581
Total Threads: 8,668
Posts: 94,535

Administrators:
DeeZire, Redemption

There are currently 49 users online.
Partner Links

Free Credit Repair

Learn the Ticket Broker Secrets
Advertisements


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

Reply
 
LinkBack Thread Tools
Old 09-27-2003, 06:48 PM   #1 (permalink)
Senior Member
 
Join Date: Aug 2003
Location: UK
Posts: 704
Send a message via MSN to Mithril
Default Geometry accuracy ?

Is there any way to accurately control the geometry in the inis without having to guess all the time?

(Like some data in gmax or something?)
Mithril is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 09-27-2003, 09:04 PM   #2 (permalink)
Senior Member
 
Join Date: Apr 2003
Location: Canada
Posts: 968
Send a message via MSN to Eradicator
Default

I asked a similar question a while a go and got no solid answer. I don't think anybody really knows for sure or cares :P I just use similar data from similary shaped Generals units and I make sure to convert every piece of the model toe ditable mesh and I for the chasis and main piece I set the collision options under W3D Tools (in RenX). Plus I check optimize geometry when saving it as a W3D. I'm not sure if any of this actually helps, but better to be safe than sorry :P
Eradicator is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 09-27-2003, 10:17 PM   #3 (permalink)
Senior Member
 
Join Date: Feb 2003
Location: USA
Posts: 853
Send a message via AIM to mastermind2003 Send a message via MSN to mastermind2003
Default

yeah, I don't think that everything works quite right, as you can get units going through each other and such, but just try to use similar data, and get it close.
mastermind2003 is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 09-28-2003, 08:34 AM   #4 (permalink)
Senior Member
 
Join Date: Aug 2003
Location: UK
Posts: 704
Send a message via MSN to Mithril
Default

Thanks, anyway
Mithril is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 09-28-2003, 11:50 AM   #5 (permalink)
Senior Member
 
Join Date: May 2003
Location: Eindhoven, Netherlands
Posts: 2,278
Send a message via ICQ to CodeCat Send a message via MSN to CodeCat
Default

I've found that simply putting the unit on the ground in worldbuilder, and then turning on the 3D grid usually lets you estimate pretty accurately how big the unit is.
CodeCat is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 09-28-2003, 12:15 PM   #6 (permalink)
Senior Member
 
Join Date: Jan 2003
Location: uk
Posts: 186
Send a message via MSN to TylerD
Default

Quote:
Originally Posted by ImmoMan
I've found that simply putting the unit on the ground in worldbuilder, and then turning on the 3D grid usually lets you estimate pretty accurately how big the unit is.
That, is genius.
TylerD is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 09-28-2003, 02:54 PM   #7 (permalink)
Senior Member
 
Join Date: Sep 2001
Posts: 1,094
Send a message via ICQ to smurfbizkit Send a message via AIM to smurfbizkit Send a message via MSN to smurfbizkit
Default

yea thats some good stuff!
smurfbizkit is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 09-30-2003, 06:21 PM   #8 (permalink)
Senior Member
 
Join Date: Apr 2003
Location: Canada
Posts: 968
Send a message via MSN to Eradicator
Default

Still not very accurate, but thats the best way I've heard of.
Eradicator is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 10-01-2003, 10:04 AM   #9 (permalink)
Senior Member
 
sage_inferno's Avatar
 
Join Date: Feb 2003
Posts: 426
Default

if your doing models its not that important but still
the best way to make the vehicles not merge together is to mark them as "vechicle" in gmax in collision detect options in w3d tools.
ill post a pic to clear it out
sage_inferno is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 10-01-2003, 11:18 AM   #10 (permalink)
Senior Member
 
Join Date: Apr 2003
Location: Canada
Posts: 968
Send a message via MSN to Eradicator
Default

Ya, thats what I do. I usually mark my chassis piece as all the options under collision just to be sure :P Then make sure everything is an editable mesh and make sure to check optimize collision detection when exporting as a W3D. That could help :P But geometry still needs to be specified semi accurately code wise.
Eradicator is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Reply


Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are Off
Pingbacks are On
Refbacks are On


Similar Threads
Thread Thread Starter Forum Replies Last Post
Geometry Definitions... SmokeyDaBear Generals & Zero Hour Editing 6 12-09-2005 12:50 AM
What is Geometry ? adamstrange Generals & Zero Hour Editing 13 10-12-2004 03:18 AM
INI Geometry types Waraddict Generals & Zero Hour Editing 4 08-07-2004 04:02 PM
Model geometry Capt_Pickles Generals & Zero Hour Editing 5 06-01-2004 07:56 AM
Non-Geometry Model Parts Syndicate Generals & Zero Hour Editing 1 06-09-2003 11:55 PM


All times are GMT -4. The time now is 09:58 PM.


Design By: Miner Skinz.com
Powered by vBulletin® Version 3.7.2
Copyright ©2000 - 2008, Jelsoft Enterprises Ltd.