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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 07-02-2004, 06:21 PM   #1 (permalink)
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Default poly counts in gmax and/or renx

How do you reduce the amount of polies in these two modeling programs?
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Old 07-02-2004, 07:51 PM   #2 (permalink)
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RTFM
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Old 07-02-2004, 08:24 PM   #3 (permalink)
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Hahaha
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Old 07-03-2004, 03:57 AM   #4 (permalink)
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lol, Proclone.

Delete faces that the player won't be able to see in-game. Since tihs is an RTS you'll need to keep poly counts in mind while you model. Sorry, no normal maps in this engine. Also reduce the numbers of "sections" in primitives you create. If you can't understand a word I am saying then I suggest you follow Proclone's advice first.
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Old 07-04-2004, 04:18 AM   #5 (permalink)
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extrude and weld my friend. extrude and weld.

I normall make a model and then look to see if any two adjacent edges that are on slightly parallel. if there is not much of an angle between them then weld the middle vertex.

also, try to avoid anything rounded. ie spheres, cylinders and circles. these are poly hogs! dont worry if the model looks blocky. you can always make something look rounded by shading the skin.
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Old 07-04-2004, 04:36 AM   #6 (permalink)
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Be VERY carfully with the subobject Extrude feature. It tends to create extra internal faces that will cause most certainly shadowleaks...
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