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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 10-15-2004, 08:46 AM   #1 (permalink)
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Default GDI dudes (New Model Added)

well i posted this on SS some time ago but now i am going to post it here to see what you guys think. BTW i did make this. if you want to use it you can. he was orginal going to have a rocket lurncher but i neever got around to doing that but he will have a light on his head for night battel (duh) :dead: anyway. thats about it.

[imgl:23e57a2d88]http://www.sleipnirstuff.com/forum/files/ccg33_infantry.jpe[/imgl:23e57a2d88]
^^^^the concept art i used \/\/\/\/\/ the model
[imgl:23e57a2d88]http://www.sleipnirstuff.com/forum/files/1_182.jpg[/imgl:23e57a2d88]
[imgl:23e57a2d88]http://www.sleipnirstuff.com/forum/files/2_392.jpg[/imgl:23e57a2d88]
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Old 10-15-2004, 11:45 AM   #2 (permalink)
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That's the work that caught my eye, you have a real talent Mongoose.
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Old 10-15-2004, 01:52 PM   #3 (permalink)
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But the model is too complicated to animate
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Old 10-15-2004, 04:47 PM   #4 (permalink)
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Yes, take down the detail, infantry are supposed to be low detail, ULTRA low poly pieces of crap with semi-good skins.
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Old 10-15-2004, 05:45 PM   #5 (permalink)
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Quote:
Originally Posted by coolfile
But the model is too complicated to animate
Not really. I've managed to get the Havoc model that was included in theW3d tools to work & it's over 1k polies. As long as whoever uses it uses a nongrunt skl (ranger, rebel, red guard) they have enough bones to animate it fairly well. It's just a pain in butt to figure out what isn't bound right.

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Old 10-15-2004, 07:08 PM   #6 (permalink)
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or make your own skeleton.Character studio with 3dsmax makes things a lot faster

The only thing is that W3d doesnt support shared vertex weights, they are all absolute.In order to simulate that you need a fairly complex system of extra bones and constraints.

Of course in the end it all comes down to "will you be able to see that extra detail when you play?"

Flux, all the skins for infatnry in generals are low detail too(64x64 pixels), its just that whoever did them was talented
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Old 10-15-2004, 08:02 PM   #7 (permalink)
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Mongoose that infantry model is really great. Maybe that might be a good one to save for BFME modern military mod or something.

Has anyone played with 128x128 skin for generals infantry?
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Old 10-15-2004, 08:04 PM   #8 (permalink)
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oh yeah, and much MUCH bigger.

In the end though is there any point to a huge skin when the unit doesnt take up many pixels on screen? Texture memory is not infinite, theres not much point wasting resource when it could be used to add variety to your virtual world.
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Old 10-16-2004, 08:15 AM   #9 (permalink)
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Hmm a BFME TS TC. sounds cool, i might try that out.
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Old 10-16-2004, 05:44 PM   #10 (permalink)
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I was actually considering starting a TS mod for BFME... I may go back to that idea if I can't get my other idea planned out to my satisfaction...
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