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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 12-31-2004, 02:22 PM   #1 (permalink)
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Default Generals: Condition Red

Well,
We have finnally got some renders for the nod.

Soviet War Factory - 1712 polys



Soviet Barracks - 742 polys



Soviet Nuclear Reactor - 1787 polys





We still need some staff members on the mod
INI Coder
Moddel Skiner
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Old 12-31-2004, 03:24 PM   #2 (permalink)
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hey there sly. long time now see. well i havent been around much because we've been getting along with out RA2 mod. Hate to say it but we're some pretty heavy competition. you should see a few of our renders tomorrow (happy new year everyone.) to give u an idea of how we're getting along.
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Old 01-01-2005, 09:56 AM   #3 (permalink)
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What happened to the statue on top of the barracks? :|
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Old 01-01-2005, 10:58 AM   #4 (permalink)
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there are two reasons for that
1. Poli count
2. I can't model infantry
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Old 01-01-2005, 01:47 PM   #5 (permalink)
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hey dude just edit a soldier from generals and make it look a little more like the actual soldier. and that doesn't look high poly. buildings should get anywhere up to 1200.
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Old 01-01-2005, 03:13 PM   #6 (permalink)
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generals came out a long time ago, if you are worried about polies play energy, most all models are above the "legal" poly count, today most no one has a 32mb gfx card or even a 64mb gfx card whos part of the community, so make buildings 2000 poly and vehicles 700 wi infantry at 200, amd it all matters how many the player builds to
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Old 01-01-2005, 06:54 PM   #7 (permalink)
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Default

Quote:
Originally Posted by scythe3000";p=&quot View Post
hey dude just edit a soldier from generals and make it look a little more like the actual soldier. and that doesn't look high poly. buildings should get anywhere up to 1200.
0.o

There are 3 things wrong with that:
1. the generals infantry have the wrong design
2. the generals infantry have too few polys for the size wanted
3. I can't do infantry
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Old 01-02-2005, 10:44 AM   #8 (permalink)
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ok well to address the first 2. i already said mod the infantry to look more like the actual soldier. that involves making it look more like the actual soldier and increasing the poly count if need be. i can't do much about the third. and on the poly count matter. even if computers are better these days the engine was written a while ago. without the engine being updated (like for bfme and RA3) then the raised computer power will not be as benificial as it should be. thats badly worded but hopefully u get what i mean. I personaly think that raising polycounts to 2000 on buildings is entirely uneeded in generals as the extra detail is almost entirely unseen, it takes longer to produce and map the models decreasing your chances of ever finishing the mod.
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Old 01-03-2005, 02:33 PM   #9 (permalink)
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Soviet M.C.V. - 1189 polys




Soviet Tesla Tank - 670 polys
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Old 01-05-2005, 10:01 PM   #10 (permalink)
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Soviet Tesla Reactor - 846 polys



Soviet Ore Refinery -532 polys



Soviet Radar Tower -1124 polys -



Soviet Battle Lab - 643 polys



Soviet Apocalypse assualt tank - 430 polys



Soviet V3 rocket launcher - 1175 polys
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