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.
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.
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
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
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.