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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
03-29-2003, 06:49 PM
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#1 (permalink)
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Member
Join Date: Mar 2003
Location: Somewhere east of left
Posts: 32
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My first generals model! (or at least the beginning...)
First of all, sorry for the huge image...
Second, I'm going to try to start a Freespace2 TC going over @ HLP, but I want to have something to show them first to point and say "here! look! It _is_ possible, and work has already started!". I found a picture of a building in my sketchbook that looked vaguely FS-like, so I downloaded gmax, learned basic editing "stuff", and set forth on a grand adventure where I learned that gmax is vastly different from Truespace 4. After all that was done, this is the product. It is (supposed to be) a terran infantry training center, or barracks, or something along those lines. Now that I have my basic mesh done, I would like someone to help walk me through the proccess of getting it in to the game. If I think I know it well enough, I'll write a tutorial after I'm done  . I also am going to need help texturing it, as I absolutely suck at texturing. Anyhow, without further ado:
(BTW, what are polycounts like in Generals, and does it prefer quads or triangles?)
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03-29-2003, 07:17 PM
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#2 (permalink)
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Member
Join Date: Mar 2003
Location: USA
Posts: 44
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That is really awesome. Actually it is very Freespacey.
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03-29-2003, 11:10 PM
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#3 (permalink)
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Member
Join Date: Mar 2003
Location: Somewhere east of left
Posts: 32
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*bump*
Comments? Criticisms? Help?
*makes puppy dog eyes*
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03-30-2003, 05:31 AM
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#4 (permalink)
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Senior Member
Join Date: Mar 2003
Location: Scotland
Posts: 257
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i think its good would be better if u made the floor of the building fit with the parts above u can see it overlapping it at the bottom.
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03-30-2003, 06:36 AM
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#5 (permalink)
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Member
Join Date: Feb 2003
Location: Netherlands
Posts: 69
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there are already some tutorials from the 3d guru proclone,
2 are on www.genedit2k.com, en some others (well i got them there anyway...) from www.cncuniverse.com
he "taught" me eveything on how to implent it in game, and it worked perfectly.
also most models in Generals are around 300 polygons, no quads, the engine doesnt like them, just use triangles. i guess the infantry models are of a lower range, cause you will prob have alot more of those on screen then tanks
anyway, good luck with modeling!
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03-30-2003, 11:03 AM
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#6 (permalink)
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Member
Join Date: Mar 2003
Location: Somewhere east of left
Posts: 32
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Quote:
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Originally Posted by WeeRaby2k
i think its good would be better if u made the floor of the building fit with the parts above u can see it overlapping it at the bottom.
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it fits the entire building...I probably should have used a different color for the "floor" so that you could see it in the wireframe portion that it is exactly even with the bottom of the building. I still should probably optimise it a bit by cutting out invisible polys...
Quote:
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Originally Posted by Wiebbe
there are already some tutorials from the 3d guru proclone,
2 are on www.genedit2k.com, en some others (well i got them there anyway...) from www.cncuniverse.com
he "taught" me eveything on how to implent it in game, and it worked perfectly.
also most models in Generals are around 300 polygons, no quads, the engine doesnt like them, just use triangles. i guess the infantry models are of a lower range, cause you will prob have alot more of those on screen then tanks
anyway, good luck with modeling!
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Thank you! Those should be of some assistance!
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03-31-2003, 10:53 AM
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#7 (permalink)
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Senior Member
Join Date: Feb 2003
Location: Netherlands
Posts: 233
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Quote:
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Originally Posted by Wiebbe
there are already some tutorials from the 3d guru proclone,
2 are on www.genedit2k.com, en some others (well i got them there anyway...) from www.cncuniverse.com
he "taught" me eveything on how to implent it in game, and it worked perfectly.
also most models in Generals are around 300 polygons, no quads, the engine doesnt like them, just use triangles. i guess the infantry models are of a lower range, cause you will prob have alot more of those on screen then tanks
anyway, good luck with modeling!
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300 polys? a lot more then that ... standard infantry is around 300 polys, some buildings take up 1000 polys ...
anyways, proclone told me that the polycount doesnt matter all that much in generals, its the skins and different files that need to be loaded that makes it laggy ...
sage engine can handle quite a lot of polys
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03-31-2003, 11:08 AM
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#8 (permalink)
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Member
Join Date: Feb 2003
Location: Netherlands
Posts: 69
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hehe,
i actually was talking about the model of units 
buildings can have a much higer poly count because of the fact that mostly you have not more then 4 of most buildings..
(it varies i know  )
but dont want to be a bitch but almost all of the models from infantry are around 190 poly's. :P
Ofcourse the Engine can support a much higher polycount, same with unreal 2003, or quake 3, but dont forget that the same video card has to run your mod. Ie most computer have some trouble with Generals running slowly, cause most people have mediocre pc's..
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03-31-2003, 12:50 PM
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#9 (permalink)
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Member
Join Date: Mar 2003
Location: Somewhere east of left
Posts: 32
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heh...my comp sucks, so I don't even get shadow effects, etc...
I put it in-game with a placeholder texture, it looks pretty cool, but I need to do some kind of work on the texture. I'm going to _try_ to go through proclone's tutorial on UV skinning to get a texture on this.
I do have a nifty shot of it in-game tho:

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