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Old 09-05-2008, 03:25 AM   #11
[R-CON]ReadMenace
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Default Re: [WIP] M49A1 surface trip flare

It looks awesome!

-REad
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Old 09-05-2008, 05:00 AM   #12
[R-DEV]fuzzhead
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Default Re: [Weapon] M49A1 surface trip flare [WIP]

very nice!


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Old 09-05-2008, 02:49 PM   #13
EOD_Security-2252

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Default Re: [Weapon] M49A1 surface trip flare [WIP]

Looks good, hope it all works out.


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,PSC Faction
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Old 09-05-2008, 06:52 PM   #14
[R-CON]tupla_s
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Default Re: [Weapon] M49A1 surface trip flare [WIP]

Is there something wrong with this hierarchy? When I hit export it doesn't make any files in the folder. Doesn't even give any messages.


I followed this tutorial, but there's no images so I don't know if I got it right
Gmax - Exporting a weapon [Very image heavy!] - Official BF Editor Forums


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Old 09-05-2008, 08:29 PM   #15
[R-DEV]e-Gor
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Default Re: [Weapon] M49A1 surface trip flare [WIP]

- Remove the lod1 dummy from the geom0.
- Rename the lod1 under geom1 to lod0.
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Old 09-05-2008, 11:11 PM   #16
[R-CON]tupla_s
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Default Re: [Weapon] M49A1 surface trip flare [WIP]

Quote:
Originally Posted by e-Gor View Post
- Remove the lod1 dummy from the geom0.
- Rename the lod1 under geom1 to lod0.
Thanks, got it exported Still have to fix that skin a bit.



Chuc you want to do the animation, or do I have to learn that too?


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Old 09-05-2008, 11:45 PM   #17
[R-DEV]Chuc
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Default Re: [Weapon] M49A1 surface trip flare [WIP]

lol I'd really appreciate it if you learned how to animate, but otherwise just send me the complete exported file and I'll take care of it. (after you finish the skin that is)


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Old 09-05-2008, 11:55 PM   #18
EOD_Security-2252

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Default Re: [Weapon] M49A1 surface trip flare [WIP]

Wow, nice.


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Old 09-06-2008, 12:03 AM   #19
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Default Re: [Weapon] M49A1 surface trip flare [WIP]

just get a thinner wire on it, and get it on the right spot and Ill be very happy to marry you


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Biggest time killer :P

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Old 09-06-2008, 07:57 AM   #20
[R-DEV]e-Gor
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Default Re: [Weapon] M49A1 surface trip flare [WIP]

You'll eventually need to make LODs for it (at least for 3p)

When you're completely done with the model and UVs, clone it a few times (make sure it's a copy, not instance), and start removing polys. The multires modifier is very good for reducing poly count in a sane way, although for the lower lods you may well want to edit them a bit afterwards. You should give it 2 or 3 LODs, with the last ideally somewhere around 10% of the original poly count.
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