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Thread: ArmA2 Modding Toolbox for 3ds max V1.1

  1. #61
    Yes yes, I know that, but I always screwed up my edgeflow with my higher poly stuff, getting wonky results with meshsmooth. Lower poly is easier, at least for me. While for many it's the other way around. But we all learn! Guess that's what 6 years of low poly modeling does, heh.

    What plane is that?
    Click here
    Spoiler:

  2. #62
    Chief Warrant Officer Soul_Assassin's Avatar
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    With polycounts and where you waste them it all virtually comes down to how you persannoly feel about it. I was low poly and then i went and worked a while for high-poly production industry for a while and then came back now to low poly. If you ask me low poly is more elegant because everything has to be so much cleaner and it take so much love to turn a low poly object into a work of art.

    The plane is a P51B5 (Old Crow) that i made a few weeks ago. Still dont know if its going to be an addon or just store it for the collection


  3. #63
    One question. Those fuel things on the wing... Are those separate objects (cylinders I guess...) attached to the wing or did you model them out from the wing? I ask cause I can't see any vertices attached in between... They seem like separate objects attached to each other.

  4. #64
    Chief Warrant Officer Soul_Assassin's Avatar
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    If you are4 talking about the mg barrels then yes they are seperate objects.

  5. #65
    Oh of course (stupid me XD), that's what I meant... OK, thx. Nice model btw, I can see it's done by someone with a lot of experience. I have only 2 years of 3d modeling experience. I plan to attend some 3d modeling school in a year or so, maybe in Canada or somewhere I dunno yet. I'm from Europe.

  6. #66
    Ah here I am again.... I'm really sorry to bother you guys with something which is basics for you, but whenever I solve one problem I quickly get to another one. See I created test object in max (simple box), with textures, I managed to import it in Oxygen, even to get it in Buldozer to show up with textures... great - half way there... Now I created geometry LOD, land touch LOD, and shadow LOD for box and nicely exported all these things and made PBO... Great, now what my problem is that whenever I try to place that object in editor it doesn't show up... Oh and one time it said it can't load object... other times it doesn't say anything but I can't get my object to appear, I thought maybe it's below ground and I'm sure I placed it above in Oxygen plus I added ground contact LOD so it couldn't sink but I can only see circle gizmo and can't move it or anything really... What am I doing wrong?

    Also I used config file from some tutorial (maybe that file is causing trouble?) which is written for ''box'', the only difference is that the box from that tutorial has been modeled and textured in Oxygen and mine in 3ds max...
    Last edited by Minoza; Aug 22 2009 at 00:02.

  7. #67
    Chief Warrant Officer Soul_Assassin's Avatar
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    First place you would check is arma2.rpt it could give you an indication. Secondly go through the Biki and see if your NON-resolution LODs comply with the rules (ie, convexity, triangulation, edge sharp etc) hope that helps.

  8. #68
    Quote Originally Posted by Soul_Assassin View Post
    First place you would check is arma2.rpt it could give you an indication. Secondly go through the Biki and see if your NON-resolution LODs comply with the rules (ie, convexity, triangulation, edge sharp etc) hope that helps.
    Unfortunetly, I don't have arma2.rpt file, I tried windows search and it could only locate ''flashpoint.rpt'' file which doesn't tell me anything useful... And I don't even have Flashpoint game... Biki are scripting commnads? oO
    I'm not really getting this, convexity, triangulation...? I tried google for biki but can't find anything useful, it only got me to scripting commands... This is so hard, I mean when I was learning 3ds there were plenty of tuts but for this man... that's why I'm bothering you, and I'm really grateful on your willing to help me... Because I really want to learn this and become game modeler, that's my dream...

    *EDIT*

    SOLVED! The name of model in tutorial was ''crate.p3d'' so in the config file it was also ''crate'' since config file was from tutorial and my model was named ''kont'' so game couldn't find model...

    But I'll have to go over naming selections cause I had multiple LODs and I think I named selections in wrong way because in order I had Geometry -> Land Contact -> Shadows... and in game I had model with shadows but without collision geometry...
    Last edited by Minoza; Aug 22 2009 at 12:56.

  9. #69
    Do you know by any chance some good thread about creating cfg files? I tried to use cfg file from other cars like Nissan GT addon for mine and it didn't go well... Game crashes and similar... So I need to write whole file for my car but I dunno where to start... I'm not sure which entries to use for wheels animation etc... I'm using your 3ds max plugin SA... And also do I have to use particular names (like in Czech) in Oxygen when creating resolution name sections and land contact etc... or can I use like l_f_wheel, r_f_wheel_dump... Does it even matter since I'm gonna animate my skeleton in cfg anyways and not inherit from existing one if you understand what I'm trying to say... Also am I looking for answers in wrong place? Is there some other thread which is better for this questions?

    Thx in advance!

  10. #70
    Chief Warrant Officer Soul_Assassin's Avatar
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    You can use whatever names you want. Biki btw is the bis wiki -> http://community.bistudio.com/wiki/Main_Page Use the search function there to find articles on model.cfg.

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