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Posted: Thu Jul 20, 2006 11:20 am
by n0bs
Aight K i know how to make a a ramp but how do i make it so its a seperate collision object...and wouldnt the ramp be covering up the stairs so you wouldn't be able to see them?? and how do i delete the non-visible polygons?
Posted: Thu Jul 20, 2006 12:19 pm
by Rekubot
The idea is to make the ramp slightly shorter than the stairs so that you cannot see it. I may be wrong, but I also think the collision object is supposed to be invisible.
Having only used XSI once or twice, I'm not sure how to answer your question about deleting polygons. But if you look in the right-hand corner of the screen (where your texture view is currently occupied) you should be able to see the different types of views there are. Maybe there is a polygon sort of view there. (That's a wild guess by the way)
Posted: Thu Jul 20, 2006 1:52 pm
by OGEB1103
Yeah, when you create a basic model (such as these stairs) you make the general model (the bit that you can see), a low res model (what u see from a distance), a shadowvolume (the shape that a shadow will form when that happens) and a collision(pretty obvious). The collision is made invisible and the shadow just needs to be tucked inside the general model because it needs to be visible to work (i think)
Posted: Fri Jul 21, 2006 9:11 pm
by n0bs
oh ok i see so you have to make multiple models for each model. If its not too much to ask can u tell me how to give the model a low res property, a shadowvolume and collision properties cuz the current model are just cubes i used from "primitives" tab.
Posted: Fri Jul 21, 2006 10:07 pm
by Alpha
I think this tutorial covers some of that, it helped me when I tried XSI.
http://starwarsbattlefront.filefront.co ... _XSI;41377
By the way, I'll be gone for about a week, so don't think I abandoned the project, I'll just be unable to use my ModTools while absent.
Posted: Mon Jul 24, 2006 10:51 pm
by n0bs
Aight well i totally re-did the helms deep wall according to the tutorial. But I still can't export it. My model has collision mesh and all that jazz but i just can't export it so i can put it into zero-editor can someone plz help me with that?
Posted: Tue Jul 25, 2006 1:46 am
by Penguin
mod tools can't export models, theres no exporter for it, send it to some one with XSI 4.2 or higher to export it for you ((youll have to export the model as .xsi before you send it to them, also include the textures if you've made any))
Posted: Tue Jul 25, 2006 12:51 pm
by n0bs
Ohhh i see. Thanks lol I didn't know that. Yea so then my wall is done

thanks for everyone who helped me with the wall! Umm so yea i can just make the walls higher for the second level and the keep of the castle. So thats about done. But right now i need a texture for the wall. Alpha is gone so is there anyone who can help me is WELCOME

. once I get in touch with Alpha again I'll post screens of the wall ingame! GONNA BE SWEET!
(Oh yea if u have any new suggestions or ideas for the map, all opinions are welcome [rember this doesn't have to be EXACTLY like helm's deep if you want a moat or whatever just post and I'll see what I can do!])
l8ter n0bs
Posted: Thu Jul 27, 2006 1:07 pm
by jangoisbaddest
This looks great. I have a few comments/suggestions:
-The deeping wall looks great, but in the movie, it was curved slightly, bending inward away from the enemy.
-You could have a class that drops or even carries siege ladders and plops them onto the wall so that enemies can have accesability to the wall quickly (although I don't know if the game engine supports ladders)
-Having the wall destroyable would be no end of badass.
-You can put the gate as an armored building, then make a battering ram - a vehicle manned by several people - to do damage to it.
-I would suggest talking with Vyse about mideval weapons and how he put those in his map, what the limitations are, etc - especially making shields block swords, arrows, and other projectiles
I know some of my ideas a radical, but I've never seen them attempted, and it would be great if someone messed around with them. Good luck, and I can't wait to see this finished!
Posted: Thu Jul 27, 2006 1:16 pm
by yankeefan05
If u talk to Vyse, maybe u can adjust the Zelda weapons to more of a LOTR style weapons (like elf swords/bow and arrows or Rohan swords etc.).
Posted: Fri Jul 28, 2006 11:34 am
by n0bs
Haha yea I know, I've been thinking of that. But for now I just want to keep the units SW units. Partly because my experince in modding and stuff is VERY limited. I'm still trying to get Alpha to contact me but he seems like he's still on vacation. I also will be leaving on vaction very soon too. Heh I'm going to Japan on the 14th:P. The 2 parts of the wall are complete and i made them more curved but its not smooth. The middle part of the wall I want to make a destructable command post with destruction anims. But I have absolutly NO idea of how to do that. Any help on how to do that is welcome.
jangoisbaddest wrote:This looks great. I have a few comments/suggestions:
-The deeping wall looks great, but in the movie, it was curved slightly, bending inward away from the enemy.
-You could have a class that drops or even carries siege ladders and plops them onto the wall so that enemies can have accesability to the wall quickly (although I don't know if the game engine supports ladders)
-Having the wall destroyable would be no end of badass.
-You can put the gate as an armored building, then make a battering ram - a vehicle manned by several people - to do damage to it.
-I would suggest talking with Vyse about mideval weapons and how he put those in his map, what the limitations are, etc - especially making shields block swords, arrows, and other projectiles
I know some of my ideas a radical, but I've never seen them attempted, and it would be great if someone messed around with them. Good luck, and I can't wait to see this finished!
Heh, yes I've also been thinking about the ladders and battering rams. I was thinking both could be used as vehicles. But it's gonna look increadbly retarded (lmao a ladder vehicle). But right now those are the least of my problems. If you want to help make those for me or know anyone who might want to help make those vehicles please just gimme a shout!
l8ter n0bs
Posted: Sat Jul 29, 2006 8:05 pm
by n0bs
Hey n0bs again!
I totally re-did the wall and made it 3 seperate things. The middle one is going to be a destructable non-capturable command post

. Lol still no news from Alpha yet

....
enjoy
l8ter n0bs
Posted: Sat Jul 29, 2006 8:37 pm
by SonofThunder
Looking good so far! Glad you're getting the hang of modeling, etc. I can't wait for this map to come out. I know we'd all like to see Elves and Orcs and Men, but I think it's good that you're sticking to the basics for right now. Eventually you(or someone else) can make new unit skins.
Posted: Mon Jul 31, 2006 12:26 am
by Guest
Y not new models?
Posted: Mon Jul 31, 2006 2:24 am
by Linus
Create models, hard it is, hmm. Skins, much easier they are. :yod:
- Linus
Posted: Mon Jul 31, 2006 3:45 am
by yankeefan05
Linus wrote:Create models, hard it is, hmm. Skins, much easier they are. :yod:
- Linus
True. Making LOTR elfs, Urak-hui, the Rohirrim, etc. is very hard. I remember some1 tried it and it didnt look so good.
Posted: Tue Aug 01, 2006 7:48 pm
by n0bs
Lol hell yes making models of these things would be crazy. lmfao i'm already having a hard time with these walls...skinning....ew....but after looking at linus's work he mite pull it off (ur austin powers = dead sexy

)
Posted: Wed Aug 02, 2006 1:58 am
by yoyam
hey n0bs need any help?. Ive been doing alot of solo modeling for a while but i think its about time to lend what little skill I have with XSI to help with a map. Id love to give you hand a hand on this map if you want.
I made a pretty basic tower and a battering ram for you guys in XSI that you can have even if you dont want the help. Ill post a screenie later if I can figure out how to get the pics up.
EDIT: finally figured out the screenies, enjoi
Battering ram front view
(Thats supposed to be a cow/ram thing on the front, dont make fun of it. Its my first attempt and it took me forever to make him

)
back view

Posted: Wed Aug 02, 2006 11:03 am
by Alpha
Very nice! I'd like to see it in the map. I assume it could be a vehicle with very short distance damage so you would have to drive it up to the wall to work. The only way wheels could turn would be by animated textures though, maybe. I could be wrong.
Posted: Wed Aug 02, 2006 12:57 pm
by yoyam
yea i havent figured out how to animate it yet. If anyone wants to tell me how to go about that id be more than willing.
