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Posted: Tue Mar 21, 2006 12:22 am
by Vyse
minilogoguy18 wrote:ill help anyone with anything they need to know about XSI, tomarrow i plan on posting the vehicle animation tutorial for flyers and once i make a walker ill do one for that too. playermodels dont need a tut, all you need is to know how to model and how to envelope the model and you just export it and thats it.
What about knowing how to setup layers for the character model?
Maybe there should be a Request/Announcment for XSI work? LOL I could just see it now! Floods of requests!!
Posted: Tue Mar 21, 2006 4:28 pm
by Leviathan
Off-topic : Tean', I've also thought that "
re-organizing"
GameToast's "
Staff" would make things easier for the
whole Community, and that's why I've chosen to post a signature in
all threads I moderate, so as to avoid confusions like the one you faced, there...
Do not hesitate to follow my path, then...

Posted: Fri Mar 24, 2006 1:36 am
by Lord-Bandu
Just noticed on the b wing model that theres quite a few places where you have 'ngons' (basically more than a 4 sided polygon)
Might wanna sort that out . It makes for good practice.
Posted: Fri Mar 24, 2006 3:18 am
by minilogoguy18
3 = tri's, 4 = quads, 5+ = polies, the game can read polies no problem and if you look at any of the other models that psych0fred posted shots of that they use plenty of polies and edges are there only where theyre needed. triangulating or quadrangulating a model wouldnt change it in any way and i hate looking at a wireframe of a triangulated model, so messy to look at.
Posted: Fri Mar 24, 2006 11:48 am
by Lord-Bandu
This game might be able to read it but in generel its not good thing to have like a 9 sided polygon
Posted: Fri Mar 24, 2006 4:54 pm
by minilogoguy18
it doesnt matter because the game triangulates the model, no matter how many sided polies i have the game is still gonna triangulate it so it doesnt matter in any way shape or form. you should try hitting shift+S in user view to pull up the poly counter and no matter if you have quads even XSI still calculates the triangles even if the edges arent there.
Posted: Fri Mar 24, 2006 5:40 pm
by Lord-Bandu
lol im not getting into a discussion about it . Im just saying in general it isnt good practice to have n-gons .
Some game engines dont like it and it looks amateur-ish.
Posted: Fri Mar 24, 2006 5:55 pm
by minilogoguy18
ive been modeling for a long time, look at the jsf scene, it is NOT triangulated, triangulated models remind me of the terrible ms3d. quads look so much cleaner in every way.
Posted: Sun Mar 26, 2006 1:44 pm
by ARC_General_Mobo
looks pretty sweet I can not wait for this to be in a map!!
Posted: Thu Apr 06, 2006 2:46 pm
by minilogoguy18
mobo im gonna put it and the lambda shuttle in my own battle of endor map, ive been wantin to make one even though someone already is but thiers is about the furthest thing from being accurate. mine will be based off of the level that is in rogue squadron 2: rogue leader.
Posted: Thu Apr 06, 2006 4:56 pm
by Schizo
Which is probably the one map I'm looking forward to the most right now. It's gonna be awesome.
Posted: Wed Apr 12, 2006 4:33 pm
by Chris165
ah nice hey wait a minute, what about it's three ion cannons on top of the fighter? (at least it was in x-wing alliance)
Posted: Wed Apr 12, 2006 5:39 pm
by minilogoguy18
well for one we cant have toggleable primary weapons like in XWA and second, there is no ion cannon coded into the game, someone could though if they really knew how.
Posted: Wed Apr 12, 2006 6:48 pm
by OOM-911
minilogoguy18 wrote:mobo im gonna put it and the lambda shuttle in my own battle of endor map, ive been wantin to make one even though someone already is but thiers is about the furthest thing from being accurate. mine will be based off of the level that is in rogue squadron 2: rogue leader.
your reffering to the map being made by x-wing guy right?
Posted: Wed Apr 12, 2006 7:59 pm
by Teancum
Actually, he said "My own Battle of Endor map".
Posted: Wed Apr 12, 2006 10:58 pm
by OOM-911
N/m
Posted: Fri Apr 14, 2006 2:29 pm
by minilogoguy18
well i have a small update, i added animated landing gear to the craft and it folds up very neatly and doors that close over it flush with the hull so you cant even see the doors when flying, ill try to get a vid soon, ive just been working on a ton of things at once but im finishing this up, the star viper and also a Z-95 and they should be released shortly.
Posted: Sat Apr 15, 2006 8:48 pm
by JabbaLovesLava
Well, Mini has finally released a video of the landing gear/take off animation. It look really good plus it's really high quality. He asked me to upload it, so here it is:
http://www.savefile.com/files/8781440
Enjoy!
Posted: Sun Apr 16, 2006 1:10 pm
by Teancum
Wow... Very cool.
*imitates Wayne and Garth* "We're not worthy! We're not worthy!"
Posted: Tue Apr 18, 2006 4:52 pm
by Tuskenjedi
that B-wing is going to create a serious impression on those plastic boys. :troop: