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Posted: Fri Jul 14, 2006 11:11 am
by Murdocr
if you would like i will export the models for you as i have xsi 5 advanced :) it would save you folloing that scarey looking tutorial above

EDIT: PM me if you want me to export

Posted: Fri Jul 14, 2006 12:26 pm
by Moving_Target
I made some new models since yesterday so here they are. I took the Mini way of screenshots and the one's i did previously.

ATV:
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Ummm... i don't know what it is called but if you still have your battlefront 1 manual thing turn to page 2 and 3 and you can see it there.

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Now this isn't much but i made the Manta droid subfighter...

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Thank you everyone!

Target

Posted: Fri Jul 14, 2006 1:52 pm
by Kyross
Loleth!I doth find thine first model amusing. What be-eth its poly count?

Posted: Fri Jul 14, 2006 2:15 pm
by Moving_Target
If im reading from the right area...which i don't think is right....

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Then there are...

The ATV: 28 (Triangles: 1796

The Hovercraft:26 (Triangles: 1202)

The Manta droid subfighter:5 (Triangles: 528)

The ARC-195: 31 (Triangles: 2156)

The pirate ship: 93 (Triangles: 3408)

Here's the unoffical L-wing!

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Poly: 11 (Triangles: 744)

Posted: Fri Jul 14, 2006 5:07 pm
by Kyross
Triangles are the poly count. A vehicle shouldn't have more than 2000 polys, so for the most part you're good. The arc195 should be easy to push down, the pirte shipis not imposible(worst case scenario I made one go from 5500 polys to 1700). You can use the U hotkay for surface select and delete polies that are not shown/buried beneath others. You can also reduce the number of segments on cylinders, although changing the number of segments on an object tends to make subtle size changes.

Posted: Fri Jul 14, 2006 5:14 pm
by minilogoguy18
also you dont have to stretch your other views outta sight to maximize the user view, all you have to do is click that lil square near where it says shaded or wireframe or whatever and it maximizes that view then you can go back to what you had it at before.

Posted: Fri Jul 14, 2006 5:28 pm
by JabbaLovesLava
Kyross wrote:Triangles are the poly count.
That's not true... triangles arent poly count.

Posted: Fri Jul 14, 2006 7:06 pm
by t551
Well, they're what matters... Even if poly count is pretty low, the game and renderer only care about triangles, so keeping polycount low won't necessarily mean that the model will use less memory. If you only have 4 1000-sided polygons, then the polygon count will say 4, but the game will actually be rendering many more triangles.

Posted: Fri Jul 14, 2006 9:40 pm
by minilogoguy18
the game doesnt count triangles, no game does, it counts the vertices.

FYI: poly = multi-sided, everything is a polygon >_>
i think quads is the prefix your lookin for since thats what XSI and most high end programs draw by default but the program automatically computes the triangles by counting the vertices. also, all compiled game content no matter what is triangulated, even if you force it to export everything as quads it either doesnt accept it or converts it automatically. heres also a better way to see your scene info, click on the user/camera view and hit shift+S and go into the stats tab and its like halfway down the page where you can enable the triangle counter and the object counter. also you should go into the display options for all cameras and go to the bottom of that page and turn on the headlight to get rid of those annoying shadows all over your model.

Posted: Sat Jul 15, 2006 10:48 am
by Moving_Target
Here is the ARC gun! I believe it can be seen in Star Wars Clone Wars ch. 3. Also if you have the action figure of the ARC. It's original color is black but if you render it that way no one can see it.

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Poly mshs: 39
Triangles: 2156

Thanks to Murdocr he pointed out that some of my objects are pointing the wrong way. (Not pointing towards the Z-axis) Does anyone know a way to just shift the grid to make it face the Z-axis? Or an easier way instead of rotating every single piece? Thanks!

Posted: Sat Jul 15, 2006 11:40 am
by t551
Convert it to one polymesh, under get=> polymesh=> merge (save your scene first). In the popup box, turn the tolerance down to 0, and click the button that says delete inputs. The gun will now be one object, which you can edit by pressing t to enter vertex edit mode.

Posted: Tue Jul 18, 2006 4:43 pm
by Moving_Target
Thanks t551t551!

Here's a few more models i made...
M11-87 from Battlefield 2...

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and the M24 also from Battlefield 2...

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Opinions welcomed...

Target

Posted: Tue Jul 18, 2006 7:10 pm
by Karnage
Are you gonna release these models in a Map, Mod, or to the public?

Posted: Wed Jul 19, 2006 8:14 am
by Moving_Target
I plan to. First a mod/map then 4 public use, but don't expect anything soon. And thakns to Murdocr i/we can release them in odf and msh formate.

Posted: Wed Jul 19, 2006 11:47 am
by Karnage
Sweet! Sounds good, can't wait.

Posted: Sat Jul 22, 2006 9:55 pm
by Moving_Target
Hey guys jsut a small update! the USA APC from battlefield 2.... a work in progress....

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Posted: Sat Jul 22, 2006 10:34 pm
by -_-
I see a battlefield 2 mod coming :P

Posted: Sun Jul 23, 2006 2:24 pm
by sawyerdk9
That would be funny. People leaving SWBF2 to work on a StarWars mod for Battlefield and people leaving Battlefield 2 to work on a BF2 mod for SWBF2 . WOW

The models look great. How long have you been working with XSI for?

Posted: Sun Jul 23, 2006 2:43 pm
by Moving_Target
Thanks guys!!! lol sawyerdk9.
-_- saw striaght through me. I'm going to try and make the..... Wait i'm not going to tell you guys yet. But it is a map from Battlefield 2. The Vanilla version.
hmmmmm...how long have i been working with XSI for? hmmm...exactly 8+3 = 11...so 11 days. Amazing.

Posted: Sun Jul 23, 2006 2:50 pm
by Kyross
You've made a lot in 11 days. But how much SLEEP have you gotten in that time?