ok so I'm now tackling modeling a unit. I am following an imported unit guide from the stocks but I have some confusion.
what is the sv_unitname (Is it the lowrez?)
what is the max poly count for BF2's engine.
and can I use any polymesh I want for him or does it have to be strictly triangles. (this is probably a noob question but hey, I'm clueless)
unit modeling
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JimmyAngler
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Marth8880
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Re: unit modeling
Objects whose names start with "sv_" are shadow volume meshes.JimmyAngler wrote:what is the sv_unitname (Is it the lowrez?)
There is none, but you typically shouldn't exceed 5,000 triangles for normal unit models or 10,000 triangles for hero unit models.JimmyAngler wrote:what is the max poly count for BF2's engine.
You can use quads or triangles; N-gons (polygons with 5 or more sides) are not allowed.JimmyAngler wrote:and can I use any polymesh I want for him or does it have to be strictly triangles.
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JimmyAngler
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Re: unit modeling
shadow volume meshes, what are those?
and what are the prime parts for each member of a unit? Are they like sphere for the head, cylinder for the arms, etc...
Edit: never mind the shadow volume question, I found the faq on it
Edit: well no new replys but a new thing from me, I am really stuck in the mud for making units. The faq is too cluttered to find out much and it doesn't give any info on the actual polymesh forming. Is there any tricks and tips to get the polys identical all the way around? Just anything that you found helpful would be great.
You all new nothing about this at some point too.
and what are the prime parts for each member of a unit? Are they like sphere for the head, cylinder for the arms, etc...
Edit: never mind the shadow volume question, I found the faq on it
Edit: well no new replys but a new thing from me, I am really stuck in the mud for making units. The faq is too cluttered to find out much and it doesn't give any info on the actual polymesh forming. Is there any tricks and tips to get the polys identical all the way around? Just anything that you found helpful would be great.
You all new nothing about this at some point too.
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Re: unit modeling
Please define "too cluttered" and give an example of how you would correct this.JimmyAngler wrote:The faq is too cluttered to find out much and it doesn't give any info on the actual polymesh forming.
This is what the User manual and instructional videos are for and the FAQ has links to all of these things. Pease elaborate on what you mean by "get polys identical all the way around".JimmyAngler wrote:Is there any tricks and tips to get the polys identical all the way around? Just anything that you found helpful would be great.
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JimmyAngler
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Re: unit modeling
well it would be nice for the faq to have a basic character tutorial just walking anyone who is new through setting up their own custom unit. All of this can be found in the faq, but it is spread around in bits and pieces.
Sorry about the last one, I found the vast tuts
plenty of good help with modeling and stuff there

Sorry about the last one, I found the vast tuts
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Marth8880
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Re: unit modeling
Pretty sure a tutorial such as that exists in the FAQ.
As for the modeling aspect of the process, here, also from the FAQ: http://vimeo.com/1048354
As for the modeling aspect of the process, here, also from the FAQ: http://vimeo.com/1048354
