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Re: Sciencepark Renegademap [message #362012 is a reply to message #362006] |
Mon, 08 December 2008 17:31 |
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GEORGE ZIMMER
Messages: 2605 Registered: March 2006
Karma: 0
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General (2 Stars) |
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Holy shit, that's TERRIBLE. Sorry, but it's just a bunch of crap thrown together. Use extrude, weld, and please, do NOT use more than 2 poly's per flat surface (It's technically two since a plane is two triangles, but yeah).
Maybe I'm wrong about the poly usage, but, show wireframe pics from gmax.
Toggle SpoilerScrin wrote on Sat, 24 January 2009 13:22 |
cAmpa wrote on Sat, 24 January 2009 12:45 | Scrin, stop pming people to get the building bars.
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FUCK YOU AND THIS SHIT GAME WITH YOUR SCRIPTS!!! I HAVE ASKING YOU AND ANOTHER NOOBS HERE ABOUT HELP WITH THAT BUILDING ICONS FEATURES FOR YEARS, BUT YOU KEEP IGNORING ME AND KEEP WRITE SHIT, SO BURN YOU AND YOUR ASSLICKERS FRIENDS, THIS TIME I'M NOT COME BACK!!!!!!!!!
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Re: Sciencepark Renegademap [message #362017 is a reply to message #362012] |
Mon, 08 December 2008 18:34 |
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RedOne
Messages: 60 Registered: August 2006 Location: Netherlands
Karma: 0
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Cabal8616 wrote on Mon, 08 December 2008 18:31 | Holy shit, that's TERRIBLE. Sorry, but it's just a bunch of crap thrown together. Use extrude, weld, and please, do NOT use more than 2 poly's per flat surface (It's technically two since a plane is two triangles, but yeah).
Maybe I'm wrong about the poly usage, but, show wireframe pics from gmax.
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Offtopic by RedOne | I know I asked for replies but holy shit your reply is terrible. Did you read the text?? There was written that i started several times again and each time a bit better. maybe just maybe you can think that I am not that long busy with this. And most important where have you learned to communicate??? If I was another type of person I could think I am totaly no good.
I have fun in what I do. When my boss talks to me like that in front of me he has a problem. That problem is me. What I trying to say is: Dont try to kick somebody into the ground, there are other ways to tell somebody that you dont like what you see. Maybe I am proud of my work and can use some tips to make it better. Gaming is for pleasure and a forum is helps me with this but not like how you start your reply
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Its not a bunch of crap thrown together i think. The floors are made editable polies where I replaced the vertexes. Its one box. The wals with the windows are boxes editted with boolean. The glass wall is one mesh editted with boolean. The stairs are plains editted by replace the vertexes. There could be things that can be done better. But the best school is to do it i guess.
Di3Hard replied to me on another topic about boolean. I have to try that.
But what part you want to see in wireframe??? Then I can make a screenshot of it. Extrude and weld i am not sure if i can and how to use it. And what do you mean bij not more then 2 poly's per flatsurface??
Anyway. Thanks for the reply
GrTz Red
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Re: Sciencepark Renegademap [message #362019 is a reply to message #362012] |
Mon, 08 December 2008 18:43 |
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samous
Messages: 616 Registered: August 2008
Karma: 0
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Colonel |
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Cabal8616 wrote on Mon, 08 December 2008 16:31 | Holy shit, that's TERRIBLE. Sorry, but it's just a bunch of crap thrown together. Use extrude, weld, and please, do NOT use more than 2 poly's per flat surface (It's technically two since a plane is two triangles, but yeah).
Maybe I'm wrong about the poly usage, but, show wireframe pics from gmax.
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How could you say that, it looks awsome! This looks like it will be a verry well detailed map, an a really cool one at that.
=samous
-good luck finishing it
Samous Ind. modding group website:
and Facebook Page: here
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Re: Sciencepark Renegademap [message #362022 is a reply to message #362019] |
Mon, 08 December 2008 18:50 |
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Altzan
Messages: 1586 Registered: September 2008 Location: Tennessee
Karma: 0
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General (1 Star) |
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samous wrote on Mon, 08 December 2008 19:43 |
Cabal8616 wrote on Mon, 08 December 2008 16:31 | Holy shit, that's TERRIBLE. Sorry, but it's just a bunch of crap thrown together. Use extrude, weld, and please, do NOT use more than 2 poly's per flat surface (It's technically two since a plane is two triangles, but yeah).
Maybe I'm wrong about the poly usage, but, show wireframe pics from gmax.
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How could you say that, it looks awsome! This looks like it will be a verry well detailed map, an a really cool one at that.
=samous
-good luck finishing it
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It does look nice, I agree. But Cabal is right in terms of the procedures of modeling. If you don't try to use the least amount of poly's possible it will come out laggy and large in filesize. If you can learn to model using extrude, weld, and so on, it will be harder to make but will come out ultimately much nicer in the end.
RedOne, did you check out the Advanced Gmax Tutorials at RenHelp? They explain a LOT and are very helpful.
I cannot imagine how the clockwork of the universe can exist without a clockmaker. ~Voltaire
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Re: Sciencepark Renegademap [message #362037 is a reply to message #362017] |
Mon, 08 December 2008 19:20 |
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GEORGE ZIMMER
Messages: 2605 Registered: March 2006
Karma: 0
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General (2 Stars) |
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RedOne wrote on Mon, 08 December 2008 19:34 |
I know I asked for replies but holy shit your reply is terrible. Did you read the text?? There was written that i started several times again and each time a bit better. maybe just maybe you can think that I am not that long busy with this. And most important where have you learned to communicate??? If I was another type of person I could think I am totaly no good.
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Perhaps I could have worded it better, but it's the internet. When you post your work, expect criticism of any kind.
RedOne wrote on Mon, 08 December 2008 19:34 | Its not a bunch of crap thrown together i think. The floors are made editable polies where I replaced the vertexes. Its one box. The wals with the windows are boxes editted with boolean. The glass wall is one mesh editted with boolean. The stairs are plains editted by replace the vertexes. There could be things that can be done better. But the best school is to do it i guess.
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You started on the exterior first, and it's fairly blocky. Not to mention, you shouldn't even really be texturing it atall or anything until the model is pretty much finished. I'll go into this later
RedOne wrote on Mon, 08 December 2008 19:34 | Di3Hard replied to me on another topic about boolean. I have to try that.
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Don't. Boolean isn't really a great tool, as it makes poly's in random places. I reccomend simply extruding around where you want the holes, rather than using boolean. It really does look better, even if a bit more time consuming. Do note that polygons affect lighting. So if you have random poly's around the map, they'll show with lighting.
RedOne wrote on Mon, 08 December 2008 19:34 | But what part you want to see in wireframe??? Then I can make a screenshot of it. Extrude and weld i am not sure if i can and how to use it. And what do you mean bij not more then 2 poly's per flatsurface??
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Take various screenshots of the map. Maybe not even necessarily in wireframe, but hit F4 (Or F2, I can't remember which, lol) in gmax, and it'll show the edges of your mesh.
Now, I should probably give you a little tutorial on how those features work.
Extrude is pretty simple. Select an edge in edge selection mode with an editable mesh. Then, simply hold shift, and drag the edge you selected in the direction you wish to make another plane.
Welding is done in vertex editing mode. You basically select various vertexes, and go down to the welding feature in gmax. Then, there should be a button called "Selection", and some numbers next to it. The numbers mean how close the vertexes must be to weld them, so I recommend choosing a really small number, like 0.001. This way, the vertexes have to be in the same location to weld them.
Welding basically means, two or more vertexes become one vertex.
Blazea's tutorials on renhelp should explain extruding and welding and other nifty features better. Here's the links.
http://renhelp.net/index.php?mod=Tutorials&action=view&id=120
http://renhelp.net/index.php?mod=Tutorials&action=view&id=121
IMO, welding and extruding are two basic necessities everyone who does 3d editing should know.
Toggle SpoilerScrin wrote on Sat, 24 January 2009 13:22 |
cAmpa wrote on Sat, 24 January 2009 12:45 | Scrin, stop pming people to get the building bars.
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FUCK YOU AND THIS SHIT GAME WITH YOUR SCRIPTS!!! I HAVE ASKING YOU AND ANOTHER NOOBS HERE ABOUT HELP WITH THAT BUILDING ICONS FEATURES FOR YEARS, BUT YOU KEEP IGNORING ME AND KEEP WRITE SHIT, SO BURN YOU AND YOUR ASSLICKERS FRIENDS, THIS TIME I'M NOT COME BACK!!!!!!!!!
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Re: Sciencepark Renegademap [message #362075 is a reply to message #362006] |
Mon, 08 December 2008 20:25 |
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Altzan
Messages: 1586 Registered: September 2008 Location: Tennessee
Karma: 0
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General (1 Star) |
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RedOne, don't get discouraged. You have skill. Just work to learn new ways and techniques, do your best, and there's no limit to what you can model
I cannot imagine how the clockwork of the universe can exist without a clockmaker. ~Voltaire
[Updated on: Tue, 09 December 2008 06:23] Report message to a moderator
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Re: Sciencepark Renegademap [message #362176 is a reply to message #362037] |
Tue, 09 December 2008 09:55 |
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RedOne
Messages: 60 Registered: August 2006 Location: Netherlands
Karma: 0
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Recruit |
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Quote: | Perhaps I could have worded it better, but it's the internet. When you post your work, expect criticism of any kind.
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I am thankful for your reply and I expected criticism of any kind but the way you started your reply was not very nice. Later in the reply you proofed dat you can be nice and tell me where I go wrong in a way that I can do someting with it.
Quote: | You started on the exterior first, and it's fairly blocky. Not to mention, you shouldn't even really be texturing it atall or anything until the model is pretty much finished. I'll go into this later
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Yes I did started on the exterior. But the building is very blocky. And what you say about texturing is right to. I have the same experience now. But sometime I had to look if it was the right texture. Thats why I didnt textured the most of it.
Quote: | Don't. Boolean isn't really a great tool, as it makes poly's in random places. I reccomend simply extruding around where you want the holes, rather than using boolean. It really does look better, even if a bit more time consuming. Do note that polygons affect lighting. So if you have random poly's around the map, they'll show with lighting..
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Thats what i have seen to. In the part I did with boolean I get crazy of the poly's it added. That what I checked yesterday after your reply. I cant send some scrshot now because I am not at home now. When I am I will.
Quote: | Take various screenshots of the map. Maybe not even necessarily in wireframe, but hit F4 (Or F2, I can't remember which, lol) in gmax, and it'll show the edges of your mesh
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I will when I am at home
Quote: |
Now, I should probably give you a little tutorial on how those features work.
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Quote: |
Extrude is pretty simple. Select an edge in edge selection mode with an editable mesh. Then, simply hold shift, and drag the edge you selected in the direction you wish to make another plane.
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Can I use keyboardinput on this?? I get my maesurements from a autocadfile.
Quote: | Welding is done in vertex editing mode. You basically select various vertexes, and go down to the welding feature in gmax. Then, there should be a button called "Selection", and some numbers next to it. The numbers mean how close the vertexes must be to weld them, so I recommend choosing a really small number, like 0.001. This way, the vertexes have to be in the same location to weld them.
Welding basically means, two or more vertexes become one vertex.
Blazea's tutorials on renhelp should explain extruding and welding and other nifty features better. Here's the links.
http://renhelp.net/index.php?mod=Tutorials&action=view&id=120
http://renhelp.net/index.php?mod=Tutorials&action=view&id=121
IMO, welding and extruding are two basic necessities everyone who does 3d editing should know.
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Thx for this very much. Its more logical to me now. I shall try it very very soon. Is there a opposite of welding to. If I have a box of a plane and I want to add a vertex??
Thx again
GrTz Red
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Re: Sciencepark Renegademap [message #362222 is a reply to message #362196] |
Tue, 09 December 2008 13:57 |
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RedOne
Messages: 60 Registered: August 2006 Location: Netherlands
Karma: 0
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Recruit |
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R315r4z0r wrote on Tue, 09 December 2008 12:57 | Any small flat surface, you don't want more than 2 or 3 polys because too many will result in pointless amounts of processing that just lags the game.
However, large flat surfaces (like ceilings, floors, ground, ect) require a lot more polys to look good, even if it is completely flat. The reason being is that you wont be able to do any vertex lighting or have any fog on your map.
Fog and lighting works on a per-vertex basis. The more polys (and vertexes) you have, the better looking and more accurate the lighting and fog spread will be. If you barely have any polys, it will end up looking horrible.
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When do I know if i have 2 or 3 poly's.?? The floors I made was 1 small and long box. I converted to edit.ply. And with the vertexes I made it this shape because i needed this shape. Every corner i needed 2 vertexes en because it was a box i needed 4 vertexes. I cant do less vertexes. But was it beter here to make a plane and do extrude??
I made a model and in the replies it seems i did it not very logical. And thats ok i kope to learne to make it better.
I made some screenshots in gmax (however since this afternoon i have 3ds max . I wil reply with the screenshots.
Thx for reply
GrTz Red
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Re: Sciencepark Renegademap [message #362232 is a reply to message #362006] |
Tue, 09 December 2008 14:39 |
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Altzan
Messages: 1586 Registered: September 2008 Location: Tennessee
Karma: 0
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General (1 Star) |
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He wanted them in wireframe mode.
In the view window, the corner where it says Top, Side, User, Perspective, (Whatever it says), right click on that word and choose wireframe.
I cannot imagine how the clockwork of the universe can exist without a clockmaker. ~Voltaire
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