Max meshes in a model -1 reply

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21st July 2005

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#11 12 years ago

Inyri Forge;3514168My first mods were surprisingly good. I can link you to my first release mod, if you want... :p[/quote]I didn't necessarily mean released, I meant the first time you decided to open up a game editor. Though I would love links... :p

Inyri Forge It can also support multiple textures. This does not apply, however, to saber hilts. Youc an only have one mesh and one texture for saber hilts. This is due only to the restrictions with compiling, and if a more efficient method is discovered some time in the future, this may not hold true. But for now it's the only way to do it.

So it must be great that I don't like hilts. :p

[quote=Inyri Forge]Good lord. Don't do it, man!

I actually did something like that once. It was probably the second time I used Blender. And I discovered the fine art of subdivision. Needless to say, I wanted it round. So I clicked it about 20-30 times. Needless to say, my PC went kind of crazy and froze when I got 50,000+ polys (don't remember the exact amount, but it was beyond useful, especially since it was just a rounder piece of crap...). I then learned that more isn't always better, and freakishly round hilts look really lame. Don't do it, kids. :lookaround:

With my screen, I guessed it'll be about 200^3 polygons, which is about 8,000,000. I'm going to try that when I have my new build job done and this computer doesn't mean anything to anyone. With my 1.4 GHz, 256 MB, GeForce 4 MX rig, it'll probably explode. :p




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15th March 2005

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#12 12 years ago
So it must be great that I don't like hilts.

Certainly easier. :p Swords, of course, don't count. *Just* anything with a lightsaber blade.




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