Empire at war Modders that will help out mods that are starting out or need help.

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Newgamemodder
Newgamemodder

Ok since some of the biggest EAW modders are here i have to ask.

1. Is 30000 tris ok for a corvette? (if the turrets are spearate .alo's)?

2. If i have about 5 squadrons per isd and its polygon count is 50000 tris (including turrets) and have a popcap of 4 when the total is 50 or 60 will the game lag?

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Newgamemodder
Newgamemodder

*edit if its 60000 (including turrets) triangles, not 50000

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#DemCalves
#DemCalves

I have an obj. file of a TX-225 tank from Rogue one if anybody wants to use it

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#DemCalves
#DemCalves

I may have lost the credit information but I know it isnt from any mod user from Eaw Moddb also have .fbx files too

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Jaktt1337
Jaktt1337

I've extracted some models to 3dsmax8 and exported them as .fbx files. I'm trying to use xNormal to add Ambient Occlusion but the UV placing for larger/complicated models seem to overlap (or have multiple UV maps if it is made of multiple meshes). I can't unwrap them or flatten them without distorting the texture placement for it. Leaving the UVs as is makes the AO render somewhat inaccurate. Does anyone know a workaround for this?

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the_Farseer Creator
the_Farseer

The only way around this is to paint the AO layer by hand. Almost all 3d programs or texture generating programs have trouble with overlapping UVs when trying to export AO maps or similar.

That said, overlapping UVs are a MUST for low-poly game design (especially in EaW where the game's texture mem is horribly low). So, painting them by hand is really the best method anyway, IMHO.

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Newgamemodder
Newgamemodder

Is it possible to use 3ds max as a reference for maps?, for example lets say the eaw map is 600m x 600m. would i make a grid that is 600 x 600 m in 3ds max?

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the_Farseer Creator
the_Farseer

Game units are not the same as 3dsMax default units. I'm not sure what the conversion is, to be honest. It wouldn't be an accurate comparison.

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killdivas
killdivas

I have a really quick question about perceptual equations. What operation does the # perform? If I see a line of code that reads (40 # 70) what does that string translate as? I only ever seem to see this symbol used in offensive perceptual equations, and I'm trying to see what its job is. Thanks!

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the_Farseer Creator
the_Farseer

Can you post this in some greater context?

In general the "#" operator means this:

"An unary operator that return the length of the a string or a table."

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