All those 14-ish cylinders are whats making it high poly. Just make them 8-10 sides and use smoothing. It will look fine ingame with textures.
Also, details make the modle look good, but try to be practical when thinking of what details a player will actually look at while playing.
I think somewhere in the .qc file you have to type the fps. That determines if it goes slow or fast. Like somewhere there is something like.
$sequence Fire1 "shooting"......30 fps...blah blah blah
Something like that, you make the fps lower if you want it to slow down and higher if you...
Ok I got it, so the reference smd is the model, skeletal animation smd is for the animations, and physics smd stores a phsybox, thanks alot guys.
Is there a certain way I have to set the model up before exporting? What I do is import the rig I use for animating and take the idle animation...
I'm more concerned with how the variables, functions, and datatypes all link up with programming a game. But I guess I'll learn that in time. I'm also trying to learn C++. I'm using tutorials from the net but I'm planning to find some books on it. Also, how would you know what is what when...
Now I know there are supposed to be 3 .smd models, But do they have to differ or are they all exported the same. So basically I want to know what is the difference between the three types.
Oh yeah, what method did you use to make this? (ex: Poly by Poly, Spline modeling, Box Modelling) I'm looking into learning to model these type of characters and I want to know of a good method to start off with.
Thanks guys! :cheese:
I've never really animated with a goal but I have played around here and there with animations. I caught the hang of it pretty easily. Some0ne, you're right about the fire animation. I think it's the pin. I'll fix that up. I'm glad you guys like them.