Warning: array_merge() [function.array-merge]: Argument #1 is not an array in [path]/archive/global.php(40) : eval()'d code on line 2
XSI model question [Archive] - TF2Maps.net Forums

PDA

View Full Version : XSI model question


Spike
03-24-2008, 07:10 PM
Hello, I'm learning to model and I have lots of questions but right now I only need to know one thing.

I've made 2 palm leaves and I've merged them. I want to destroy one of them now to have only one, but I can't delete 2 of the points I don't know why.

Here's the pic:

http://img245.imageshack.us/img245/1330/lolpalmhr9.jpg

I want to delete red and blue points. I can delete red points but I can't with the blue ones. Yellow shows off the mesh I want to have.

Jive Turkey
03-26-2008, 11:53 AM
I model in 3DS max so I don't know how XSI works. I'm assuming you're in a vertex sub-object mode. Can you switch it to face instead? So that you are now selecting faces. Then just select the faces you want to keep and look for something like "detach," whereby it takes the selection and moves it into it's own separate model. Or maybe "clone" the selection to a separate model. Then just delete the remains. Again I don't use XSI so sorry if this doesn't make sense, it's all 3DS terminology.

Spike
03-26-2008, 12:51 PM
Yeah it worked, thanks!

I've got another question, I've made the palm but it's not compiling well. The compile it's good, but model is not showed into hammer, nor ingame.

compile log:

qdir: "c:program filessteamsteamappspaumonsuteam fortress 2tfmodels"
gamedir: "c:program filessteamsteamappspaumonsuteam fortress 2tf"
g_path: "C:Program FilesSteamsteamappspaumonsuteam fortress 2tfmodelspalmspike.qc"
Building binary model files...
Working on "palmspike.qc"
SMD MODEL palmspike.smd
SMD MODEL palmspikephys.smd
Model has 11 convex sub-parts
Collision model completed.
---------------------
writing c:program filessteamsteamappspaumonsuteam fortress 2tfmodels/palmspike.mdl:
bones 1248 bytes (2)
animations 140 bytes (1 anims) (1 frames) [0:01]
sequences 224 bytes (1 seq)
ik/pose 164 bytes
eyeballs 0 bytes (0 eyeballs)
flexes 0 bytes (0 flexes)
textures 136 bytes
keyvalues 52 bytes
bone transforms 336 bytes
Collision model volume 809521.69 in^3
collision 0 bytes
total 2612
---------------------
writing c:program filessteamsteamappspaumonsuteam fortress 2tfmodels/palmspike.vvd:
vertices 13824 bytes (288 vertices)
tangents 4608 bytes (288 vertices)
total 18496 bytes
---------------------
Generating optimized mesh "c:program filessteamsteamappspaumonsuteam fortress 2tfmodels/palmspike.sw.vtx":
body parts: 8 bytes
models: 20 bytes
model LODs: 12 bytes
meshes: 18 bytes
strip groups: 50 bytes
strips: 54 bytes
verts: 2592 bytes
indices: 2088 bytes
bone changes: 8 bytes
everything: 4874 bytes
---------------------
Generating optimized mesh "c:program filessteamsteamappspaumonsuteam fortress 2tfmodels/palmspike.dx80.vtx":
body parts: 8 bytes
models: 20 bytes
model LODs: 12 bytes
meshes: 18 bytes
strip groups: 50 bytes
strips: 54 bytes
verts: 2592 bytes
indices: 2088 bytes
bone changes: 24 bytes
everything: 4890 bytes
---------------------
Generating optimized mesh "c:program filessteamsteamappspaumonsuteam fortress 2tfmodels/palmspike.dx90.vtx":
body parts: 8 bytes
models: 20 bytes
model LODs: 12 bytes
meshes: 18 bytes
strip groups: 50 bytes
strips: 54 bytes
verts: 2592 bytes
indices: 2088 bytes
bone changes: 24 bytes
everything: 4890 bytes

Completed "palmspike.qc"



My .qc file, it's a static prop:

palmspike.mdl




models

"wood"

20.0

studio "palmspike.smd"

idle "palmspike.smd" fps 15

"palmspikephys.smd"

{


}


And here's a pic of the model:

http://img223.imageshack.us/img223/4058/palmerrorom6.jpg