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WIP riding mower

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Hey, I'm working on a HL2 singleplayer project now and then. Here's a replacement veichle for the HL2 buggy. It's a riding mower with supercharger and turret-mounted 50 cal machinegun. I'm just about done with it, although it will have chickenwire on the front of the roll-cage so I need to add some planes there.

Current 3dsmax polycount is 2542. The HL2 buggy was around 4000 total.

mower12th.jpg

mowerpov2ga.jpg

The intended player POV.

I'll try to skin it myself, although hopefully I can talk someone into doing it for me :E

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insta, convert to editable patch > hit 7, then you get your tris count, which is the count that counts ingame D:!

Looks damn cool, and pretty simple aswell, shouldn't be THAT hard to map it :banjo:

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That's a good idea, RD. But I'm not planning on changing the buggy code, so I have to make it within the HL2 settings.

I think its already there :) Atleast I remember running over people with the buggy (and the boat) in hl2 sp...

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Haha, you are the fucking MAN insta :D I love it!

BTW, as a newbie modeller, I curious if it is ok to have so many unlinked pieces in the model? You have a lot of vertices that are just sitting on other polys - is that generally accepted practice? I thought it might fudge up some lighting and during animation it might cause some vertices slightly moving off the face they sit on, causing visual glitches.

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Haha, you are the fucking MAN insta :D I love it!

BTW, as a newbie modeller, I curious if it is ok to have so many unlinked pieces in the model? You have a lot of vertices that are just sitting on other polys - is that generally accepted practice? I thought it might fudge up some lighting and during animation it might cause some vertices slightly moving off the face they sit on, causing visual glitches.

I'm wondering the same thing actually, but I think it's ok since all the individual objects will be attached before exporting (except animated stuff).

If you look at the HL2 models, you can see alot of overlapping faces and such, so I guess it doesn't really matter.

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