XSI model question

Discussion in 'Mapping Questions & Discussion' started by Spike, Mar 24, 2008.

  1. Spike

    Spike L10: Glamorous Member

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    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:

    [​IMG]

    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.
     
  2. Jive Turkey

    Jive Turkey L3: Member

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    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.
     
  3. Spike

    Spike L10: Glamorous Member

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    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:

    Code:
    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:

    And here's a pic of the model:

    [​IMG]