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volume 1, issue 16

Today in loonygames:

New!! The Archives have been cleaned up, fead links fixed, and printable versions restored! Also, don't miss the new comments on the front page!

Livin' With The Sims: theAntiELVIS explores the wild and wacky world that is Will Wright's The Sims, asking the inevitable quesiton, "is The Sims the first step toward a virtual life where everyone is Swedish?"

Pixel Obscura: Josh Vasquez on Omikron: The Nomad Soul.

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Thinking Outside the Box:
Sleeg Redux

By Paul "Villam" Steed


Next, with just the hand-owning part of the copied arm assembly selected I go down the modifier stack to the nearest ‘edit mesh’ modifier. Then I activate the green ‘attach’ button I click on the fist arm thus ‘attaching’ it to the arm with the coordinates…

Now the trick. Under the same edit mesh modifier go to sub-object/face/element (white box) and I select the open-handed part of the arm…

…and hit delete. I’m given a dialog box that asks if I want to delete the isolated vertices. I hit ‘yes’. Otherwise I’ll keep the vertices of the arm object and we don’t want that. Free-floating verts will mess you up if you’re a welding/merging mo-fo like yours truly.

Leaving you with the fisted arm with the mirrored mapping coordinates…

Lastly assign the arm texture again and everything works out!

This works in a variety of situations and may seem non-intuitive, but as long as an object has an element or even a vertex the rest of it can be deleted. Next tutorial we’ll finally choke that damn chicken ;]

ps

 

- Paul Steed is an incredibly opinionated 3D artist at id Software.

 

 

Credits: Thinking Outside the Box logo illustrated and is © 1998 Dan Zalkus. Thinking Outside the Box is © 1998 Paul Steed. All other content is © 1998 loonyboi productions. Unauthorized reproduction is strictly prohibited, so don't even try it. We've got really big guns, and we're ripped, baby.