3D01. First of all, create a good part-tree. Think logically... The part that is listed beneath another part, such as LFlare under LArm is a "slave". The flare can move independant, but as soon as the Arm moves, the flare moves too. The "base" is there from the beginning and is the green square around the unit in the game. This is the ultimate "master", when the unit turns, in the reality, only the base turns, but all other "slaves" can do nothing but move along with the base.

3D02. I've started to import various parts and place them as in the original rhino model. I suppose that you allready can do it, after what you told me. I've also turned the base. It's a small error in the 3DO Builder. If you don't turn it, your  unit may not function normally (I experienced that in my first unit). Highlight the "base" in the part-tree, then press on the "Advanced" option in the box. Then write "90" in the "Rotation Angle:" input and press "Top" so you turn the base 90 degrees from the top view.

3D03. I've imported almost all the parts now, even a flare. You don't have one, I think, so I'll send one in this pack too. It is the flare of a L.L.T. that I've stolen from Cavedog. It fits basically anywhere where flares are needed. I've also textured that waist of the unit.

To texture, you have to first make sure that the "Faces" menu is online. Then you scroll (if needed) to an untextured face. You see what face is currently highlighted on the three pics. Then you have to find an appropriate picture to the left. Don't mess with the top roller (where you can choose "TA" and variations of "TA:K"), but the one just beneath it. Doubleclick on the picture that you want on that face and it will appear in the 3D window (the one with the red background). Press with the mouse within it and scroll to see what you've just added. Sometimes the face is turned incorrectly, but you can easily fix it. Just above the Clear button there is a roller. Alter it and choose how you wnat to turn the face (o, 90, 180, 270 degrees). When you're satisfied - scroll on the face bar (or press F12) to jump to the next face to texture.

3D04. This time I've textured the whole body. Notice that there blue color on the top. Make sure that you have that blue somewhere where you can easily see it. When you play the game, you can normally choose different colors. The color you choose will appear on the blue faces in the game. Some faces will be brighter, some (as the shoulders) will be darker - just to variate. You find the blue faces in the "logos" section. Now it's hard to texture because all pics you want or need aren't n the same direction, so you have to look through all the directions to find a pic that fit. The unit have to have some kind of "theme" it can't be randomly green, randomly black and metallic and somewhere bright yellow because it will not look good in the game. Similar objects should be textured alike, so if one of the shoulders is metallic, the other should be metallic too and nothing else (unless it's a different kind of shoulder or it really fit). Don't worry if it looks ugly or weird at close-up. It will be much smaller in the game. Think about the Commander sixe in the game and zoom out until your unit looks just as big. Not THAT'S how it will look. Minor error in the texturing will never be noticed.

3D05. Now, the unit is almost done. I've resized the flares of the guns and turned them 45 degrees to make them look better in game. To resize go to the "Advanced" settings and write in the "Scale Factor:" the scale number. One is 100% - no change. Write 2 to double the size, write 0.5 to half it. I use to write 1.1 and click until I'm satisfied. Sometime you need to make a part bigger - just generally, so you enter a number above 1 and press the "All" button. If you just want to make an object wider, you have to press one of the Z Y Z buttons. Look in the top left corner in every blueprint window where you can see two directions. Look in which direction you need to resize and press the matching button.

Sometimes you need to texture two similar object with many faces. You spend a long time texturing the first one, but you just don't want to get trough the same problem again. That problem can be easily solved by exportin the part. Highlight the part and press the button to the right of the zoom in button. Name it Unitname_Unitpart.3DO When you need it again, you simply import it as you did with the .lwo files and it will be textured and ready.

3D06. The unit is ready. As you see, I moved up the unit so it stands on the groundplate and I've resized the groundplate too (to fit the feet). Then to make it to be "naturally" big without having to rescale all the parts one by one, you simply go the "Special" menu and choose "Scale all objects". Then enter a scale factor number (lower that 1) and press Ok. The model is done (I think)...

I couln't get five "holes" on the big gun, alltrough I could have given it if I haven't made it rounded. I hope you're satisfied with two of them.

Please feel free to retexture because I really SUCK in texturing. The only thing I'm good in  is the modelling part...