Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: aldo_14 on August 01, 2001, 07:20:00 am
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I can't model guns onto the model hul in blender, namely cos it's a pain in the @rse, and also cos it makes texturing quitwe tough... so I'm trying to use seprate (textured) objects to join to the ship..
Anyway, if i intersect them with the object and Union them together, then it causes a hole in the face it intersects - I know the reasons, and it's a pain to fix.. or I can place it a very short distance away and union, but there is a (albeit small)gap visible using the free camera in game..
So, what's the best way to connect these objects to rectify this?
And what's the effect of simply gluing them as sibling (why is this bad?)
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"Well I believe ther's someone watching over you. They're watching every word you say. And when you die they'll take you down and take you through. You'll realise one day that the grass is always greener on the other side, the neighbours got a car that you wanna drive, and when time is running out you wanna stay alive. There is no wrong, there is no right, and the circle only has one side...."
(c)2001 Travis
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it's bad becase if you have two object that overlap at all the FS doesn't know wich one to render first, but if it is a small object in the middle of a large face than it usualy isn't worth the extra effort,
my bit of advice "make it out of one subobject" is mostly meant so people dont make a front hul a back hull a cockpit five engines a few wings guns that are made out of three subobjects a peice and glue it all together and complain when it looks crapy.
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Bobboau, bringing you products that work.............. in theory
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So as long as you're sure you're not overlapping your faces, its mostly safe? I know I had to do the same thing on the Maenad to make a docking port, in order to be able to texture it properly, and that didn't seem to cause any problems.
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Thanks... I think I've worked it out now, anyway.
I just enlarge the model 10 times, glue, and downscale again - so the (already small) gap is virtually indistinguishable. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
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Originally posted by aldo_14:
Thanks... I think I've worked it out now, anyway.
I just enlarge the model 10 times, glue, and downscale again - so the (already small) gap is virtually indistinguishable. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
No, just use Rhino. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
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"He who laughs last thinks slowest."
"Just becase you're paranoid doesn't mean they're not out to get you."
"To err is human; to really screw up you need a computer."
Creator of the Sandvich Bar ("http://michael.randelman.com"), the CapShip Turret Upgrade, the Complete FS2 Ship List and the System Backgrounds List (all available from the site)
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Indeed Rhino rules the known universe!! (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
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He strikes from the darkness. He is unseen, unheard, he is the snack ninja. Pray your refrigerator isn't next.
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I recently discovered the best way to convert from a Rhino .3DM to TrueSpace: DXF. It preserves the layers from Rhino and translates them as sub-objects (I think that's what they are...) in TS. Just use Rhino to save the file as a DXF - I don't know if 3D Exploration preserves the layers or not.
If anyone has any Rhino questions, just ask me. I can't guarantee an answer, but I'll sure try. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
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"He who laughs last thinks slowest."
"Just becase you're paranoid doesn't mean they're not out to get you."
"To err is human; to really screw up you need a computer."
Creator of the Sandvich Bar ("http://michael.randelman.com"), the CapShip Turret Upgrade, the Complete FS2 Ship List and the System Backgrounds List (all available from the site)