Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Krackers87 on October 06, 2003, 04:44:55 pm
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this is an extremely stupid q but how do you mirror an object in truespac5? Also where is the button?
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I believe it's somewhere near the boolean ops, though I can't remember exactly where. Seems like it had a number or something on it that was mirrored. Pretty clear which one was mirror though. I also think you can scale a dimension by a factor of -1 and get a mirror, but don't take my word on that.
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IIRC same group of triangulate button, with two number "1" (one flipped) on it, BUT it isn't exactly a mirror tool (wich is implemented only in 6.x), it will only "flip" a mesh around its axis, in ts6 or above you can instead mirror an object from a selected face (wich is useful for symmetric ships), weld the 2 objects (automatic boolean operation) or simply work on the base object and have the symmetric objcet being automatically modifyed, and then weld them
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:nod:
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how can u close a hole without making a plae? If you have to draw a line can u get it to snap to points on another object? #Where is the button?
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iirc there is a button like "change hole into face", but it work in a completely different way than its description..anyaway may worth a try
you can check also if you are lucky with the add face tool
if not, remove manually internal verts/faces (it should be done automatically by truespace, but to be sure do it manually, andthen retry if the add face tool work now) and use add edge or polydraw tool to close the hole (the tool choice depend by the situation)
Note that you can NEVER use any point edit tool on 2 separated objects, you will have to unify them first
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so there's no mirror tool in 4.3 then ?
I was thinking about that myself.
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TS6's mirror tool mirrors your model and keeps it solid. Works like a dream.
< TS6 you have to cut your model in half using boolean subtract. Copy the half and mirror it. Move the two halves apart to make a space in the middle. Extrude both halves into the middle to create an overlap. Boolean join them. Move the two halves back into position whilst trying to put back the join how it should be. It's slow and it's a pain in the ass but having 100% accurate symetry in your model pays off when it comes to uv mapping.