Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Fozzy on May 08, 2007, 06:04:49 am
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Does anyone know how i add a Vertex to an edge in blender, so i can create a new face
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Does anyone know how i add a Vertex to an edge in blender, so i can create a new face
How about you copy an existing vertex (shift d to copy)
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If you want to create a new vertex that's separate from any edge, the Shift-D copy method is best. You could also extrude (E) one of the existing verts too.
If you want to subdivide an existing edge, you can select the edge and:
- press Subdivide on the editing panel
- press W>subdivide (quicker)
or you can press k>"Knife cut (exact)" and click and drag a line across the point you want to add the new vertex to the edge (press enter to confirm it)
They all have their uses. :)
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i'd advise against using blender
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And if someone advised against ever using PCS2 because of that subobject offset bug during conversion, what would you say to them? :p
Seriously, find some geometry errors present in the lucifer, triton, tc-tri, aeolus, zeus or loki that weren't just me missing something. The latter two had every scrap of geometry, UV map and everything done solely in Blender.
I've told you this a number of times but you just don't seem to want to hear it: Blender is fine now. You're hating it for an export bug in a lousy format to begin with that's no longer used (dxf) in a version that is years and years out of date. It's simply uncalled for and unfair.
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I'm inclined to agree with VA here, there's a general dislike for Blender that is unjustified, it'd be like me refusing to use Vista because Windows 95 sucked.
If you people had seen some of the models VA has made on blender, and you only have to look at the HTL Models VA has made and converted successfully to see that it certainly looks like those problems don't exist any more.
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Unjustified?
Blender used to generate COBs is such a state of craptasticism that one of the error messages in PCS1 included "You used blender, didn't you?" - it would generate numerous duplicate polygons sending BPS compilation into infinite recursion and would hit my depth trigger (500 depth)
I started refusing to give program support to anyone who used blender back during the PCS 1.1 days, and for good reason.
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No-ones denying the old version of Blender was terrible, but, as I described it, it's like judging Vista by Windows '95 or 3DS Max 5 by the original 3D Studio, and I can tell you, the original 3DS had some big exporting problems. Imagine me refusing to download SCP 3.6.9 because the version I downloaded a year before crashed all the time?
Things change and improve, Blender got a lot of stick about its dxf exporting, and it fixed it, that's what program development is about, the Blender available today is not nearly the unrealiable, poor quality exporting tool it used to be.
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*Shrug* if it works, use it, but I'm still leery of it
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I tried using blender. It was hard.
*sticks to zmodeler*