Author Topic: Turanic Headaches: The Missile Corvette  (Read 1722 times)

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Offline Rampage

  • Son Of Rampage
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  • Urogynaecologist
Turanic Headaches: The Missile Corvette
[English Accent] I have a problem that's causing aches in the noggin'.

As some of you may already know, the Turanic Missile Corvette (and Standard Corvette) has a geometry problem that's a pain in the diddly to solve.



In the picture, the two colored lines intersect each other in the same plane but doesn't have a common point of intersection.  This is mathematically impossible and will cause trueSpace to crash when a line is removed, especially the blue line.

My question is, "Is there a way to remove the blue line (in Lightwave or 3DS MAX)?"  Also, since I have Lightwave installed, "How do you remove a line in Lightwave?  I'm not familiar with the software's capabilities and thus can't eradicate the error from the model."  If I'm able to solve this enigma, I can pump out another Terran vessel.

 

Offline Bobboau

  • Just a MODern kinda guy
    Just MODerately cool
    And MODest too
  • 213
Turanic Headaches: The Missile Corvette
have you tried selecting both and deleting them
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Rampage

  • Son Of Rampage
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Turanic Headaches: The Missile Corvette
Quote
Originally posted by Bobboau
have you tried selecting both and deleting them


Now I have.  And I don't think trueSpace liked it...

 

Offline KARMA

  • Darth Hutt
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Turanic Headaches: The Missile Corvette
this specific prob never happened to me, the only reason i can find (except a truespace bug) is double vertices: two vertices share the same coordinates but are different, and faces that seem connected are instead disconnected.
things you can do:
select a vert and move it, and verify that all the edges that seems starting from it are moving as you move the vert. do the same with all the verts. ifyou find one or more double verts you can
1-erase one of the 2 double verts and connect it manually to close the hole
or
2-connect the two verts manually, restore position of moved vert, weld them
or
3- use the try to fix bad geo button

to erase the edges you can
select one using the edge selection tool and erase it
select both of em and erase them
select the vert(s) and erase them
connect the two edges manually with a new edge (more than one) and then erase all the edges or all the verts
select the faces and use the erase faces button
select the faces and use the erase verts button
cover all the mesh with a cube and use the boolean intersection
boolean substract a non overlapping cube with delete edges activated

if none of those work erase the mesh and redo it:p

you may try btw lithunwrap too to erase vertices, and 3dexploration to remove double verts

 

Offline Bobboau

  • Just a MODern kinda guy
    Just MODerately cool
    And MODest too
  • 213
Turanic Headaches: The Missile Corvette
delete the face, fuse some of the verts, try useing a boolien
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline mikhael

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Turanic Headaches: The Missile Corvette
Send me the model and I'll have a look at it.
[I am not really here. This post is entirely a figment of your imagination.]

 

Offline mikhael

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Turanic Headaches: The Missile Corvette
It looks like the Homeworld modellers were cutting and pasting polys rather incautiously.

The problem isn't two lines intersecting. There are six polys occupying the same space there. You've got four polys with their normals pointing out and two polys with their normals pointing in.  When you were trying to delete lines, Truespace was trying to figure out what to do with the remaining geometry of the degenerate polys (since all six polys are sharing four discrete vertices).  All of a sudden it had polys that were like mobius strips and it harfed.

I've deleted the offending polys. I didn't see any other errors in the mesh in a casual inspection.

TIP: if you have Lightwave (this may work in other modellers too), flip all the normals of the model. when you do this, erroneous polys that were pointed in will now show up very clearly pointing out.
You could just align all polys (which would make everything point out) but that would make the problem even more difficult to find.
[I am not really here. This post is entirely a figment of your imagination.]

 

Offline Anaz

  • 210
Turanic Headaches: The Missile Corvette
Truespace also has a flip normals button, in the same button as the extensions IIRC (plug that says "3D" on it)
Arrr. I'm a pirate.

AotD, DatDB, TVWP, LM. Ph34r.

You WILL go to warpstorm...

 

Offline Starks

  • 29
Turanic Headaches: The Missile Corvette
Want me to give this ship a nice name?
Formerly of the Dark Wings and Legion of Apocalypse

  

Offline Rampage

  • Son Of Rampage
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  • Urogynaecologist
Turanic Headaches: The Missile Corvette
Quote
Originally posted by LLivingLarge
Want me to give this ship a nice name?


Give me two weeks for me to complete it first.