Author Topic: Clipping where there should be none....  (Read 1376 times)

0 Members and 1 Guest are viewing this topic.

Offline Grey Wolf

Clipping where there should be none....
I'm getting some bad clipping on my model. The annoying thing is that no polys are intersecting there....
You see things; and you say "Why?" But I dream things that never were; and I say "Why not?" -George Bernard Shaw

 

Offline KARMA

  • Darth Hutt
  • 211
    • http://members.fortunecity.com/aranbanjo
Clipping where there should be none....
subdivide manually the clipping polys if they aren't already triangles...if they have more than 3 vertices..it happens...expecially when using booleans or point editing tools
triangulization increase the polycount (not the amout of the work tha graphic card has to do, this remains always the same) but automatically solve those problems..if you don't want to use triangulization, you have to fix that manually
if polys are already triangles, try to subdivide em in smaller triangles (it still may happen..not so often...expecially if the poly is extremely thin and long)

 

Offline LAW ENFORCER

  • Turret Fiend
  • 210
    • http://www.armouredstar.com
Clipping where there should be none....
I get this that every single model and I use Milkshape 3D Woohoo! and all that which only suports normal 3 vertice 1 sided, 1 winding pattern, etc etc, I think its something to do with the way I convert ships but I also get it on almost every 3d space game i have! thats uses D3D anyway... I have a TNT2 ULTRA, getting new card soon so see if that fixes anytihng...
Conflict GRDLA:
Operation Return To Riker
www.ARMOUREDSTAR.com - the latest site is not finished yet!
[What we have here is the source to the Freespace ENGINE, not the Freespace GAME. By allowing the ENGINE to support all kinds of cool stuff, we're allowing the creation of all new GAMES] - TurboNed

 

Offline KARMA

  • Darth Hutt
  • 211
    • http://members.fortunecity.com/aranbanjo
Clipping where there should be none....
but in your case it may reasonably be the converting passage from ms3d to truespace that generates problems
(if you can exclude all the other possible points- intersecting polys-non planar surfaces, non triangles, booleans, what remains must be what cause the prob, and in your case its probably the way ms3d saves or the way truespace opens what ms3d saved...try saving on another format and/or using a converter like 3dexploration to export to truespace)
personally i model directly on ts5.0 (it sucks!!) and i often use intersecting polys and non triangulated faces and i usually have only minor clipping probs (i may have problems of other nature obviously)
and as far as i know bad clipping isn't determined by your sistem but its more general...
greywolf instead if i have understood well use only truespace and (i hope:p) doesn't use booleans or intersecting polys so its more mistery for me what the prob can be

 

Offline Unknown Target

  • Get off my lawn!
  • 212
  • Push.Pull?
Clipping where there should be none....
I love MS3D, but, gawd, it sucks at making models for games.
For instance, how, when you export the model, do you make things sub-objects? For me it comes as just a single big object:(