18
Uhm, why not just put a new poly there and leave it at that?

Also, was that converted between programs?
"I like the funny sounds of parrots squawking,"
- Jimmy Buffet

20
Moonsword wrote:Uhm, why not just put a new poly there and leave it at that?

Also, was that converted between programs?
Because that's sloppy and wasteful. All that he has to do is weld the offending vertice, or delete it al together, and wither have that fix the problem, or create a new face there.

It's an easy enough fix.

21
Oooh, I hated that happening. If it doesn't screw the shape up, just drag vertex D down to C or up to E and weld 'em together. Or split the triangle 1 down the middle (from A to the middle of line EC) and weld D to the new vertex.
Any fool can pull a trigger...
:flag209:
As the madmen play on words
And make us all dance to their song
To the tune of starving millions
To make a better kind of gun...

22
Preserving the texture's the tough bit: (don't know how hard it is in max though).
In TS you need to drag vert D out ever so slightly so you can create a poly in the hole.
Then you can split triangle 1 down the middle and create an edge between the new vert in the middle of EC, across the hole-covering poly to D. Only then is it safe to weld the new vert and D together - anything else will absolutely massacre your carefully applied UV maps. ;)
(pretty much pyro's second method, but you need to fill in the hole first.)

Best way to avoid these things though is to eyball it in whatever modeler you use - carefully look it over before UV mapping to spot any such problems.

Never happens in blender though :p
*runs*
Twisted Infinities

24
Vasudan Admiral wrote:Preserving the texture's the tough bit: (don't know how hard it is in max though).
In TS you need to drag vert D out ever so slightly so you can create a poly in the hole.
Then you can split triangle 1 down the middle and create an edge between the new vert in the middle of EC, across the hole-covering poly to D. Only then is it safe to weld the new vert and D together - anything else will absolutely massacre your carefully applied UV maps. ;)
(pretty much pyro's second method, but you need to fill in the hole first.)

Best way to avoid these things though is to eyball it in whatever modeler you use - carefully look it over before UV mapping to spot any such problems.

Never happens in blender though :p
*runs*
Cool. I never got as far as UV maps, so hadn't encountered that... ::?

Nice one BW - good bit of work there. :)
Any fool can pull a trigger...
:flag209:
As the madmen play on words
And make us all dance to their song
To the tune of starving millions
To make a better kind of gun...

25
OK, all done bar pathing (which strikes me as kind of pointless on something this small), dockpoint (I'm deliberately leaving it out - IIRC, Goober got rid of the crash when a non dockpointed ship calls for a support ship, and I don't see how you'd rearm something like this with the outrider missile pods) and testing which, with FS2 on the blink, is going to have to be someone else's responsibility. Any voluteers?
TI - Coming in 2011 - Promise!
:flag9:
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