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Cubes [message #261721] Tue, 29 May 2007 10:55 Go to next message
Sn1per74* is currently offline  Sn1per74*
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Colonel
In 3ds max, when I delete polygons on a cube There is nothing behind it. Merovingian explained to me that they are like plains, and that is why I can see through them. Is there any way I can make it so when I delete a polygon I will be able to see the polygon behind the one I deleted. If you don't understand I will post a screenshot on what I mean. Thanks for the help in advance.

http://i4.photobucket.com/albums/y133/FMAROCKS/sniper74halosigsnipedontforgettogiv.png
Creator: AoBFrost
Re: Cubes [message #261733 is a reply to message #261721] Tue, 29 May 2007 11:59 Go to previous messageGo to next message
icedog90 is currently offline  icedog90
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eh... it's tricky to explain. The way 3D is drawn, there is nothing inside a shape; they are completely hollow and they are one-sided. If you remove a face (polygon) on a shape, it's going to make a pretty ugly hole. If you are doing it so that it can have an inside, you have to make another shape and flip it, and then put it inside and attach it to the hole. Good thing you're not trying this in Gmax though, it'd be a whole lot harder.

[Updated on: Tue, 29 May 2007 12:00]

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Re: Cubes [message #261762 is a reply to message #261721] Tue, 29 May 2007 13:05 Go to previous messageGo to next message
jamiejrg is currently offline  jamiejrg
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Commander
There is another way.

Delete the poly(s)

Select all the polys

Scroll down the editable mesh options and press flip.

Just see what happens.
  • Attachment: face.JPG
    (Size: 138.99KB, Downloaded 114 times)


cncnick13 wrote on Fri, 24 August 2007 23:39

ok im using my dektop right now


cncnick13 wrote on Sun, 26 August 2007 00:04

umm whats the edit button

[Updated on: Tue, 29 May 2007 13:11]

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Re: Cubes [message #261765 is a reply to message #261721] Tue, 29 May 2007 13:09 Go to previous messageGo to next message
Viking is currently offline  Viking
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The peaces are impossibly thin there is only 1 side, thinner than paper even!!! Thinner than .00000000000000000000000000000000000000000000000000000000000000001

inches think



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Crimson wrote on Thu, 17 May 2007 05:22

Memphis wrote on Tue, 15 May 2007 03:54

...fatally die to death...


I don't know if you meant to do that, but triple redundancy for teh win. I LOL'ed.


Awesome l337 people= Icedog90, Blazea58, Canadacdn, Crimson, jonwil
Re: Cubes [message #261927 is a reply to message #261765] Wed, 30 May 2007 05:59 Go to previous messageGo to next message
Sn1per74* is currently offline  Sn1per74*
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Colonel
That flip thing is going to helpful when I start creating the inside. But for what I'm doing right now, it's something a little bit different. Where the blue lines are drawn is where I want my walls. Don't make fun of mi casa Blush .
index.php?t=getfile&id=3418&private=0
  • Attachment: House.bmp
    (Size: 461.45KB, Downloaded 247 times)


http://i4.photobucket.com/albums/y133/FMAROCKS/sniper74halosigsnipedontforgettogiv.png
Creator: AoBFrost
Re: Cubes [message #261930 is a reply to message #261721] Wed, 30 May 2007 06:34 Go to previous messageGo to next message
Viking is currently offline  Viking
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Extrude and snap are your friends. Rocked Over


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"The Renegade community revolves around having something awesome, and not sharing it so you can be on top of the mountain." -Canadacdn

Crimson wrote on Thu, 17 May 2007 05:22

Memphis wrote on Tue, 15 May 2007 03:54

...fatally die to death...


I don't know if you meant to do that, but triple redundancy for teh win. I LOL'ed.


Awesome l337 people= Icedog90, Blazea58, Canadacdn, Crimson, jonwil
Re: Cubes [message #261977 is a reply to message #261721] Wed, 30 May 2007 10:44 Go to previous messageGo to next message
Sn1per74* is currently offline  Sn1per74*
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Colonel
Still need help with the first question... but also How do you move an object using its vertex?
index.php?t=getfile&id=3419&private=0
  • Attachment: house2.bmp
    (Size: 468.55KB, Downloaded 203 times)


http://i4.photobucket.com/albums/y133/FMAROCKS/sniper74halosigsnipedontforgettogiv.png
Creator: AoBFrost
Re: Cubes [message #261984 is a reply to message #261721] Wed, 30 May 2007 12:02 Go to previous messageGo to next message
icedog90 is currently offline  icedog90
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Okay, there is a much easier way to doing that. Convert the building to an editable poly, then with the edge selection tool, select the top edge of the hole. Then, hold shift and drag down. Move it down toward the bottom and target weld its vertices with the bottom vertices.

Actually, hold on, I'm going to post a tutorial in a bit.

http://icedog.dcomproductions.net/tutorial.gif

Sorry about the excess black. I didn't notice it was there until after I rendered the video, and I didn't feel like re-rendering it just to fix that.

Make sure you optimize your model by doing what I did near the end, which was deleting unnecessary vertices. Press backspace to delete vertices without making holes.

[Updated on: Wed, 30 May 2007 13:19]

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Re: Cubes [message #262042 is a reply to message #261721] Wed, 30 May 2007 14:44 Go to previous messageGo to next message
jamiejrg is currently offline  jamiejrg
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Commander
Is that a door?^

cncnick13 wrote on Fri, 24 August 2007 23:39

ok im using my dektop right now


cncnick13 wrote on Sun, 26 August 2007 00:04

umm whats the edit button
Re: Cubes [message #262080 is a reply to message #261721] Wed, 30 May 2007 17:21 Go to previous messageGo to next message
Zion is currently offline  Zion
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Aww man, how i miss Max.

Anyone know of a way to get it running on the Mac OSX (emulation or 'wine' type (i'd like it if i didn't have to reboot into windows)) please, please let me know.
Re: Cubes [message #262115 is a reply to message #262080] Wed, 30 May 2007 21:33 Go to previous messageGo to next message
Sn1per74* is currently offline  Sn1per74*
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Colonel
Thanks icedog! That helped alot. Thumbs Up
One more question... How do you move an object from a point? Such as pick up an object from a vertex and set it on another vertex.


http://i4.photobucket.com/albums/y133/FMAROCKS/sniper74halosigsnipedontforgettogiv.png
Creator: AoBFrost
Re: Cubes [message #262123 is a reply to message #262115] Wed, 30 May 2007 22:09 Go to previous messageGo to next message
icedog90 is currently offline  icedog90
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Merovingian wrote on Wed, 30 May 2007 17:21

Aww man, how i miss Max.

Anyone know of a way to get it running on the Mac OSX (emulation or 'wine' type (i'd like it if i didn't have to reboot into windows)) please, please let me know.


Wine can run on Mac.

Sn1per74(2) wrote on Wed, 30 May 2007 21:33

Thanks icedog! That helped alot. Thumbs Up
One more question... How do you move an object from a point? Such as pick up an object from a vertex and set it on another vertex.


Not sure what you mean. An example would help.
Re: Cubes [message #262179 is a reply to message #261721] Thu, 31 May 2007 04:44 Go to previous messageGo to next message
Zion is currently offline  Zion
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He means moving the whole thing from its vertex, which isn't possible. You can target weld vertecies together which is kinda like what you mean although it will deform the mesh untill all verts are welded.
Re: Cubes [message #262229 is a reply to message #262179] Thu, 31 May 2007 08:57 Go to previous messageGo to next message
Sn1per74* is currently offline  Sn1per74*
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Colonel
Alrighty guys. Critquing time. I suck at modeling, but even so tell me what I did wrong, should do, etc. I still haven't done the inside. Sorry bad quality. If you ask me it looks like a monopoly house. Big Grin
index.php?t=getfile&id=3441&private=0
  • Attachment: house3.JPG
    (Size: 13.71KB, Downloaded 163 times)


http://i4.photobucket.com/albums/y133/FMAROCKS/sniper74halosigsnipedontforgettogiv.png
Creator: AoBFrost

[Updated on: Thu, 31 May 2007 08:58]

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Re: Cubes [message #262304 is a reply to message #261721] Thu, 31 May 2007 17:30 Go to previous message
Zion is currently offline  Zion
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From that angle i'd say the back looks fine.

The front though, take the end edge in to meet the wall next to it, give it a little more thickness to it too, make it look like it can sustain some weight.
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