Selecting 3D objects in Spark Editor
Chocolate
The Team Mascot Join Date: 2006-10-31 Member: 58123Members
Is there a way to select 3D objects without selecting each individual face?
<img src="http://i148.photobucket.com/albums/s2/dmustillo/12.jpg" border="0" class="linked-image" />
How would I select the small box without clicking each of the 6 faces on it? Is there a way?
PS: using the select tool to select the area is not an option because that would select many unwanted faces.
Thanks.
<img src="http://i148.photobucket.com/albums/s2/dmustillo/12.jpg" border="0" class="linked-image" />
How would I select the small box without clicking each of the 6 faces on it? Is there a way?
PS: using the select tool to select the area is not an option because that would select many unwanted faces.
Thanks.
Comments
It will be in the future, remember this is pre-alpha.
when i want to make use of the line or rectangle tool, and i want to drag an edge from one existing edge to another, im pretty often struggling with this snap-thing that snaps to the middle of the existing edge, not to the grid, what sometimes makes it impossible to do what i want and it even does so, when snap is disabled... i cant believe, that somebody makes a complete map like this !?
how do you work around ?
You can't tell that from the pic, since it's not showing Triangles. That box could very well be a separate mesh.
Plus, if it was part of the overall level mesh, it would only have 4 faces, not 5 :P
Please don't hijack threads. Also, I don't think I've experienced any snapping like this myself.
<!--quoteo(post=1743686:date=Dec 13 2009, 10:16 PM:name=StixNStonz)--><div class='quotetop'>QUOTE (StixNStonz @ Dec 13 2009, 10:16 PM) <a href="index.php?act=findpost&pid=1743686"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You can't tell that from the pic, since it's not showing Triangles. That box could very well be a separate mesh.<!--QuoteEnd--></div><!--QuoteEEnd-->
Since such things are usually achieved by drawing a rectangle on a face and then extruding it, probably not. Either way, all faces are still part of the level mesh, which doesn't need to be joint.
<!--quoteo(post=1743686:date=Dec 13 2009, 10:16 PM:name=StixNStonz)--><div class='quotetop'>QUOTE (StixNStonz @ Dec 13 2009, 10:16 PM) <a href="index.php?act=findpost&pid=1743686"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Plus, if it was part of the overall level mesh, it would only have 4 faces, not 5 :P<!--QuoteEnd--></div><!--QuoteEEnd-->
You can test it yourself, it's five. Spark won't merge faces like that.
Nitpicking much?
It's two different methods of mapping, and I think most people prefer using separate meshes for independent objects. That way, you can move them about without worrying about it affecting the room's hull architecture. Plus, once the feature of this topic is implemented (and it's on the list, I believe), you could actually select all the faces of the object quickly without selecting the entire room / map. That's the point of the feature.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Either way, all faces are still part of the level mesh, which doesn't need to be joint.<!--QuoteEnd--></div><!--QuoteEEnd-->
Well, mesh is just a series of triangles that are joined. Mesh objects are groups of triangles that are joined, separate from other mesh objects.
So, if mesh is joined, it would be considered one mesh object. If mesh is unjoined, they're separate mesh objects. The 'Select full object' feature that we all want implemented would require this separation.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->You can test it yourself, it's five. Spark won't merge faces like that.<!--QuoteEnd--></div><!--QuoteEEnd-->
Ahh, you're right. Seems that would be a bug; if the user extrudes along two faces like that, they'd want both faces to be cut and to also lose the unseen face.
But a box like that, in that position, is meant to only have 4 faces.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Nitpicking much?<!--QuoteEnd--></div><!--QuoteEEnd-->
You can't be a level designer without being detail-oriented! :D
It's possible, but it should be common sense to presume what's likely, rather.
<!--quoteo(post=1743726:date=Dec 14 2009, 06:05 AM:name=StixNStonz)--><div class='quotetop'>QUOTE (StixNStonz @ Dec 14 2009, 06:05 AM) <a href="index.php?act=findpost&pid=1743726"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Well, mesh is just a series of triangles that are joined. Mesh objects are groups of triangles that are joined, separate from other mesh objects.
So, if mesh is joined, it would be considered one mesh object. If mesh is unjoined, they're separate mesh objects. The 'Select full object' feature that we all want implemented would require this separation.<!--QuoteEnd--></div><!--QuoteEEnd-->
By definition, yes. In practice, however, mesh objects have no regard for being concave, disjointed, inverted or having "holes" in them. At least this is true for every single program I've ever worked with.
<!--quoteo(post=1743726:date=Dec 14 2009, 06:05 AM:name=StixNStonz)--><div class='quotetop'>QUOTE (StixNStonz @ Dec 14 2009, 06:05 AM) <a href="index.php?act=findpost&pid=1743726"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Ahh, you're right. Seems that would be a bug; if the user extrudes along two faces like that, they'd want both faces to be cut and to also lose the unseen face.
But a box like that, in that position, is meant to only have 4 faces.<!--QuoteEnd--></div><!--QuoteEEnd-->
Meant to or not is somewhat dependant on what exactly you're trying to do with it: if you want to move it away and make a ledge, you're better off with four, if you want to scale it down and make a bulbous... Thing... You're better off with five. And so on.
<!--quoteo(post=1743726:date=Dec 14 2009, 06:05 AM:name=StixNStonz)--><div class='quotetop'>QUOTE (StixNStonz @ Dec 14 2009, 06:05 AM) <a href="index.php?act=findpost&pid=1743726"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You can't be a level designer without being detail-oriented! :D<!--QuoteEnd--></div><!--QuoteEEnd-->
Seeing how this is going... Tell me about it. :p