3D Geometry and Triangulation?

KarrdeKarrde Join Date: 2003-05-13 Member: 16264Members
I'm pretty new to mapping in general. Now that we have vertex welding and edge extrusion, I've got some questions. What's the best way to make semi-complex geometry? Every time I try to do something, it gets completely buggered up by triangulation. IE my polys will bend in odd ways when I manipulate them and if you turn triangulation on you can see where it's gonna get screwed up. So really, whats the best way to construct complicated geometry without everything getting screwed up?

Comments

  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    With triangles or quads. Spark's incredibly primitive as a modeling tool right now so you might find it difficult, but there's no trick to incredibly complex model geometry beyond keeping everything three or four sided. Really, you can have as many sides as you want, but manual triangulation ensures that you don't end up making anything weird or nonplanar or something.
  • FehaFeha Join Date: 2006-11-16 Member: 58633Members
    I would love some kind of triangle tool, or that the create face thing worked (I tried choosing 3 vertexes, but it just wont make a triangle face).
  • Draco_2kDraco_2k Evil Genius Join Date: 2009-12-09 Member: 69546Members
    Don't ever do complex work using a pre-alpha build. Save the hair on your head.
  • KarrdeKarrde Join Date: 2003-05-13 Member: 16264Members
    Eh, worth a shot. So basically bad idea to try to even really create terrain (say an uneven floor in a hive or something) at this stage of the game.
  • FehaFeha Join Date: 2006-11-16 Member: 58633Members
    Not rly, jsut make several faces for the floor, then move the vertexes on the z axis.
  • KarrdeKarrde Join Date: 2003-05-13 Member: 16264Members
    Without welding the vertexes?
  • TephraTephra Join Date: 2010-01-17 Member: 70193Members
    You do realize all the textures close to the hive are going to be consumed by infestation, and all your time trying to create terrain will be ruined.

    I understand your frustration, I'm pretty new to mapping myself, and have run into a few issues with the editor. I wish mendsap would put up his tutorial videos in full, instead of speeding them up beyond recognition. I would be able to learn a lot from him, if he would slow it down to normal speed.

    Vertex welding isn't really a necessity in what you're trying to do. There is no leaking in this engine, so you don't have to worry about people falling through your map.
  • Dalin SeivewrightDalin Seivewright 0x0000221E Join Date: 2007-10-20 Member: 62685Members, Constellation
    Not completely unrelated, I want a brush tool. (ala Hammer+UED)
    I think it would make complex geometry a lot easier to work with, as well as simplify things on the triangulation side. And since we don't have to worry about leaks, complex geometry won't really be an issue.
  • LoeyLoey Join Date: 2009-10-31 Member: 69187Members
    the best way to make complex geometry is to do it in another file and copy it over later. personally i only use the line tool for complex geometry unless it invovles curves in which case i use the circle tool. it is time consuming, but if you've drawn something down on paper, its easy to transfer over into the editor if you're drawing 1 line at a time

    <!--quoteo(post=1748817:date=Jan 24 2010, 08:08 AM:name=Feha)--><div class='quotetop'>QUOTE (Feha @ Jan 24 2010, 08:08 AM) <a href="index.php?act=findpost&pid=1748817"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I would love some kind of triangle tool, or that the create face thing worked (I tried choosing 3 vertexes, but it just wont make a triangle face).<!--QuoteEnd--></div><!--QuoteEEnd-->
    create face tool works fine for me. never tried selecting vertices, but selecting edges always creates a face when i need it.
  • KarrdeKarrde Join Date: 2003-05-13 Member: 16264Members
    <!--quoteo(post=1748844:date=Jan 23 2010, 06:44 PM:name=Tephra)--><div class='quotetop'>QUOTE (Tephra @ Jan 23 2010, 06:44 PM) <a href="index.php?act=findpost&pid=1748844"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You do realize all the textures close to the hive are going to be consumed by infestation, and all your time trying to create terrain will be ruined.

    I understand your frustration, I'm pretty new to mapping myself, and have run into a few issues with the editor. I wish mendsap would put up his tutorial videos in full, instead of speeding them up beyond recognition. I would be able to learn a lot from him, if he would slow it down to normal speed.

    Vertex welding isn't really a necessity in what you're trying to do. There is no leaking in this engine, so you don't have to worry about people falling through your map.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I was just using that as an example. Thinking more in terms of like original NS hives. Though infestation is still going to need a base geometry to infest.
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    edited January 2010
    Don't bend quads?

    Can't get triangulation errors if you don't bend quads.

    <!--quoteo(post=1748844:date=Jan 23 2010, 11:44 PM:name=Tephra)--><div class='quotetop'>QUOTE (Tephra @ Jan 23 2010, 11:44 PM) <a href="index.php?act=findpost&pid=1748844"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You do realize all the textures close to the hive are going to be consumed by infestation, and all your time trying to create terrain will be ruined.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I would hope they aren't just going to make it solid green because that would be boring, better to have areas of original geometry present.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    <!--quoteo(post=1748844:date=Jan 24 2010, 12:44 AM:name=Tephra)--><div class='quotetop'>QUOTE (Tephra @ Jan 24 2010, 12:44 AM) <a href="index.php?act=findpost&pid=1748844"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You do realize all the textures close to the hive are going to be consumed by infestation, and all your time trying to create terrain will be ruined.<!--QuoteEnd--></div><!--QuoteEEnd-->
    infestation/hives aren't always present at every tech node
  • KarrdeKarrde Join Date: 2003-05-13 Member: 16264Members
    <!--quoteo(post=1749351:date=Jan 26 2010, 06:25 PM:name=Chris0132)--><div class='quotetop'>QUOTE (Chris0132 @ Jan 26 2010, 06:25 PM) <a href="index.php?act=findpost&pid=1749351"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Don't bend quads?

    Can't get triangulation errors if you don't bend quads.



    I would hope they aren't just going to make it solid green because that would be boring, better to have areas of original geometry present.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I guess more to the point, why are the quads even trying to bend? I suppose if I were a 3d modeller, I probably wouldn't want everything to simply distort as I pull vertexes about., huh?
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    edited January 2010
    <!--quoteo(post=1749470:date=Jan 27 2010, 07:17 PM:name=Karrde)--><div class='quotetop'>QUOTE (Karrde @ Jan 27 2010, 07:17 PM) <a href="index.php?act=findpost&pid=1749470"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I guess more to the point, why are the quads even trying to bend? I suppose if I were a 3d modeller, I probably wouldn't want everything to simply distort as I pull vertexes about., huh?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Take a square of paper, put it on a desk, and then move one of the corners up off the desk.

    Now try and figure out a way of allowing that without bending the square.

    That's why the quads are trying to bend.

    That's why the solution is to not try and bend them.

    Models only do things you tell them to do, if you can't avoid bending them just don't use vertices, only select edges.
  • marksmarks Join Date: 2008-07-28 Member: 64720Members
    Just build all your map geo in max/maya. It's probably easier anyway xD
  • Racer1Racer1 Join Date: 2002-11-22 Member: 9615Members
    I think what the OP wants is a way for a face to automatically split itself into two faces when a vertex from that face is moved outside of the plane of the face. While moving the vertex, there would also need to be visual feedback indicating the location of the new side.

    Exactly how the tool splits the face is up for discussion. The easiest way (for faces with 4+ sides) would be to split the face using the adjacent vertices. A 3 sided face could either not split itself, or add a vertex and split into two triangles.

    P.S. There would have to be a way to toggle this feature on/off.
  • PipiPipi Join Date: 2009-12-09 Member: 69550Members
    Hotkey to reverse triangulation (not flip).

    For complexier geometry like that you should build Tris and not Quads (with lines) so you not exactly what you're doing.
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