3D Geometry and Triangulation?
Karrde
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
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.
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.
<!--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.
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.
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.
infestation/hives aren't always present at every tech node
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?
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.
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.
For complexier geometry like that you should build Tris and not Quads (with lines) so you not exactly what you're doing.