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Dmesh triangulation
Dmesh triangulation








Can be useful when creating freeform geometry Split Edge: Adds a vertice between 2 marked vertices.Inset\Bevel Marked: Similar to extrude, except the resulting poly is scaled down by the Inset Percent value to create a bevel.Extrude Selected\Marked: Same as Extrude in the level editor.Not sure how useful it is, but there it is if that’s your thing…. Vert Normals: Shows (or hides) the spline normals for the vertices.Usually best to set this to zero while editing and then set it back to a higher number when saving. Smooth Diff\Smooth Same: Used to smooth out the final mesh when compiled in the level, but makes editing extremely slow.Should use Merge Overlapping Verts command after this command This can sometimes create zero area segments so use with caution. VertX\VertY\VertZ: Line up all marked vertices with the selected vert along the axis noted.This is almost identical to the texturing panel in the level editor with the exception of a few additional shortcut buttons which make it easier than going into the UV editor.This updates the light glyph in the editor in real time.

dmesh triangulation

Select the desired light and drag the mouse button left or right (or left-click and right-click) to move the values up or down in the Position & Rotation boxes. These settings are similar to adding light entities in the level editor, with the exception of the Position & Rotation boxes which are used to locate the lights within the decal mesh file. To add a light or turn one off (hide) double-click the Light n checkbox. Similar to the 4 colours available in a decal, each decal can also have 4 lights assigned. NO_COLLIDE & NO_RENDER apparently have some bearing on high-polygon count files, but these don’t appear to be set in any of the delivered files I am assuming the color panel should only be used for lights and not polygon properties. So polygons likely need to be textured and not coloured I have never been able to use these to colour polygons and then NOT have the level editor crash on startup when parsing the dmesh folder.

dmesh triangulation

These are used primarily for Lights (see note next section). * Colours can be copied\pasted within files and across files as well. Clicking within the color box and using the mouse button to slide the values left or right changes the colour. * Each dmesh file can have 4 colour assignments.

  • These settings are similar to the view settings in the Level Editor.
  • Snap Marked to Grid: Snap marked polygons to nearest grid point as defined by the Snap setting above.
  • Spacing\Snap\Width: All effect the grid display and snap increment for editing.
  • Mark CoPlanar: Mark polygons that are geometrically connected and within the angular tolerance of the CoPLanar Angle input box.
  • Mark Connected: Marks polygons that are geometrically touching the selected polygon.
  • Mark Duplicates: Marks polygons that are superimposed.
  • Mark Untextured: Marks polygons with no texture assignment.
  • Dup3 : Copies the marked polygons to create an array of 3 objects at 120 degrees to each other about the center of the work area.
  • Dup4 : Copies the marked polygons to create an array of 4 objects at 90 degrees to each other about the center of the work area.
  • dmesh triangulation

    DupX \ DupZ: Mirror the selected polygons along the noted axis.Copies and pastes in place (superimposed) Copy Marked Polys\Paste Marked Polys: Same as Ctrl-C\Ctrl-V.Cyl X\Y\Z : Draws a cylinder along the noted axis (X\Y\Z) defined using Size X\Radius and Height and Segments values.

    dmesh triangulation

  • Create Box: draws a cube at elevation 0 using Size X, Size Y & Height.
  • Create Quad: draws a square box (2D) at elevation 0 using the values in Size X\ Radius & Size Y.
  • Top\Left\Right\Bottom Edge: Moves the entire mesh to one of the 4 sides of the 4x4 editing area from it’s last relative position.
  • Center Mesh: centers entire mesh about 0,0,0.
  • Rotate mesh 90: rotates entire file 90 degrees clockwise about 0,0,0.
  • Note: I am not sure what the difference is between Flip U & Flip V as they both appear to generate the same result.
  • Flip U & Flip V: This inverts the ENTIRE mesh (turns it inside out).
  • Import OBJ - New & Import OBJ - Replace: Neither of these commands function at this time.
  • Combine Planar Polys: Reduces the number of triangular polys into 4+ vertice polys.
  • Pivot: Mode to select origin point for rotation and scaling.
  • Use ‘All’ for uniform scaling, otherwise it is view direction dependent










    Dmesh triangulation