sNeaksieGarrett on 8/8/2004 at 17:47
Nice work sluggs and every1...... Nice pipes there The watcher!:thumb:
Oh, and MM, what exactly is that skin? i can't really tell.
~SG
Mortal Monkey on 8/8/2004 at 19:14
Click on thumbnail for larger. It's mostly just some greenified pices of old skin mixed with T2 object textures.
Schwaa2 on 9/8/2004 at 16:14
Quote Posted by R Soul
I've been having problems making a desk with a translating drawer.
Desk: aa
Drawer: @s00bb
Axle: @z00aa
0100 (initially tried 2500)
When I remembered the problem of sub-objects moving through the base, I moved the drawer and the axle away from the base (only in the horizontal plane and in the direction that the drawer would slide).
Neither the axle nor the drawer intersect the base.
The axle goes through the centre of the drawers bounding box, and extends beyond at both ends by about 0.1/0.2 units.
When I try to run it through BSP (with or without using 3ds -> bin), BSP hangs.
When the axle is for rotating (@x00....), BSP works fine.
I'm not intending to use a desk/drawer model, but the fact that I can't get tranlating joints to work is a bit annoying...
bsp can hang if the object is really complex although I've never had it happen because of a joint/axle.
Usually it will crash with the invalid vertice ID (AI mesh where a polygon is outside a plane- usually a plane needs rotated so all vertices are inside).
or a "intersecting" error. Meaning that a door will rotate thru the solid of the base. Or a drawer will slide thru it.
This can be fixed by switching the axle points around, changing the orientation of the axles path.
sluggs, usually if an objects drawer doesn't show in Dromed it's because the name is wrong or the axle name is wrong.
sNeaksieGarrett on 13/8/2004 at 21:00
Oh i see. Loooks like a program.
~SG
Ottoj55 on 15/8/2004 at 23:45
i've got two points i wish to join, i use the tool for doing that, doing this between several points i create a beam between two existing beams, connecting the appropriate points. how now that these points are connected do i convert the new "faces" to actual object faces?
Sluggs on 15/8/2004 at 23:49
Huh? Do you mean you have some lines that need faces in the center of the beams? A screenie would help here. ;)
Ottoj55 on 16/8/2004 at 00:12
i'll email you some screens at some point of what i was trying, i found a different way to build the object, basically i had a beam that i wished to have a beam come off of at 90 degress and join a spot on a parallel beam, i thought i could connect the points and viola, a beam spanning my gap, but it isn't that easy.
Sluggs on 16/8/2004 at 00:41
Sure thing. I was going to ask you if you'd do that instead of posting them here for all to see! :sly: I'll take a looksie later. I'm needing to hit the hay for a few hours. :bored:
TTFN.
Mortal Monkey on 16/8/2004 at 06:19
Select appropriate lines around the soon-to-be surface(s), then Edit > Fill Holes.
Ottoj55 on 16/8/2004 at 06:31
i thought that i needed to select the lines, but i didn't know what fill holes did, its like spackling compound for anim8or