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Snap Issue

 
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kaylon
Member


Joined: 20 Feb 2006
Posts: 45
Location: Dundee

PostPosted: Tue Feb 21, 2006 1:11 am    Post subject: Snap Issue Reply with quote

I think there should be some time scheduled to look into your snap set up and options...

Snap to a grid is a standard function of all modelling apps now...however...having the grid dictate the size of your brush is now.

Vert snap is the most accurate way you have of grid snapping...however if you create a brush currently at one grid setting...change the grid setting and then move the brush, it will re-scale and conform to the new grid settings...this is very, very...did I say very ...bad..

I was working on a test model, a simple wooden dock...and had changed the grid settings a few time as I worked..only to find the thickness of the deck had been collapsed due to the snaping system you use.

Brushes should never scale...unless you the user decides to do so...there has to be a solution to this I hope..as vert snapping is needed...but brush re-scaling like this is not.

K
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Daaark
DeleD PRO user


Joined: 01 Sep 2004
Posts: 2696
Location: Ottawa, Canada

PostPosted: Tue Feb 21, 2006 5:55 am    Post subject: Reply with quote

Change your snapping method to center, or change the grid size small enough when you need to do something. If you make a mistake, that's what undo is for, so its not that bad when it happens.
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Jeroen
Site Admin


Joined: 07 Aug 2004
Posts: 5332
Location: The Netherlands

PostPosted: Tue Feb 21, 2006 6:51 am    Post subject: Reply with quote

Snap method=vertex is particularly useful when using simple cubes to create walls etc which need to be aligned properly. If you are working on more complex objects, use snap method=None or snap method=Center.

Alternatively, use F8 to disable snapping altogether. Read the Help for more snapping options. Hope this helps! Smile

P.s in DeleD terminology, we speak of primitives when referring to 3D objects. Wink
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hpesoj
DeleD PRO user


Joined: 16 Oct 2004
Posts: 184

PostPosted: Tue Feb 21, 2006 6:43 pm    Post subject: Reply with quote

I think Kaylon is making two points about the current functionality of DeleD, not asking how they work.

1. The snap vertex function snaps the vertices along all axis'. I think he is saying that snap vertex should only snap the vertices in the axis' available for movement in specific views (top view should only snap along x and z for example, y positions of vertices should remain un-snapped). I can see how this would be an advantage admittedly.

2. The texture mapping scale depends on the size of the grid. Texture mapping should remain the same scale for all grid sizes, and be adjustable via a different setting (there already is one in the menu, though texture scaling has a few bugs as I have discovered Wink). So texture scale is retained for a scene unless the user changes the settings. I think this would also require texture scale to be stored in the .dmf file, so it is specific for each map.
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Paul-Jan
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Joined: 08 Aug 2004
Posts: 3066
Location: Lage Zwaluwe

PostPosted: Tue Feb 28, 2006 4:56 pm    Post subject: Reply with quote

Ad 1) Sounds like a good idea, but I am not 100% sure wether it should always work that way or only as an option.

Ad 2)
Quote:
The texture mapping scale depends on the size of the grid?


Ehrrr... no? Texture mapping scale and grid size are independent. I still have a lot of forum posts to catch up with, so maybe you stumbled upon some related bug I am not aware of Wink.

Storing a per-map texturing scale into the DMF is something we might consider for the next update of the file format. The only con is technocratic: none of the other options are per-map, so the actual location of the setting within the GUI would probably have to move (f.e. to the scene inspector).
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