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granada Team member
Joined: 07 Aug 2004 Posts: 1955 Location: England
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Posted: Tue Nov 23, 2004 6:58 am Post subject: Round window |
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Here you go
First make your opening and place a cylinder inside
Then hollow the cylinder
Then delete both ends
Then select the vertices and move them to fill the void in the outside of the cylinder
Then delete any unwanted polys
And there you go a round window
This way takes a little longer than CSG carving but its a cleaner way to do it,lot less polys.
You can allways save the wall as a prefab and use it again later.
Hope this helps
dave _________________ AMD Phenom(tm)IIx6 1090t Processor 3.20 GHS
8.00 GB memory
Windows 7 64 bit
Nvida Geforce GTX 580 |
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Jeroen Site Admin
Joined: 07 Aug 2004 Posts: 5332 Location: The Netherlands
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Posted: Tue Nov 23, 2004 8:04 am Post subject: |
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Dave, you are brilliant! Even though I've developed the routines you used, I didn't even think of this way to use them. Excellent stuff.
Indeed, CSG will ease this operation but will most likely result in a lot more polygons. Dave's method is more suitable for a game-environment because it has less polygons. |
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Daaark DeleD PRO user
Joined: 01 Sep 2004 Posts: 2696 Location: Ottawa, Canada
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Posted: Tue Nov 23, 2004 12:38 pm Post subject: |
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Jeroen wrote: |
Dave, you are brilliant! Even though I've developed the routines you used, I didn't even think of this way to use them. Excellent stuff.
Indeed, CSG will ease this operation but will most likely result in a lot more polygons. Dave's method is more suitable for a game-environment because it has less polygons. |
I was just going to post asking why you has SOOOOOOOOO many polygons in that, but it's a grid texture. heheh.. |
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TheKurgan Member
Joined: 11 Nov 2004 Posts: 28
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Posted: Tue Nov 23, 2004 2:01 pm Post subject: |
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Thank you so much. That will be EXTREMELY helpful.
You guys are great. I really appreciate this community.
TheKurgan |
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Jeroen Site Admin
Joined: 07 Aug 2004 Posts: 5332 Location: The Netherlands
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Posted: Tue Nov 23, 2004 2:46 pm Post subject: |
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No problem, TheKurgan, just spread the word. |
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Edwin Member
Joined: 07 Aug 2004 Posts: 8 Location: The Netherlands
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Posted: Tue Nov 23, 2004 4:38 pm Post subject: |
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I just tried subtracting a cylinder with 18 sides from a cube with my own CSG routines, it had 70 polygons. How many polygons did you get Dave? |
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Paul-Jan Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Tue Nov 23, 2004 6:59 pm Post subject: |
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I'm guessin dave could get down to 18*3 for the cylinder-inset, plus 4 for both the front and back of the cube, plus 4 for the sides of the cube. Which makes a total of 66. In theory, you could get rid of the inset and have the front and backfacing polygons of the 'cylinder' extend all the way to form the cube, going down to a total of 58. I don't think you can get much lower than that with convex polygons. |
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granada Team member
Joined: 07 Aug 2004 Posts: 1955 Location: England
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Posted: Tue Nov 23, 2004 7:33 pm Post subject: |
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Quote: |
How many polygons did you get Dave? |
Sorry guys i dident save it, i made it when i got in from work just as an example
dave _________________ AMD Phenom(tm)IIx6 1090t Processor 3.20 GHS
8.00 GB memory
Windows 7 64 bit
Nvida Geforce GTX 580 |
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dirkk Member
Joined: 09 Aug 2004 Posts: 238 Location: Germany
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Posted: Tue Nov 23, 2004 8:34 pm Post subject: |
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did I say friggin' genius? |
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Jeroen Site Admin
Joined: 07 Aug 2004 Posts: 5332 Location: The Netherlands
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Posted: Thu May 12, 2005 4:27 pm Post subject: |
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A cube carved with a 18-sided cylinder resulted in 71 polygons. After applying some basic optimizations, I got 58 polygons.
This still needs more testing though but I think it looks nice... And Paul-Jan, your assumption was correct. |
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granada Team member
Joined: 07 Aug 2004 Posts: 1955 Location: England
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Posted: Thu May 12, 2005 5:48 pm Post subject: |
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You win
66 polys
70 polys (i like this one)
dave _________________ AMD Phenom(tm)IIx6 1090t Processor 3.20 GHS
8.00 GB memory
Windows 7 64 bit
Nvida Geforce GTX 580 |
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hpesoj DeleD PRO user
Joined: 16 Oct 2004 Posts: 184
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Posted: Mon May 23, 2005 9:39 am Post subject: |
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But the question is, how many polygons when triangulated? That's what really matters in a game environment . |
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Jeroen Site Admin
Joined: 07 Aug 2004 Posts: 5332 Location: The Netherlands
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Posted: Mon May 23, 2005 10:50 am Post subject: |
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hpesoj wrote: |
But the question is, how many polygons when triangulated? That's what really matters in a game environment . |
I'm in the process of refining the CSG routines. This involves triangulating the CSG parts of the result so I'll back to you on this. |
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