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Round window

 
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granada
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Joined: 07 Aug 2004
Posts: 1955
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PostPosted: Tue Nov 23, 2004 6:58 am    Post subject: Round window Reply with quote

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 Very Happy

dave
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Jeroen
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PostPosted: Tue Nov 23, 2004 8:04 am    Post subject: Reply with quote

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. Very Happy

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. Smile
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Daaark
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PostPosted: Tue Nov 23, 2004 12:38 pm    Post subject: Reply with quote

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. Very Happy

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. Smile


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
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Joined: 11 Nov 2004
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PostPosted: Tue Nov 23, 2004 2:01 pm    Post subject: Reply with quote

Thank you so much. That will be EXTREMELY helpful.

You guys are great. I really appreciate this community.

TheKurgan
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Jeroen
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PostPosted: Tue Nov 23, 2004 2:46 pm    Post subject: Reply with quote

No problem, TheKurgan, just spread the word. Wink
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Edwin
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PostPosted: Tue Nov 23, 2004 4:38 pm    Post subject: Reply with quote

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
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PostPosted: Tue Nov 23, 2004 6:59 pm    Post subject: Reply with quote

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
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PostPosted: Tue Nov 23, 2004 7:33 pm    Post subject: Reply with quote

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 Sad

dave
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dirkk
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PostPosted: Tue Nov 23, 2004 8:34 pm    Post subject: Reply with quote

did I say friggin' genius?
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Jeroen
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PostPosted: Thu May 12, 2005 4:27 pm    Post subject: Reply with quote

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. Wink
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granada
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PostPosted: Thu May 12, 2005 5:48 pm    Post subject: Reply with quote

You win Very Happy

66 polys


70 polys (i like this one)

dave
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hpesoj
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PostPosted: Mon May 23, 2005 9:39 am    Post subject: Reply with quote

But the question is, how many polygons when triangulated? That's what really matters in a game environment Wink.
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Jeroen
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PostPosted: Mon May 23, 2005 10:50 am    Post subject: Reply with quote

hpesoj wrote:
But the question is, how many polygons when triangulated? That's what really matters in a game environment Wink.


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. Wink
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