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why do primitives split into different multiple faces?

 
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yertari
DeleD PRO user


Joined: 13 Aug 2005
Posts: 33

PostPosted: Thu Sep 15, 2005 2:01 pm    Post subject: why do primitives split into different multiple faces? Reply with quote

Hi,

Two things..

Firstly, i have noticed sometimes, that say.. i make a cube and texture it, it then splits the single surfaces into two, so each becomes a triangle with its own texture?

To test this, i then made another cube - and checked its faces - and there were just 6 faces, wheras the previous one had 12???? very confusing

This is why i had a nightmare with the UVing the other day. Is this a bug?

Also.. i have had to go back to vers 1.22, because i get some weird stuff going on in the 3d view - where textures start to rip.

Thanks

Steve
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Jeroen
Site Admin


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

PostPosted: Thu Sep 15, 2005 4:06 pm    Post subject: Reply with quote

Polygons will be triangulated if you performed that task yourself or you lightmapped the scene. The lightmapper needs the polygons to be triangles in order to do its job correctly. It is perfectly possible to lightmap a scene (thus causing cubes to have 12 faces) and then create a new cube which would only have 6 faces (because it isn't lightmapped yet). Are you sure you didn't lightmap the scene and that you didn't use the triangulation function?

What exactly does happen in the 3D view with textures? I'm unfamiliar with both problems but would love to solve them if I can reproduce them!
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yertari
DeleD PRO user


Joined: 13 Aug 2005
Posts: 33

PostPosted: Thu Sep 15, 2005 8:39 pm    Post subject: Reply with quote

Youve answered my question....

It was because i lightmapped the scene - i didnt realise this is what caused the problem. At least i know now not to lightmap till ive finished setting the UV's. Where a few days a go i thought the UV mapping was a pain in Dele D, im actually pleased with what ive been able to do. I think all you need to allow is for people to rotate a textures UVs.

Thanks

Steve
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Jeroen
Site Admin


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

PostPosted: Thu Sep 15, 2005 9:26 pm    Post subject: Reply with quote

yertari wrote:
Youve answered my question....

It was because i lightmapped the scene - i didnt realise this is what caused the problem. At least i know now not to lightmap till ive finished setting the UV's. Where a few days a go i thought the UV mapping was a pain in DeleD, im actually pleased with what ive been able to do. I think all you need to allow is for people to rotate a textures UVs.

Thanks

Steve


Glad I could help! And I'm pleased to see you're happy with the UV mapping sofar. Smile Do remember that the current UV methods are too simple to do anything advanced, we'll be working on that in the future. Furthermore, the Rotate UV command just got higher on our TODO list because you asked for it here. Wink Thanks!
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