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please add hard edges to model improvements II #49003
07/10/05 21:41
07/10/05 21:41
Joined: May 2002
Posts: 7,441
ventilator Offline OP
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ventilator  Offline OP
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Joined: May 2002
Posts: 7,441
please add hard edges to the model improvements II in forecast.

having no hard edges for models really sucks!



it already is annoying to split vertices (or adding a lot of additional intermediate polygons) in the modeling application but what makes it even worse is that you will get open meshes which don't work for stencil shadows. yes, you can use closed lod models but i just found out that they don't follow bone animations (ent_bonemove,...). i have to look for a workaround again... <edit> it works with an invisible model that casts the shadow and does the same animations per script... this is no nice workflow! </edit>

Re: please add hard edges to model improvements II [Re: ventilator] #49004
07/11/05 08:58
07/11/05 08:58
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline
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Matt_Aufderheide  Offline
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M

Joined: Oct 2003
Posts: 4,131
yes this would be usefull..but the best way to do it is to add smooth group support from a modelling prog like max. or alternatively you could set the smoothing groups in MED..Either way, this would be a useful feature.

Re: please add hard edges to model improvements II [Re: Matt_Aufderheide] #49005
07/11/05 16:30
07/11/05 16:30
Joined: Sep 2003
Posts: 407
inside to my
er_willy Offline
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er_willy  Offline
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Posts: 407
inside to my
yes, my vote, but not use the ugly smoothing groups.

I thik, was is better can put the smoot in the edge (how in maya )


Quote:


If you use Max, Polygon normals are defined by face not edge, Its hard to describe...





you can get a better explication of system diferenci here:
http://www.cgtalk.com/showthread.php?t=200101&highlight=smoothing+groups

Re: please add hard edges to model improvements II [Re: er_willy] #49006
07/11/05 16:39
07/11/05 16:39
Joined: May 2002
Posts: 7,441
ventilator Offline OP
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ventilator  Offline OP
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Posts: 7,441
setting edges hard/soft directly (like in maya or wings3d) is much nicer workflow-wise than smoothing groups like in 3dsmax or milkshape.

i don't mind what method gets implemented for 3dgs though. probably jcl would implement smoothing groups because there is no edge structure in the model format.

hard/soft edges can be converted to smoothing groups by an exporter quite easily (by continuously doing flood fills with hard edges as boundary). converting the other way around should be easy too.

Re: please add hard edges to model improvements II [Re: ventilator] #49007
07/25/05 20:51
07/25/05 20:51
Joined: May 2002
Posts: 7,441
ventilator Offline OP
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ventilator  Offline OP
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i forgot to mention a different method. instead of storing the normals per vertex, the normals simply could be part of the triangle struct.

so you would have a list of normals (like the list of uvs) and triangles would store 3 additional indices like that:

vertex1 vertex2 vertex3 uv1 uv2 uv3 normal1 normal2 normal3 material

i think this would be the best and simplest method...

Re: please add hard edges to model improvements II [Re: ventilator] #49008
07/26/05 13:27
07/26/05 13:27
Joined: Jul 2004
Posts: 262
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Otsego Offline
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Otsego  Offline
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Joined: Jul 2004
Posts: 262
Yes, hard edges would be very useful. I'm very much in favour of it.

Re: please add hard edges to model improvements II [Re: Otsego] #49009
02/26/06 12:25
02/26/06 12:25
Joined: Sep 2003
Posts: 407
inside to my
er_willy Offline
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er_willy  Offline
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Joined: Sep 2003
Posts: 407
inside to my
I wanna vote again for smoothing groups in model improvements II

Re: please add hard edges to model improvements II [Re: ventilator] #49010
02/26/06 12:40
02/26/06 12:40
Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
ulillillia Offline
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ulillillia  Offline
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Posts: 6,818
Minot, North Dakota, USA
I reported this same thing earlier and gave a way of doing this. I too vote for this as I suggested it a short while earlier.

Edit: My request from this thread has the solution to get hard edges, but it will affect the entire model rather than mixing the two. It's a rather simple shader and I've had this request for nearly a month now and the thread died. I've given the technique and method to doing it and it should work on shader model 1.x.

Last edited by ulillillia; 02/26/06 13:00.

"You level up the fastest and easiest if you do things at your own level and no higher or lower" - useful tip My 2D game - release on Jun 13th; My tutorials
Re: please add hard edges to model improvements II [Re: ulillillia] #49011
06/02/06 17:12
06/02/06 17:12
Joined: May 2002
Posts: 7,441
ventilator Offline OP
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ventilator  Offline OP
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Posts: 7,441
i think it also would be enough to simply provide a threshold angle for smoothing in materials. not as flexible as arbitrary hard edges or smoothing groups but good enough for most cases.

but there has to be some solution for this!

how will this work with arbitrary level geometry imported into wed (once that will be supported)? with level geometry it would be even more problematic if it only could be completely smooth or hard shaded.

Re: please add hard edges to model improvements II [Re: ventilator] #49012
06/03/06 08:50
06/03/06 08:50
Joined: Aug 2005
Posts: 1,012
germany, dresden
ulf Offline
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ulf  Offline
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signed!

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