Vertex out of position
by Outline Interactive · in Artist Corner · 10/29/2005 (3:12 pm) · 11 replies
I don't know why this thing happens!

In CShop all vertices are in it correct position, but in TGE it don't. Why?

In CShop all vertices are in it correct position, but in TGE it don't. Why?
#2
10/29/2005 (6:51 pm)
It looks as though your breaking the bsp rules... Try making the top geometry using triangle primitive/shapes.
#3
I'm looking for any other solution beside interiors with no sucess :(
I'm still trying this geometry to work.
Thanks.
10/29/2005 (7:36 pm)
I'm using six boxes and none of it are concave. I'm trying to make some interiors without that "square look", because the interiors are more flexible to use non-procedural textures than terrains, but BSP rules aro so boring to make this kind of map, like The Wind Waker.I'm looking for any other solution beside interiors with no sucess :(
I'm still trying this geometry to work.
Thanks.
#4


10/29/2005 (9:08 pm)
Here's kinda how I create terrain feature dif's. You can get some massive terrain dif's by making a cube from two triangle/ wedges. Place a few rows of them together, then group them for vertex editing. This also makes vertex editing a breez because all the vert's will always stay on the same plane and keep it all planner.

#5
10/29/2005 (9:39 pm)
That looks pretty cool!
#6
You should make some tutorials... and submit them to www.digitalboneyard.net
10/29/2005 (9:52 pm)
That scene is really awesome! You should make some tutorials... and submit them to www.digitalboneyard.net
#7
Awesome pics O_O
Just amazing!
I'm trying your method now Eric. The vertex problem are fixed, but some times I got this error and the engine crashes:
Error, bad lmap coord!
Some type of vertex manipulation cause this, but I don't know what, exactly. With more carefully manipulation, all things works fine.
I agree with Thomas about the tuts, you should make one ;)
10/29/2005 (10:20 pm)
WOW!!!!Awesome pics O_O
Just amazing!
I'm trying your method now Eric. The vertex problem are fixed, but some times I got this error and the engine crashes:
Error, bad lmap coord!
Some type of vertex manipulation cause this, but I don't know what, exactly. With more carefully manipulation, all things works fine.
I agree with Thomas about the tuts, you should make one ;)
#8
@Ayri - I've seen that before. Assuming your using at least 1.3, you could try setting the lightmap border size to 2 or so in the worldspawn properties (see the Pipeline help file for details on that). This seems to fix the issue with the "bad lmap coord!".
10/30/2005 (11:50 am)
@Eric - That is a fantastic scene there... freaking incredible work.@Ayri - I've seen that before. Assuming your using at least 1.3, you could try setting the lightmap border size to 2 or so in the worldspawn properties (see the Pipeline help file for details on that). This seems to fix the issue with the "bad lmap coord!".
#9
The lightmap border size's solved the bad lmap coord problem. Thanks Tom.
Now I have all verts in it correct position:

Is there any solution to render without this "faceted" look?
Thanks in advance.
10/31/2005 (6:44 am)
Yeah, The lightmap border size's solved the bad lmap coord problem. Thanks Tom.
Now I have all verts in it correct position:

Is there any solution to render without this "faceted" look?
Thanks in advance.
#10
10/31/2005 (11:30 am)
DIFs always use face normals, so you'll get that faceted lighting every time. I do not think there is a work around short of using DTS instead.
#11
11/02/2005 (10:23 am)
Wow, nice.
Torque Owner Chris