Game Development Community

Another Request for Jaimi

by ysun · in Constructor · 02/19/2008 (9:44 pm) · 7 replies

Hi, Jaimi,

First thanks for the bug fixed version for the Constructor.

May I have a request? Is it possible to limit the number of decimal places?

Screenshot:

www.fpschina.com/uploads/1203252996/gallery_1_4_4624.gif
When I made structures in it, it took me quite a lot of time on combining the vertexes in defferent viewports to make the structure 100% seamless. Though the "extrude face" option can reduce making leak points between brushes, the "Snap to Grid" option can not make things seamless by real meaning.

My personal opinion is the number of decimal places is the biggest problem of the Constructor. Many thanks if you can resolve this problem.

#1
02/21/2008 (12:42 pm)
It may be possible - but I am not sure the amount of work that would involve, it would most likely be a herculean task.

What is the issue that you see with "snap to grid"? Would an "Align faces" plugin work OK? (ie, select two faces, and have them snap together?)
#2
02/21/2008 (12:48 pm)
Quote:
What is the issue that you see with "snap to grid"? Would an "Align faces" plugin work OK? (ie, select two faces, and have them snap together?)

This would be a --very-- useful plugin. I was thinking even more enhanced than align faces--something like selecting a face, then selecting an entire group of brushes, and having them snap to best alignment (translation and rotation)--basically, having the ability to align an entire section of geometry to a face, and have the geometry maintain it's internal cohesion (translation/rotation of everything selected in relation to each other).
#3
02/21/2008 (1:58 pm)
Hmm - OK, I'll see what I can do. A lot of requests are coming in, so I don't know when I can get to it. Have to do it before the new TGEA is released though, because then I have to get back to game development.
#4
02/22/2008 (5:33 pm)
Quote:What is the issue that you see with "snap to grid"? Would an "Align faces" plugin work OK? (ie, select two faces, and have them snap together?)

"snap to grid" works but if zoom in, the vertexes are not snapped tightly which cause the structure having the leak points.

Screenshot:
www.fpschina.com/uploads/1203704660/gallery_1_4_3902.gif
"Align faces" plugin will help in some conditions, but if possible, "Snap vertexes" alike plugin or Hotkey will be much more helpful, I think. Because the leak points always happen to the brushes already closed to each other but not snapped exactly, so it's difficult to select faces.
#5
02/22/2008 (9:33 pm)
If you pay attention to the axes that you are trying to align, the planar scale tool works great for doing this. Just scale the appropriate axis down to zero. You can align faces together and/ or vertices. In my opinion it works much better than relying on "snap to" though it can mess things up rather quickly if used without care

You could have a plugin do this automatically pretty simply I would think.
#6
02/22/2008 (10:00 pm)
Quote:If you pay attention to the axes that you are trying to align, the planar scale tool works great for doing this. Just scale the appropriate axis down to zero. You can align faces together and/ or vertices. In my opinion it works much better than relying on "snap to" though it can mess things up rather quickly if used without care

You could have a plugin do this automatically pretty simply I would think.
Currently I use scale tool to do this. But it cost a lot of time if there are thousands of vertexes to deal with. So the best way to resolve it is fix it from the headstream, or make some one-click tools.
#7
02/23/2008 (12:52 am)
I agree the snap to faces is not fully working as it should be. I've noticed this with alot of building conversions I have been doing. i believe it has alot to do with the 4 place deciemal that can get fairly crazy when your trying to do some real fine detail work places stuff togeather. This can easly be seen if you zoom is as far as you can go. Then try to align to edges togeather. You will often see that one of the edges as you move doesnt always move to where it is displaying it should be moving to. Its usely off the gridmap by just a hair.