Subject:
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Re: Overlapping polygons etc
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Newsgroups:
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lugnet.cad
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Date:
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Tue, 5 Aug 2003 23:18:21 GMT
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Viewed:
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598 times
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Thanks for your replies!
In lugnet.cad, Paul Easter wrote:
> In lugnet.cad, Orion Pobursky wrote:
> > In lugnet.cad, Ross Crawford wrote:
>
> I agree. To minimize the amount of time, try making as many small repeated
> subparts as possible when creating, then inline them when done. This can also be
> done as a mpd format. I have started doing this in LDAO with the last few parts
> I have made. It reduces development time quite a bit.
OK. I just thought with 24 studs being affected, the large increase in polygons
may be a bad idea, but it's better to get it right.
> >
> > My feeling on the matter is that while overlapping is not wrong, it should be
> > avoided. I know from personal experience how time comsuming this can be.
>
> The way I handle this is, if the adjustments are easy, do it. Also this is a
> higher priority on parts that have been made transparent.(or have the
> possibility)
AFAIK this part is only available in black, but better safe than sorry.
> > >
> > > 2. Should primitives be used where they aren't exactly right, but close enough?
> > > There's a couple of situations with this part:
> > > a) cylinder (stud) meets horizontal plane, but plane doesnt intersect
> > > completely, the 3-4edge primitive is very close to providing the correct
> > > intersection line, but it's a tiny bit too big, should I use it or manually do
> > > the intersection, which would mean some renderers which substitute the stud may
> > > not render very well.
> >
> >
> > In this case I'd say inline the primitive and trim
>
> Yes, I agree, or use the next smaller segment primitive 1-2edge.dat and rotate
> it while also placing the other lines manually(or from inlining).
You mean inline the stud2a, then inline a cylinder under it and trim that?
> > >
> > > b) Open wall ends of 2-4cyli touch outside wall of part - some renderers may
> > > show vertical lines on outside wall. However in this case, the cylinder butts up
> > > against the bottom of a stud2a, so if I manually do the cylinder, renderers that
> > > substitute the stud may look strange with the un-substituted cylinder below it.
> >
> >
> > The problem is that the inside wall and the outside wall are the same quad. In
> > other words that wall is infinatly thin. The proper way to model this would be
> > to figure out how thick the wall actually is a model accordingly
>
> huh?
> I think what he is talking about is "blocky" rendering like in POV where quads
> meet a cylinder.
> If this is the case, I would use a rotated 1-4cyli or two 1-4cyli and let them
> overlap some into the wall.
Well yes and no - that sentence actually asked 2 different questions :) but both
will be solved if I inline the studs and trim the cylinders as Orion suggested
(I think).
Thanks for your help guys! (Even if it means more work for me...)
ROSCO
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Message has 2 Replies: | | Re: Overlapping polygons etc [DAT]
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| (...) I think I missed what you meant earlier. I would not inline the stud for that, Unless it was a major piece of the part. which this is not. (...) Ok, I see it now. My laptop screen was not showing me enough detail. See my example below. I used (...) (21 years ago, 6-Aug-03, to lugnet.cad)
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Message is in Reply To:
| | Re: Overlapping polygons etc
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| (...) I agree. To minimize the amount of time, try making as many small repeated subparts as possible when creating, then inline them when done. This can also be done as a mpd format. I have started doing this in LDAO with the last few parts I have (...) (21 years ago, 5-Aug-03, to lugnet.cad)
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