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Subject: 
Re: Overlapping polygons etc
Newsgroups: 
lugnet.cad
Date: 
Tue, 5 Aug 2003 23:18:21 GMT
Viewed: 
503 times
  
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



Message has 2 Replies:
  Re: Overlapping polygons etc  [DAT]
 
(...) 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)
  Re: Overlapping polygons etc
 
(...) The wonderful thing about virtual bricks is that all parts are available in transparent colors -Orion (21 years ago, 6-Aug-03, to lugnet.cad)

Message is in Reply To:
  Re: Overlapping polygons etc
 
(...) 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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