Aces High Bulletin Board

General Forums => Terrain Editor => Topic started by: BlauK on February 10, 2005, 05:10:49 AM

Title: Polygons.. triangles only?
Post by: BlauK on February 10, 2005, 05:10:49 AM
I think this was mentioned somewhere earlier, but when I exported the HQ shape to ac3d, I noticed that it is made of squares instead of triangles.

So, can we use also squares... and not only triangles?
Title: Polygons.. triangles only?
Post by: hitech on February 10, 2005, 10:10:26 AM
Any flat polygon with any number of verts is best.
Title: Polygons.. triangles only?
Post by: BlauK on February 10, 2005, 12:11:18 PM
Great :)

For some reason I was under impression that only triangles were good. using quads will cut the poly count almost to half :)
Title: Polygons.. triangles only?
Post by: Dux on February 10, 2005, 12:16:57 PM
Wow, this is good news. :)
Title: Polygons.. triangles only?
Post by: BlauK on February 10, 2005, 12:31:39 PM
But to make it sure... is it also possible to make and use polygons that have more than 4 verts?
HiTech, Is that what you mean?

Then I could cut maybe even 20-30 more :)
Title: Polygons.. triangles only?
Post by: hitech on February 10, 2005, 02:17:07 PM
As many verts as you wish. They just all must be concave and plainer.

HiTech
Title: Polygons.. triangles only?
Post by: BlauK on February 12, 2005, 06:07:14 AM
Thanks.. works fine :)

When I import the dxf into ac3d the triangles and quads are good, but all polygons with more than 4 verts have to be redefined as polygons (instead of just un-filled polylines like they appear) in ac3d. Fortunately this is easy, just one click when the object is selected :)

An other issue....
When moving vertexes in ac3d, they can be quite easily be moved out of the plane.... I have not checked yet what kind of tolerance there is fo OE and whether some inaccurate polygons (in that respect) will show in OE at all.

To me it is easiest to build the model in another software, then save it as dxf and import it to ac3d for texturing and some final editing.