XSI planar polygons (please move to modeling)

Show off your finished maps, models and other creations. Screen shots are a must!

XSI planar polygons (please move to modeling)

Postby [JFG]Propaganda on Wed Jul 08, 2009 9:19 pm

Ok for the sake of the question, I have 4 points on the same plane, I create a basic polygon (face). The normal faces out, but I want both faces to render. How do I accomplish this? Also is there a setting that will hide non rendered polygons for example I have a complex hollow object and don't want to see any of the faces on the inside?
Last edited by [JFG]Propaganda on Thu Jul 09, 2009 2:37 pm, edited 1 time in total.
Image
[JFG]Propaganda
Been Here A While
Been Here A While
 
Joined: Mon Apr 17, 2006 10:25 pm

Re: XSI planar polygons

Postby Megadude on Wed Jul 08, 2009 9:47 pm

Ehhh....and this a completed map how?
Wrathborne 711 wrote:OH MY GOD.........MEXICANS!


Image

End of Humanity - beta version 3.0 released!
User avatar
Megadude
Veteran
Veteran
 
Joined: Tue Sep 20, 2005 6:20 pm
Location: UK

Re: XSI planar polygons

Postby Echo51 on Wed Jul 08, 2009 10:19 pm

im asking the same megadude..
Source is my way of life, if i didn't have it, i'd be tearing down walls and altering my house all the time.
"NEEDS MORE SPACE"
*creates 32kx32k brush for floor*
User avatar
Echo51
Pheropod
Pheropod
 
Joined: Tue Apr 28, 2009 6:00 pm

Re: XSI planar polygons

Postby Gambini on Thu Jul 09, 2009 1:04 am

has this thread been moved to elsewhere? i may be interested about the possible solutions to his issue. I know he started the topic in an unsuitable subforum though.
User avatar
Gambini
Sir Post-a-lot
Sir Post-a-lot
 
Joined: Mon Oct 20, 2008 1:52 am
Location: Buenos Aires, Argentina.

Re: XSI planar polygons

Postby [JFG]Propaganda on Thu Jul 09, 2009 2:36 pm

Opps shit, sorry guys, can someone please move this to the modeling thread. :oops:
Image
[JFG]Propaganda
Been Here A While
Been Here A While
 
Joined: Mon Apr 17, 2006 10:25 pm

Re: XSI planar polygons (please move to modeling)

Postby stoopdapoop on Thu Jul 09, 2009 3:45 pm

if you're talking about in engine stuff, then just add the line

"nocull 1" to the vmt of the material that's on the polygon, it'll render both sides.
I'm Brown
Image
User avatar
stoopdapoop
Veteran
Veteran
 
Joined: Sun Aug 21, 2005 2:14 am
Location: Ann Arbor, MI

Re: XSI planar polygons (please move to modeling)

Postby [JFG]Propaganda on Thu Jul 09, 2009 3:47 pm

Well I'm talking about more in XSI. I figured out how cull non normal faces it's in the display performance settings, but I can still only select one side of the polygon.
Image
[JFG]Propaganda
Been Here A While
Been Here A While
 
Joined: Mon Apr 17, 2006 10:25 pm

Re: XSI planar polygons (please move to modeling)

Postby stoopdapoop on Thu Jul 09, 2009 4:41 pm

ah, for that go to file, preferences, tools, selection, and under "raycast selection options" there should be checkbox for it.

I think it might cause more harm than help though. :( Selecting backfaces you don't want to is annoying.
I'm Brown
Image
User avatar
stoopdapoop
Veteran
Veteran
 
Joined: Sun Aug 21, 2005 2:14 am
Location: Ann Arbor, MI

Re: XSI planar polygons (please move to modeling)

Postby Gambini on Sat Jul 11, 2009 10:42 pm

I´m in a sort of the same trouble myself with a model i´m working on, in this case (and talking about how the model would render in game) what would be better? build inside faces as i did in the screenshot or use that -nocull line for the material? I´m mainly interested in keeping the polycount low and in a less expensive as possible model.

whether i should use the last option. How i can distinguish the cover´s material over the others?
Attachments
telefono publico test.JPG
telefono publico test.JPG (18.52 KiB) Viewed 443 times
User avatar
Gambini
Sir Post-a-lot
Sir Post-a-lot
 
Joined: Mon Oct 20, 2008 1:52 am
Location: Buenos Aires, Argentina.

Return to Showcase

Who is online

Users browsing this forum: No registered users