Question about attaching in 3ds

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Luxor





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Question about attaching in 3ds

Post by Luxor »

Ok, can someone explain to me the reason needed to attach the base and then detach it in the splinter tutorial ?
halo_mapper





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Post by halo_mapper »

u need to attach it so that you can make the faces and vertices. u need that so there are no open edges. if u have open edges than tool will regect it. when u detach, it will stay in the same spot - so the vertices are in the same spot making it act like it is attached. hope this helps.
Luxor





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Post by Luxor »

Yeah I understand that much, To be more specific, here goes:

Basicaly you create a box ontop of the mesh... Connect it to the mesh then delete all of the faces of the mesh that are underneath the box... then you create new polygons to the edge of the box, so after detaching it wouldn't the edges of the base mesh be left open since they were only created to the edge of the box >?? wouldn't you have an empty space below the box ? OR can two objects the meet each other cancel out an open edge ? And why couldn't you just create the box, and go like that ??? It works....?

thanks,
luxor
Waverunner





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Post by Waverunner »

halo_mapper wrote:u need to attach it so that you can make the faces and vertices. u need that so there are no open edges. if u have open edges than tool will regect it. when u detach, it will stay in the same spot - so the vertices are in the same spot making it act like it is attached. hope this helps.
That's exactly right.

You don't even need to detach it after, but it's a good idea becasue then its easier to apply differect textures to the base and crap like that. If you do detach it, then you NEED to link it to the frame. EVERY OBJECT in your map needs to be connected to the frame.
Luxor





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attachment

Post by Luxor »

So would you only need to attach objects that will be on the ground level.. and if your going to detach it whats the point of attaching it in the first place ??? thats the part im not understanding...
Waverunner





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Post by Waverunner »

you attach it so there are no "open edges" (or holes) in the map. That make sure that the vertices from the base leave NO spaces between the vertices on the skybox (or level).

U can PM me or Im almost always on AIM
Luxor





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attachment

Post by Luxor »

Ok, but as in the splinter tutorial, you already have your ground... and the faces, so theres no chance of there being an open edge... so im guess that the attaching is just to make sure that it is sittong exactly on the ground.... ??


thanks so much for your replys

luxor
Waverunner





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Post by Waverunner »

yep. This is called the "sealed world" rule. NO HOLES are allowed in a map. It kinda sucks, but oh well.

Just attach it and detach it, and you should be fine.
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