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FSDS Tutorial :)

Posted: 14 Jan 2007, 05:26
by BadPvtDan
So...I have created some parts and I have done well manipulating them. Here are some questions I have:

How do I get the parts lined up just exactly right together? I keep finding that I am a smidge off in an area that is noticeable. Can I just "snap" them together?

How can I create a triangle with depth? I create a polygon with 3 sides and I get this flat thing....

Posted: 14 Jan 2007, 07:22
by GrahamS
Try Part\Snap to Scale to get proper alignment. Failing that, you will need to zoom right in on the points you require to line up properly in point mode.

A polygon is flat, that is correct, if you need a three sided polygon with depth, use 'create cone' and use three sides.

Posted: 14 Jan 2007, 14:46
by BadPvtDan
Woohoo thanks!

Posted: 18 Jan 2007, 01:55
by BadPvtDan
Boolean Operation:

I have done this before but cannot make it happen now :<

I make a part and name it tool.

I select the main part...then select the tool....go to Part...and Boollean Operation can't be selected!

What am I doing wrong?

Posted: 18 Jan 2007, 03:04
by MIKE JG
Progress............... :lol:

And no I don't know the answer to your question. I haven't even begun to use that feature. Honestly, I don't have the slightest clue what it does for you. The way I figure I'm probably teaching myself a lot of things, but I'm learning them the hard way most likely. It'll be nice to really start to understand FSDS here in another month or so.

Posted: 18 Jan 2007, 04:42
by GrahamS
You have to have the part as the current part and have both the part and tool selected at the same time.

Posted: 18 Jan 2007, 06:21
by RipPipPip
Some modelers find FSDS3 Boolean Tool extremly unusable (it generates too much polygons in an automatic way) -> I'm cutting off all the holes manually, I mean I add points by hand and then do polygons using them ...

Posted: 18 Jan 2007, 08:52
by GrahamS
I agree that doing it manually makes a cleaner model with fewer polygons, but selecting the right points to make the new polygons can take a considerable time when you first start.

Posted: 18 Jan 2007, 10:57
by RipPipPip
And I agree that :)
Yes, it is handy to use a boolean tool as a first stage and then manualy clean things (delete points and create new polygons on that which left).
My personal experience is that when I used the tool for cutting holes in a fuselage I got it completely messed, with LOTs of unwanted polygons ...

Posted: 18 Jan 2007, 12:10
by GrahamS
Yes, my preferred method is to use the boolean tool first, that gives me the parts I need correctly sized, shaped and aligned. Then I delete particular points which delete the excess polygons, select remaining points to correctly fill the gaps with a much lower number of polygons. Having said that, sometimes the number of excess polygons makes it very difficult to clean up and it can be a long job. For me the shape and alignment are important and this method does ensure accuracy.

Posted: 18 Jan 2007, 12:51
by BadPvtDan
I will have to get it squared away. I have made some basic buildings and even the texturing isn't...terrible :)

Posted: 18 Jan 2007, 14:45
by BadPvtDan
Argh! I figured out what I was doing wrong but now everytime I do a boolean my program hangs and crashes!

This is just way too difficult!

Posted: 18 Jan 2007, 14:53
by RipPipPip
Maybe something with a geometry ... let's try "Snap to scale"?

Posted: 18 Jan 2007, 15:31
by nickblack423
Guys Im having the same kind of boolean problems, Trying to cut out the cockpit on my Jaguar T4 fuselage. I can do it but when it comes to compliling it tells me there are co-located points in poly.. Ive tried to locate them by the co-ordinates it gave me but I cant. I noticed that Rip didnt actually have a hole on the A-10 but rather the pilot just sat out of the fuselage, is this the way to go?

Nick

Posted: 18 Jan 2007, 22:52
by BadPvtDan
To hell with Mr Boolean. I may have more polygons but the brute force method works as well :)

My next question.

How do I make the dark colored windows reminiscent of air control towers?

Posted: 18 Jan 2007, 22:59
by GrahamS
You need some dark coloured glass material. Have a look at your materials list and perhaps add one like this:-

56 56 56 128
64 64 64 255
0 0 0 255
0 0 0 255
0

Posted: 19 Jan 2007, 00:43
by BadPvtDan
Brilliant, Graham.

Next question (you guys will be happy with the work):

How would I make a pentagram? A box with 6 sides? I made a box and pulled the points out on top to make the control tower windows...but I would like to do this with 6 sides.

Posted: 19 Jan 2007, 07:20
by GrahamS
A box is a four sided TUBE with only one section and both ends solid:D

Does that help? :roll:

Not sure about the pentagram though, that's a five pointed star, you would need a ten sided for that.......LOL

Posted: 19 Jan 2007, 14:32
by Weescotty
BadPvtDan wrote:Brilliant, Graham.

Next question (you guys will be happy with the work):

How would I make a pentagram? A box with 6 sides? I made a box and pulled the points out on top to make the control tower windows...but I would like to do this with 6 sides.
Box with 6 sides - use a tube with 6 sides
Pentagram - One tube with 10 faces. Goto point mode and select every other point use scale mode to shrink them to the inside.