Validating Geometries: Difference between revisions

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[[Category:Armed Assault: Modelling]]
[[category:Operation Flashpoint: Modelling]]
[[Category:Operation Flashpoint Elite: Modelling]]
Objects that are used in the [[LOD#Geometry | Geometry]] or [[LOD#Fire_Geometry | Fire Geometry]] LOD must be closed and convex in order to work.
Objects that are used in the [[LOD#Geometry | Geometry]] or [[LOD#Fire_Geometry | Fire Geometry]] LOD must be closed and convex in order to work.


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* Structure | Topology | Close
* Structure | Topology | Close


Depending on the Topology, closing it that way might not work properly. In that case you need to fix it manually in either Objectbuilder or your 3rd party Modellingsoftware.


=== Non-Convex Objects ===
=== Non-Convex Objects ===
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on all objects in the current LOD
on all objects in the current LOD


Note that a multi-sided faces (e.g. quad, a 4-sided face), or multiple faces sharing the same plane (2 triangles next to each other) must be perfectly planar to each other, otherwise they can get flagged as non-convex.


=== Faces/Textures ===
=== Faces/Textures ===
In general it is also a good idea to test for any illegal/dead textures via
In general it is also a good idea to test for any illegal/dead textures via
* Structure | Check Faces
* Structure | Check Faces
{{GameCategory|arma1|Modelling}}
{{GameCategory|ofp|Modelling}}
{{GameCategory|ofpe|Modelling}}

Latest revision as of 13:08, 22 June 2021

Objects that are used in the Geometry or Fire Geometry LOD must be closed and convex in order to work.

To test for these qualities you can use the following methods:

Open Objects

Either select the objects manually or find them via

  • Structure | Topology | Find Non-Closed

Then close them via

  • Structure | Topology | Close

Depending on the Topology, closing it that way might not work properly. In that case you need to fix it manually in either Objectbuilder or your 3rd party Modellingsoftware.

Non-Convex Objects

Either select the objects manually or find them via

  • Structure | Convexities | Find Non-Convexities

and then close them via

  • Structure | Convexities | Convex Hull

Or, alternatively, apply a

  • Structure | Convexities | Component Convex Hull

on all objects in the current LOD

Note that a multi-sided faces (e.g. quad, a 4-sided face), or multiple faces sharing the same plane (2 triangles next to each other) must be perfectly planar to each other, otherwise they can get flagged as non-convex.

Faces/Textures

In general it is also a good idea to test for any illegal/dead textures via

  • Structure | Check Faces