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Old 06-28-2017, 04:59 PM   #61
Kendras
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Quote:
Originally Posted by mikey117us View Post
The easy way to cut. Is not cut. Cut = Tesselate -triangulate. Easy way select faces of one half. Export selected as part 1, then Hide selected object. Select remaining faces and export as part two. The single cut on you need to make is easy too. Select that face. Select plane cut, highlight with mouse until the vertice appears. You must select which
X Y Z for the correct direction. If wrong select edit undo, and try again. After plane cut select the face and right click the menu, select tesselate, sub menu triangulate. Done.
Well, I didn't understand your explanation. Nevermind, I've found another solution myself :

1. I create a cube parallel to the plan where the vertices must be.

 


2. Then, I select the edges.

 


3. I right click on "Intersection" command, and choose the face of the cube.

 


4. "Execute".

 


Done !

 


So, I managed to create this :

 


But when I switch to smooth view, I get this :

 


Is it a problem ? How can I correct this ? Meshlab ?

Last edited by Kendras; 06-29-2017 at 01:06 AM.
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Old 06-29-2017, 01:21 PM   #62
the_frog
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I have been telling this several time before and I won't stop doing it :

... all conntected edges are rendered as "smooth" edges; to have hard edges those edges need to be deconnected ("splitted") ...

There are several ways to achieve edge splitting. The easiest is using the respective moderator of Blender.
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Old 08-20-2017, 09:55 AM   #63
MLF
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Hi,

Any progress on this?

Regards,

MLF
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Old 08-20-2017, 10:58 AM   #64
Kendras
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Originally Posted by MLF View Post
Hi,

Any progress on this?

Regards,

MLF
No. This mod is on 'stand by' for now. I have other priorities ...

Last edited by Kendras; 08-20-2017 at 11:09 AM.
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Old 08-24-2017, 08:41 AM   #65
Kendras
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Quote:
Originally Posted by Kendras View Post
Gap, could you send me the .raw picture of Brest area terrain converted in .png ? I've found topographic maps, and I will try to improve the SH3 terrain map around Brest harbour.
Bump.

Quote:
Originally Posted by gap View Post
Yesterday, after belatedly reading your request on the WIP Brest harbour thread, I started working on the Tour de Tanguy. The model that you pointed me to is nice, but I decided to use it as template for creating a better model, with 3D details (windows, doors, stairs, eaves, etc.) but simplified base geometry (for keeping poly count acceptably low). This is what I've got so far:


Quote:
Originally Posted by Kendras View Post
Quote:
Originally Posted by gap View Post
Good model! You read in my mind: I was looking exactly at it just last night
Any progress on these models ?

Last edited by Kendras; 08-24-2017 at 08:52 AM.
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Old 08-24-2017, 10:33 AM   #66
gap
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Quote:
Originally Posted by Kendras View Post
Any progress on these models ?
Let us finish the first release version of our lighthouse project, possibly including the La Vieille lighthouse first
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