old objects - double-sided?

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old objects - double-sided? // Tech Forum

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Post by kena // Aug 19, 2008, 5:09pm

kena
Total Posts: 2321
pic
is there a way to make an existing object double-sided?

Post by Jack Edwards // Aug 19, 2008, 5:58pm

Jack Edwards
Total Posts: 4062
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choose face selection
invert selection (to select all the faces)
click Copy (in Mesh Edit toolbar)
invert normals
clear selection
change to Vertex selection mode
invert selection (to select whole model)
right click on Vertex heal tool to bring up options
set Heal mode: Coincident
set radius: 0.002
Click heal tool. (Welds overlapping verts)

Post by kena // Aug 19, 2008, 6:43pm

kena
Total Posts: 2321
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ok - two things... feature request!!!

second thing... I'm working in the model side. where is the invert selection? and the copy in the mesh edit toolbar? or are you talking the model side?

EDIT - never mind... I found the correct icons and it IS workspace.

OK - time for me to put in a feature request now.

Thanks for the help!

Post by Jack Edwards // Aug 19, 2008, 8:37pm

Jack Edwards
Total Posts: 4062
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LOL sorry should've said Workspace. :)

The steps are:
1.) copy faces
2.) flip normals on copied faces
3.) weld the coincident vertices

The method I listed the previous post should work for all geometries and could be recorded as a macro then added to a button. ;)

In general though, I would avoid double-sided geometries as they tend to cause problems.

Post by TomG // Aug 20, 2008, 4:46am

TomG
Total Posts: 3397
Yes, my question would be - why do you want it to be double sided?


Generally it would be better to sweep to give the object thickness for most cases. If you just want to see a sphere from the inside when rendered, then simply using the option to render it double sided will work.


Could this be for imported models maybe, which sometimes come in single sided?


HTH!

Tom

Post by kena // Aug 20, 2008, 4:55am

kena
Total Posts: 2321
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Actually, it's a cave that I'm making for a world I've created. IT has two levels and parts of it can be seen from either side. To avoid extra vertices, the inside is made of planes. I originally made the cave in version 6 of TS. and when I put it into 7.6, it suddenly only had one-sidedness.


either I could have the floor and a couple of walls on the top section facing one way, or the other. Not good for seeing things right. But it's all fixed now, and I just need to add a way to get to the top floor.

Post by TomG // Aug 20, 2008, 5:30am

TomG
Total Posts: 3397
Ok - you may have escaped with just rendering the objects double sided and not changing their geometry, but so long as you have it done and working then all is good.


HTH!

Tom

Post by Jack Edwards // Aug 20, 2008, 1:22pm

Jack Edwards
Total Posts: 4062
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Also the sweep tool with the boolean shell option could be used to hollow out a solid object.

Post by kena // Aug 20, 2008, 7:27pm

kena
Total Posts: 2321
pic
yes, I thought of that, but I really have a LOT of geometry. Not too bad for 192 vertices.


Here is what you helped me make. Obviously, most of it is single-sided, but the roof/floor is double sided, and the 4 faces the video ends with needed to be double-sided as well so you couldn't see the entrance from the top floor :D


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