Grid sizing when zooming in
by John Spivey · in Artist Corner · 06/21/2006 (4:26 pm) · 2 replies
It appears that you can zoom in to 0.02mm grid size. However if you go to manipulate the edges or vertices it only allows for movements up to 0.5 meters. One of the major problems with quark that I had was the fact that although the grid size could me taken down quite low the level of detail that the game engine renders does not allow for that. It would create errors more times than not when you used any brushes smaller than 4 grid size in quark.
The reason I bring this up is. Why have grid level of 0.02mm in the grid display if it cannot be used? My suggestion would be to only allow the grid size to go to 0.5 meters. That is all you can manipulate the edges/vertices. Anything smaller than that really has no point. You could still possibly zoom in closer to look but the grid size would stop at 0.5 meters.
I could be off base and even if TSE allows for greater detail I doubt that its going to allow for a 0.02mm threshold. So my numbers may be off but I think I made my point? Did I?
**************************************************************************
Oh and Matt I just want to say that I can apreciate the efforts going into this program and since you guys made the mistake of letting me beta and post here I might just worry the hell out of you cause I soooo want this thing to be great. I love modeling and to date 3D world studio is the only one that has not made me go insane with problems. I like the idea that this is going to be much more involved than 3DWS and will allow for much greater controll. (I cant wait to see how putting in .dts models works out, i am very excited about that.) So if I start to worry the crud out of you guys remember that its done outta luv for the project. =) Programming is something that is just flat out a pain in the butt, my hats off to you guys that do it and love it. So that being said......I am going to go find some more stuff to get all critical about in Constructor.
Keep it up.
The reason I bring this up is. Why have grid level of 0.02mm in the grid display if it cannot be used? My suggestion would be to only allow the grid size to go to 0.5 meters. That is all you can manipulate the edges/vertices. Anything smaller than that really has no point. You could still possibly zoom in closer to look but the grid size would stop at 0.5 meters.
I could be off base and even if TSE allows for greater detail I doubt that its going to allow for a 0.02mm threshold. So my numbers may be off but I think I made my point? Did I?
**************************************************************************
Oh and Matt I just want to say that I can apreciate the efforts going into this program and since you guys made the mistake of letting me beta and post here I might just worry the hell out of you cause I soooo want this thing to be great. I love modeling and to date 3D world studio is the only one that has not made me go insane with problems. I like the idea that this is going to be much more involved than 3DWS and will allow for much greater controll. (I cant wait to see how putting in .dts models works out, i am very excited about that.) So if I start to worry the crud out of you guys remember that its done outta luv for the project. =) Programming is something that is just flat out a pain in the butt, my hats off to you guys that do it and love it. So that being said......I am going to go find some more stuff to get all critical about in Constructor.
Keep it up.
#2
Your suggestion of stopping the drawn grid spacing at the current grid snap value is already on my list. I agree that if you cannot move in a finer increment then there is no point in implying you can. :o)
- Dave
06/27/2006 (1:32 pm)
Greetings John:Your suggestion of stopping the drawn grid spacing at the current grid snap value is already on my list. I agree that if you cannot move in a finer increment then there is no point in implying you can. :o)
- Dave
Associate Matt Fairfax
PopCap
There are options in Quark that allow you to get better results out of exporting small vertex manipulations through map2dif but it was still dicey. When we add the Direct to DIF Exporting it will export exactly what you see in the scene directly into the .dif without having to worry about loosing these small precision changes.
Any feedback is welcome so keep them coming. We have been deliberately keeping the documentation a bit lite at this stage so that we can see how approachable Constructor is out of the box with no help since most people tend to dive in without reading anything first. Your comments/questions have been great for helping us to identify areas we need to document a bit more. Keep up the great work!