Deleted
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Post by Deleted on Apr 29, 2009 13:51:12 GMT -6
Figured id re-do the post. same as before on trucksims.... original cab-smarty wheels-mitch frame-smarty all modifications so far are by me, but, im hoping to have an interior by chris. its in-game, but the normals are to scary for me to show you. and i havent figured out how to fix them yet.
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Deleted
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Post by Deleted on Apr 29, 2009 13:55:35 GMT -6
nice truck bro
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Dan
Gold Certificate Member
Herder of Nerds
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Post by Dan on Apr 29, 2009 14:25:33 GMT -6
yeah, nice job!
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Deleted
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Post by Deleted on Apr 29, 2009 15:22:43 GMT -6
I triple NICE comment it.
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bhfanatik
Diesel Jockey
Random forum troll
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Post by bhfanatik on Apr 29, 2009 16:33:55 GMT -6
Very nice detail
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Deleted
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Post by Deleted on Apr 29, 2009 16:45:02 GMT -6
Nice are you doing a interior
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Post by scottdude on Apr 29, 2009 17:07:19 GMT -6
Nice truck Corey!
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Post by Art on Apr 29, 2009 19:23:19 GMT -6
awesome titan cabover
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Deleted
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Post by Deleted on Apr 29, 2009 19:26:46 GMT -6
Looking pretty slick Corey! I'm a fan of these rarer old trucks
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Deleted
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Post by Deleted on Apr 30, 2009 0:27:39 GMT -6
yep great!
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Post by monrovia on May 15, 2009 17:00:54 GMT -6
awsome
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Post by jameshill on May 16, 2009 22:19:12 GMT -6
sweet, can hear that detroit screaming down the road lol
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Post by monrovia on May 17, 2009 9:59:39 GMT -6
that would ne nice
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Deleted
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Post by Deleted on May 27, 2009 20:54:27 GMT -6
surface>normals>calculate
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Post by Dcving on May 27, 2009 21:15:40 GMT -6
surface>normals>calculate oh yeah! right! im sure he never knew that...thats the way to fix every normals problem! good work!
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Post by Chris on May 27, 2009 23:30:14 GMT -6
surface>normals>calculate zomg really? your expertise in zmodeler amazes me. Teach me more about this "calculating normals".
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Deleted
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Post by Deleted on May 28, 2009 1:14:05 GMT -6
For a polygon (such as a triangle), a surface normal can be calculated as the vector cross product of two (non-parallel) edges of the polygon.
For a plane given by the equation ax + by + cz = d, the vector (a,b,c) is a normal. For a plane given by the equation r = a + ƒ¿b + ƒÀc, where a is a vector to get onto the plane and b and c are non-parallel vectors lying on the plane, the normal to the plane defined is given by b ~ c (the cross product of the vectors lying on the plane).
For a hyperplane in n+1 dimensions, given by the equation r = a0 + ƒ¿1a1 + ƒ¿2a2 + ... + ƒ¿nan, where a0 is a vector to get onto the hyperplane and ai for i = 1, ... , n are non-parallel vectors lying on the hyperplane, the (unscaled) normal to the hyperplane can be approximated by (AAT + bbT) − 1b where A = [a1, a2, ... , an] and b is an arbitrary vector in the space not in the linear span of ai.
If a (possibly non-flat) surface S is parameterized by a system of curvilinear coordinates x(s, t), with s and t real variables, then a normal is given by the cross product of the partial derivatives
If a surface S is given implicitly, as the set of points (x,y,z) satisfying F(x,y,z) = 0, then, a normal at a point (x,y,z) on the surface is given by the gradient
If a surface does not have a tangent plane at a point, it does not have a normal at that point either. For example, a cone does not have a normal at its tip nor does it have a normal along the edge of its base. However, the normal to the cone is defined almost everywhere. In general, it is possible to define a normal almost everywhere for a surface that is Lipschitz continuous.
of course, an easier way:
// Some standard mesh information that you should have lying around. // vertex is your vertex structure that just contains a normal and position here. // vertices is a pointer to the first vertex // indices is a pointer to the first index // num_verts is number of vertices // num_indices is number of indices // each face of the mesh is made up of three vertices.
std::vector<Vector3>* normal_buffer = new std::vector<Vector3>[num_vertices];
for( int i = 0; i < num_indices; i += 3 ) { // get the three vertices that make the faces Vector3 p1 = vertices[indices[i+0]]; Vector3 p2 = vertices[indices[i+1]]; Vector3 p3 = vertices[indices[i+2]];
Vector3 v1 = p2 - p1; Vector3 v2 = p3 - p1; Vector3 normal = v1.Cross( v2 );
normal.Normalize();
// Store the face's normal for each of the vertices that make up the face. normal_buffer[indices[i+0]].push_back( normal ); normal_buffer[indices[i+1]].push_back( normal ); normal_buffer[indices[i+2]].push_back( normal ); }
// Now loop through each vertex vector, and average out all the normals stored. for( int i = 0; i < num_vertices; ++i ) { for( int j = 0; j < normal_buffer.size(); ++j ) vertices.normal += normal_buffer[j]; vertices.normal /= normal_buffer.size(); }
but, i digress...
nice truck!!
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Post by Chris on May 28, 2009 2:52:21 GMT -6
Thank you. Really. Not for trying to help, but for proving your smartassery far surpasses mine on every level. So thank you.
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Deleted
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Post by Deleted on May 28, 2009 14:29:20 GMT -6
first off....
phantom, thats for that, but, its not making much sense.
secondly, thank you to chris and cody for backing me up.
thirdly, get this shit outta my thread.
@t-Dawg: Are you serious? how long have I been doing shit....
since the 18 WoS days, back when visors had to be painted on. I think I know what im doing. I'm no expert, but i can hold my own. If you can't post smart, don't post at all.
chris, you can lock this. till I eithr get off my ass and make a better interior, or get that one from you, no more updates are gonna be posted. No need to have an open jack-ass discussion
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Post by Dcving on May 28, 2009 14:35:14 GMT -6
locked on request
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