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How would i create a wireframe model ..?
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pjd
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Joined: 15 Jun 2011
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PostPosted: Wed Aug 03, 2011 5:41 pm    Post subject: How would i create a wireframe model ..? Reply with quote

Hi all.

Does anyone know how i could go about creating a wireframe model ..
(eg, like what you see in wireframe mode) ?
Preferably a quick and easy way, the model i want would be a 36 sided
torus - that's a lot of faces to do cut out !!

Cheers all.
Pete
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Starnick
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PostPosted: Wed Aug 03, 2011 6:12 pm    Post subject: Reply with quote

Drawing wireframe vs solid is a render state, not necessarily a model you create. So you'd have your torus, and in whatever engine or other software you use, you specify it to be drawn wireframe.

Essentially what the GPU is doing when you enable this state is it draws the geometry as it normally does - the outlines, but does not fill in the surface when the shape is rasterized. Afterall, you define your torus as a set of vertices, so it makes sense you should be able to tell the GPU how to rasterize that shape into a bunch of pixels.

An alternative would be to specify your torus as a bunch of lines (e.g. linestrip or a linelist), then quite obviously it would appear to be wireframe, although I'd just stick with the method I described above.

So in summary, this is really up to whatever software you're using outside of DeleD.
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fik
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PostPosted: Wed Aug 03, 2011 9:02 pm    Post subject: Reply with quote

You could do it by creating your model. Go into face mode select all faces then click inset and in 3d view move your mouse very little so faces inset inwards. While faces selected press delete. There you have a wireframe type model.

Of course depending if the engine you are putting model in can show 2 sided textures on polys or not, this might not be what you need. To then extrude edges and fill faces would be a pain if it cant.
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pjd
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PostPosted: Wed Aug 03, 2011 9:58 pm    Post subject: Reply with quote

Yay !
that's what i wanted, thanks fik Very Happy

(except it needs to be in polygon mode - not face mode - to get
the inset option !)

(thanks starnick, i did actually want a frame type effect just like
fik suggested.)

Cheers
Pete
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Starnick
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PostPosted: Thu Aug 04, 2011 12:18 am    Post subject: Reply with quote

Not reaaaally wireframe, at least in the way you likened it to DeleD's wireframe mode. However, I see where you're going with fik's suggestion (it's kinda faking it and giving you the ability to control how thick the lines can be somewhat or giving you the ability to texture it).

To deal with 2-sided polygons, you can either turn off back face culling in your app -or- clone the model and flip all the polygons if you want them to use a different texture, maybe shrink the cloned model a bit so you won't run into any Z-buffer flickering issues (or tweak the zbuffer states when you're rendering it).
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AWM Mars
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PostPosted: Thu Aug 04, 2011 8:05 am    Post subject: Reply with quote

A 'Cheaper' method would be to select all the edges and extrude them by a very small amount, making the faces two sided. This should at least save on polygons. Delete all the large polygons, to reveal the 'wireframe' shape.
Selecting all the vertices, then in properties, set the colour to whatever you want, should render as you see it in DeleD, in most programmes.

I've added this screenshot:

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pjd
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PostPosted: Thu Aug 04, 2011 9:33 pm    Post subject: Reply with quote

Thanks AWM, when you say delete all the large polygons .. is there
any way to delete them all in one go ?
I've tried a few things but they always delete the whole model.
I'm all for saving polygons !

starnick wrote:
To deal with 2-sided polygons, you can either turn off back face culling in your app -or- clone the model and flip all the polygons if you want them to use a different texture, maybe shrink the cloned model a bit so you won't run into any Z-buffer flickering issues (or tweak the zbuffer states when you're rendering it).


thanks, but that's all beyond me at the moment !
I'm trying to knock up a demo for a conversion of a board game ...
so far it's looking ok in blitz3d.

Cheers y'all
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AWM Mars
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PostPosted: Fri Aug 05, 2011 9:42 am    Post subject: Reply with quote

pjd wrote:
Thanks AWM, when you say delete all the large polygons .. is there
any way to delete them all in one go ?
I've tried a few things but they always delete the whole model.
I'm all for saving polygons !

starnick wrote:
To deal with 2-sided polygons, you can either turn off back face culling in your app -or- clone the model and flip all the polygons if you want them to use a different texture, maybe shrink the cloned model a bit so you won't run into any Z-buffer flickering issues (or tweak the zbuffer states when you're rendering it).


thanks, but that's all beyond me at the moment !
I'm trying to knock up a demo for a conversion of a board game ...
so far it's looking ok in blitz3d.

Cheers y'all


The only way I know is, hand selecting the polygons that existed prior to the extrusions, and hitting delete. To save time, Make your Torus, and delete all but a 1/4 of the model, do the extrusion on that, delete the polygons, and then copy paste new quarters, mirroring them on the other three positions, or simply rotate and realign.

If you give me the sizes you need, in particular the properties I can see if I can knock one up for you.
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pjd
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PostPosted: Fri Aug 05, 2011 8:59 pm    Post subject: Reply with quote

Thanks for the offer AWM, but i may have to re think the plan ..
I've tried most of the tricks you chaps have suggested, and they all
look good, but my polygon count is starting to get a bit high, deled
is getting abit laggy and blitz3d is giving me memory access violation
messages ...
The thing i'm looking to create is a coloured glass torus with
either 36 or maybe 108 (to facilitate extrusion) segments, but
with the edges a different colour so as to give some structural support
(it'll be the cover of the monorail track going round my space station.)

Here are some screen shots :-
From outside...



From the track (where the monorail will be)...



Cheers all.
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trucker2000
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PostPosted: Fri Aug 05, 2011 11:46 pm    Post subject: Reply with quote

For that, wouldn't it be easier to make a texture with 2 layers?

Layer 1 would be your wire frame.

Layer 2, blue with transperancy set to 50 (or however it looks best to you.)

This way, you don't have all the polys. Those frames are being changed into a ton of polys.

Edit for clarity: Just make your tourus with the number of faces you want. (make the minimal amount) then texture the tourus with your new texture.

Edit2: EGADS. 30 minutes to load the forum???

Ok...now for the real edit:

This is a quick and dirty (very) example of what I was refering too above:

Make a tarus in deled, set hollow and texture.
segs: 16
polys per seg: 12
outer: 3
inner: 1

Total polys: 384
Don't mind my texture. It sucks as I am no artist.

Here's the pic:


Hope that makes things a tad clearer.
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AWM Mars
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PostPosted: Sat Aug 06, 2011 9:39 am    Post subject: Reply with quote

Moving forward with Truckers idea, I've created a similar sample, but also the texture that may best suit you. Anyone is free to use this texture, it is a PNG format, which must be set to Alphablend in DeleD to work correctly.

You are going to have to spend time in UV mapping to get the texturing orientated correctly.
Try using the latest 'Projection Mapping' plug-in (see http://www.delgine.com/forum/viewtopic.php?t=4535)

Or, use this Texture mapping plug-in http://www.delgine.com/plugins/viewPlugin.php?catid=41&catdesc=Extensions&contentid=34 whichever suits your workflow.

Screenshot (Not pretty, but shows what I/we mean)


The texture I created and used, which anyone is free to use anywhere.

Simply Right Mouse Button click the picture, choose 'Save Picture As', to your HD. It is a PNG format, so you can edit it in your favourite graphics programme, and alter the colouring.

EDIT:
To reduce polycount further, all the polygons faces beneath the solid floor on the inside of the Torus, you can delete as they are not seen.
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Last edited by AWM Mars on Sat Aug 06, 2011 5:26 pm; edited 1 time in total
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trucker2000
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PostPosted: Sat Aug 06, 2011 2:16 pm    Post subject: Reply with quote

I really do wish I had an artistic thread in my body. That looks absolutely awesome AWM.
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AWM Mars
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PostPosted: Sat Aug 06, 2011 3:54 pm    Post subject: Reply with quote

trucker2000 wrote:
I really do wish I had an artistic thread in my body. That looks absolutely awesome AWM.

Thanks Smile

The very least I can do is, share how to make the texture. I've created a short PDF document, which you can see in the browser, or Right Click the link, and choose 'save target as' to have a copy locally.

http://www.working.yourinside.com/DeleD/ForumPictures/WindowFrameTexture.pdf
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granada
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PostPosted: Sat Aug 06, 2011 5:08 pm    Post subject: Reply with quote

Nice one AWM Mars
I love the way you take the time to help Very Happy .

Dave
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AWM Mars
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PostPosted: Sun Aug 07, 2011 7:28 am    Post subject: Reply with quote

I learnt that right here Smile
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