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My Board A short text to describe your forum 2006-04-03T16:43:34+00:00 https://www.forum.killanet.net/app.php/feed/topic/6562 2006-04-03T16:43:34+00:00 2006-04-03T16:43:34+00:00 https://forum.killanet.net/viewtopic.php?p=32657#p32657 <![CDATA[Maya]]> /happy.gif\' class=\'bbc_emoticon\' alt=\'^_^\' />

Statistics: Posted by PaddyB — Mon Apr 03, 2006 4:43 pm


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2006-03-27T12:45:09+00:00 2006-03-27T12:45:09+00:00 https://forum.killanet.net/viewtopic.php?p=32570#p32570 <![CDATA[Maya]]>
[quote]There is an important difference between the terms of faces and polygons in ViewBSP: Faces always denote those primitives (polygons) that are specified in the input file. That is, faces are polygons modeled by the user. Each face has material properties, color and texture, for instance. During BSP compilation faces need to be split, yielding polygons. Thus, polygons denote those primitives (polygons) which actually comprise the output model. In the output file, the term face is mainly used to refer to material properties shared by some polygons created by splitting their original face.
Once again: Input polygons are called faces and describe both material properties and actual geometry via vertex index-lists. Output polygons are called polygons but since some of them share the same properties, each polygon belongs also to a specific face. Aside from material properties, polygons being part of the same face also share the same normal vector (they all lie in the same plane!) and texture map parameterization.

[url=\"http://www.cg.tuwien.ac.at/~msh/vbspdocs/v_tech.html#ti_faces\"]http://www.cg.tuwien.ac.at/~msh/vbspdocs/v...h.html#ti_faces[/url][/quote]

Statistics: Posted by Tibs — Mon Mar 27, 2006 12:45 pm


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2006-03-25T19:32:25+00:00 2006-03-25T19:32:25+00:00 https://forum.killanet.net/viewtopic.php?p=32550#p32550 <![CDATA[Maya]]> /blum.gif\' class=\'bbc_emoticon\' alt=\':P\' />

Statistics: Posted by Josh — Sat Mar 25, 2006 7:32 pm


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2006-03-25T18:09:52+00:00 2006-03-25T18:09:52+00:00 https://forum.killanet.net/viewtopic.php?p=32549#p32549 <![CDATA[Maya]]> [attachment=2108:attachment]

Statistics: Posted by PaddyB — Sat Mar 25, 2006 6:09 pm


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2006-03-25T16:25:46+00:00 2006-03-25T16:25:46+00:00 https://forum.killanet.net/viewtopic.php?p=32548#p32548 <![CDATA[Maya]]> Statistics: Posted by Josh — Sat Mar 25, 2006 4:25 pm


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2006-03-25T16:13:20+00:00 2006-03-25T16:13:20+00:00 https://forum.killanet.net/viewtopic.php?p=32547#p32547 <![CDATA[Maya]]> Statistics: Posted by PaddyB — Sat Mar 25, 2006 4:13 pm


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2006-03-25T03:14:46+00:00 2006-03-25T03:14:46+00:00 https://forum.killanet.net/viewtopic.php?p=32540#p32540 <![CDATA[Maya]]> Statistics: Posted by Tami — Sat Mar 25, 2006 3:14 am


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2006-03-25T02:50:03+00:00 2006-03-25T02:50:03+00:00 https://forum.killanet.net/viewtopic.php?p=32539#p32539 <![CDATA[Maya]]>

Statistics: Posted by PaddyB — Sat Mar 25, 2006 2:50 am


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2006-03-25T01:01:31+00:00 2006-03-25T01:01:31+00:00 https://forum.killanet.net/viewtopic.php?p=32537#p32537 <![CDATA[Maya]]> /happy.gif\' class=\'bbc_emoticon\' alt=\'^_^\' /> Not sure if I did exactly what you were thinkin, but oh well, it worked...

And as to why I want to completely detach, I wanted to take the edges around what I had selected, and extrude them downward (but without doing that to the edges of the other piece of the object).

Statistics: Posted by PaddyB — Sat Mar 25, 2006 1:01 am


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2006-03-25T00:24:26+00:00 2006-03-25T00:24:26+00:00 https://forum.killanet.net/viewtopic.php?p=32535#p32535 <![CDATA[Maya]]> Statistics: Posted by Mask_of_Dionysus — Sat Mar 25, 2006 12:24 am


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2006-03-24T22:32:13+00:00 2006-03-24T22:32:13+00:00 https://forum.killanet.net/viewtopic.php?p=32534#p32534 <![CDATA[Maya]]>
Hope this helps somewhat. /smile.gif\' class=\'bbc_emoticon\' alt=\':)\' />

Statistics: Posted by Josh — Fri Mar 24, 2006 10:32 pm


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2006-03-24T20:53:35+00:00 2006-03-24T20:53:35+00:00 https://forum.killanet.net/viewtopic.php?p=32533#p32533 <![CDATA[Maya]]> Statistics: Posted by PaddyB — Fri Mar 24, 2006 8:53 pm


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