View Full Version : Hole filling
27th Sep 2003, 05:19 PM
I was wondering if anyone knows of a cheap program that can fill holes in models. I have this rather complex model that would be perfect for my map, but I can only import it as a decoration. If I import it as a brush or anything else, large parts of it disappear. BSPís like you wouldnít believe.
I know that Alias/Wavefront has a program called Spider which can definitely solve my problem. The catch is that itís $5000. Also RapidForm totes having something that can fill holes, but Iím having trouble with the downloads.
28th Sep 2003, 11:24 AM
Well if as you say the holes appear when you import it, it is a probem with the model, not simply a matter of filling the holes afterwards. This sort of thing ususally happens when the model is very high poly, did you check how high before you imported?
28th Sep 2003, 03:59 PM
I didn't check the poly count, but I can tell you it is way high. In fact I have to import the model in sections. It was one of the free downloads you can get.
29th Sep 2003, 03:25 AM
Then theres your problem :D
It works with statics the same it works with BSP, the higher the polycount, the more likely it is that you will get disspearing polies.
If the mesh was crucial for your map, you have 3 options:
1) Give it to a modeler who has time to spare, and ask if he would optimise in whatever 3D software he uses.
2) Give it to a modeler who has time to spare, and ask if he could re-do the mesh, with a lower polycount.
3) Try and find a simmilar but lower poly version on a static mesh website such as http://www.planetunreal.com/staticreality/
Hope that helps.
29th Sep 2003, 11:05 AM
Hmm, I'll give it a try. Thanks JR!
29th Sep 2003, 11:43 AM
Well there was a veiled invitation in that post :D
Depending on the mesh i may be willing to help you out ;)
Post a picture and description of it here if you can, or the file itself. Is it for UT or UT2k3 btw? So i know what polycount to aim for should i do it.
30th Sep 2003, 09:26 PM
I have to admit, I didn't catch the veiled invitation. I'm not used to such generosity. Actually, once I tell you what I'm trying to do, I wouldn't hold it against you if you decided it was too much work, but Hey, I'll take any help you want to give.
Well, here's what I'm trying to do. I'm using UT2K3 and am trying to create a walkthrough of the Statue of Liberty. One where you can even go inside and peak out the windows and climb on the torch. This is the point where I usually lose all my help. ;)
Natually, the statue is the mesh I'm having problems with. I downloaded it from this site:
It looks great as a mesh, but once I try converting it into a brush I start having problems.
Ideally what I'd like to do is add the statue brush to the world, shrink it a little, then subtract it, making a hollow version. Then I can punch out holes for doors and windows, although I have a feeling this may be too much for the Editor to take.
So, what do you think? :tup:
1st Oct 2003, 04:01 AM
I think what i would be tempted to do on this, is maybe cut the staue off about thigh height, and have it so the rest appears to be lost in cloud. For a static that will be that big ingame, you would probobly want to keep the bits you could see quite high poly.
Once you have done that, you can then build the level up into the statue, as if it were still ALL there, but obviously you cant have windows above the height of the cut, as the clouds would keep you from seeing the ground.
Hope that helps, best solution i can think of :D
1st Oct 2003, 04:19 PM
Actually, yeah... That does help! In fact, I could still do the windows. I'll just have the clouds obscure the island, but not the coast of New York. Sweet!
2nd Oct 2003, 10:57 AM
no worries, glad to help :D
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