How to create models in XSI and other 3D applications and make them work in Battlefront 1 & 2. Post models, tips for application usage and share anything XSI, 3DMax, SketchUp, etc.
Ok so I'm making a car sort of thing and I wanted to start adding the windows so the easiest way I know is to make a cube that's shaped like the window and then use Boolean to cut it through, its always worked before and is really fast but this time when I tried it an error message popped up saying:
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[code]ApplyTopoOp "BooleanDifference", "cube4;cube6", 3, siPersistentOperation
' WARNING : 3000 - Boolean engine did not cope. Result becomes first polygon mesh input.
[/code]
Am I doing anything wrong?
here is a picture:
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Thanks
Also I do know that my modeling methods are not the most efficient or accurate but its the only way I know how to do it.
Yes I know there are less triangles than in the last pic but that's because I deleted some unuseful objects that were from past failures to make the chassis It still does not work though.
Have you tried merging the object with something else (say, a cube), and see if you can perform the operation on that new object, then delete the cube you merged it with?
Hmm... that doesn't work either... What I did was make a cube, move it so it isn't touching the other part of the car, then blend them into a polymesh. Doing any boolean difference to both the body of the car or the new cube both end in errors like the one I originally posted. Maybe the problem is from this object having nonplanar polygons? I don't really know.
Here is a way that will work, and im almost certain the result will be what you want.
This tutorial will use a primitive cube as an example.
1) Start with a primitive cube
2) Select the cube in object mode
3) Press shift + D 3 times to subdivide the cube. You notice you now have a grid on all 6 sides of the cube.
4) Pick any side of the cube you would like to put a hole (window in your case) in. Select those polygons.
5) Go to the opposite side of the cube and select the polygons. They should line up on both sides.
6) Click on modify > poly mesh > bridge polygons. You now have a hole through the cube!
If you just want to put indents into the cube, you can try the following.
1) Stat with a primitive cube
2) Select the cube in object mode
3) Press shift + D 3 times to subdivide the cube.
4) Pick any polygon you would like on any side of the cube. It must not be touching the outer edge, however.
5) Press control + D. Im not 100% sure what this does but it lets us pull out or push in the selected polygons.
6) Press v to select your translation tool
7) move the polygon in.
8.) You now have an alternate, and different, method of making a window.
If you need to draw the window in, repeat steps 1-3, the press the " \ " key to go into line drawing mode. Draw the shape of your window, using the grid as reference points. When you are done to the remaining steps for either method to finish the model.
If you need pictures, let me know. If you would be able to chat on x-fire, that'd be great too. I will be on after I post this as I have today off work.
Loopy53 wrote:5) Press control + D. Im not 100% sure what this does but it lets us pull out or push in the selected polygons.
It's called extruding.
And actually I had the same error message as the OP this morning. It was showing up when I selected the two objects, then clicked "Boolean difference". I got around it by first choosing "Boolean difference" with no object selected, then picking the two objects. (This with Mod Tool 6.01)