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Old 01-10-2009, 10:47 AM   #11 (permalink)
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well it's good technique. How the script handle triangulated objects? also it will be cool if script can chamfer hard edges from SmoothGroups
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Old 01-10-2009, 01:05 PM   #12 (permalink)
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quad or triangles don't make differences because normal alre always calculated by triangles.
It's not so flexible to auto chamfer but can be an option for fast test.
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Old 01-10-2009, 03:21 PM   #13 (permalink)
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Hmmm, I must say that I found this technique very promising.

I'd like to know if anyone else on here thinks that this is a useful technique (regardless of current game engine support).

Thanks for sharing this!
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Old 01-10-2009, 05:14 PM   #14 (permalink)
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nvm, I missed the fact that your box is chamfered.

Last edited by weasel.acuh5o; 01-10-2009 at 05:18 PM.
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