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| 08 Aug 2017 01:07 PM |
For those who don't know, a tetrahedron is like a CornerWedgePart but it's for smoothly/seamlessly connecting 3 axis wedges instead of 2. I tried using 3 negative wedges on a normal part but this leaves a "bump" on the rotated plane.
Here is a filemesh:
roblox . com / asset?id=11294922
[X post from Game Design because that place is flooded] |
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| 08 Aug 2017 04:46 PM |
Filemeshes and usermeshes are not supported by UnionOperations...
It HAS to be a native union |
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| 08 Aug 2017 04:47 PM |
make thin triangles with solid modelling and glue them together xD
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| 08 Aug 2017 04:57 PM |
| I would try that, I can even work out the math to position it perfectly, but roblox limit's the position precision and the tetrahedron will become noticeably "offset" |
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| 08 Aug 2017 05:01 PM |
From Wikipedia:
"...The tetrahedron in this case has edge length 2√2. Inverting these coordinates generates the dual tetrahedron, and the pair together form the stellated octahedron, whose vertices are those of the original cube.
Tetrahedron: (A, A, A), (A, −A, -A), (−A, A, −A), (−A, −A, A)"
-from en.wikipedia.
org/wiki/Tetrahedron#Regular_tetrahedron
Replace the "A"'s with "1"'s.
So you literally just place parts at those coordinates. You can then make the sides of the tetrahedron by using a manual triangle terrain plugin. The articles for all of the regular polyhedra have these coordinate things, so constructing them is easy as pie |
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| 08 Aug 2017 05:03 PM |
| ^^ That's a regular tetrahedron. I want mine to be like the filemesh described (one angle is 90 degrees on all sides) |
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| 08 Aug 2017 05:03 PM |
| I've done this myself several times, and inaccuracy in the positions don't make any noticable errors. The errors are too small to be seen with the ##### eye (or pixel I guess). Many triangle terrain plugins uses wedges that are *thin*, but not completely flat. To fix this, put a SpecialMesh inside the wedges and set the Scale to 0, 1, 1. This makes them completely flat. |
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| 08 Aug 2017 05:05 PM |
| Oh okay I missed that part. |
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| 08 Aug 2017 05:09 PM |
| Meh, it's the only thing I can do I guess. I'll work on the math of creating what I want, then perform it on large parts, then scale them to smaller proportions once unioning is done. Then the errors should not be a problem. |
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AxonMega
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| Joined: 29 Aug 2014 |
| Total Posts: 2403 |
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| 08 Aug 2017 05:13 PM |
| www.roblox.com/library/945690165/Tetrahedron |
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| 08 Aug 2017 07:00 PM |
I think I have an idea on how to make one without any errors. First, get a rectangular prism, and plot the 4 vertices on it, 3 on 1 side, 1 on the other. Then, with solid modeling and maybe some scripting, you could place parts that would fit on each of the 4 sides, and then solid model it.
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