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| 20 Nov 2017 05:30 PM |
| Interesting note: I have a union with 3,344 triangles that I made back in the 2,500 Triangle limit. I'm guessing an update happened to make things more linear? All I know is that the union is utterly useless for it's only purpose now. |
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Scottifly
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| Joined: 30 Jan 2011 |
| Total Posts: 9180 |
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| 20 Nov 2017 07:34 PM |
| The new CSGv2 (in your File > Settings > Physics checkboxes under Disable CSGv2) seems to be a 'simpler' Union engine. Complex Unions have less triangles now. You can Disable it by checking the box if you want to have the old Union system. How were you using the ##### ######## ##### before anyway with the 2,500 triangle limit? |
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| 27 Nov 2017 08:57 AM |
| Beyond me, I'll have to ditch the old project now though unless some other update comes along, the new unions seem to resize themselves. It's not the first triangle limit breaking union I've made before. Though with the assistance of the resize plugin it seems I managed to nullify the limit on the triangles. This one I did nothing like the sort with, I simply was attempting to make a better skeleton for the generic robloxian, as most of the hats don't actually match up. That's the union which apparently registers as 3360 triangles, even though it's from the 2.5k limit. Even with minor edits I noticed when separated (it glitches out and lowers it's own ply looking super odd.) the triangle count is still 2,636. It also seems that everything decides to resize itself upon the change, making updating past unions nigh impossible. |
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Scottifly
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| Joined: 30 Jan 2011 |
| Total Posts: 9180 |
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| 27 Nov 2017 07:30 PM |
Go to your File tab in Studio. Click the Settings tab. Click the Physics tab. It'll say Don't make changes unless told to which isn't a big deal with this process. Go to the checkbox for Disable CSGv2 and click it to make an check-mark appear. Now try again. If it doesn't change the Union try saving it and restarting Studio. |
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| 28 Nov 2017 09:16 AM |
| I personally would love to work with CSGv2 if it was possible, but it seems t push the already finicky and picky unions off the edge, the whole thing's gone in a nose dive for me. Because it takes a good amount of testing just to see what the unions are OK with to begin with. This one seems to handle small micro-movements by just changing the size of everything to compensate, rather than simply denying one the ability to make the union, another odd thing it seems to use to compensate for things is lower poly in certain areas of issue. I'd like to work with the higher poly count, but this CSGv2 says my project has 3360 triangles, whereas the CSGv1 states it has under 2k. I'm going to post a difference between the projects as a decal. |
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Scottifly
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| Joined: 30 Jan 2011 |
| Total Posts: 9180 |
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| 28 Nov 2017 07:12 PM |
| I see. Yeah, the 'simpler' ##### ###### aren't as exact as v1 but they do seem to work much more easily. It seems that spheres really throw it off. I was making fenders for a dump truck and it took quite a few tries to get the rounded edges lined up correctly. With v1 I found if you made areas that weren't visible flat instead of spherical it seemed to help. I also found if you moved a Part by .0001 studs (yeah, it's possible!) then sometimes that helped it to Union. |
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