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    ℹ️ Licensed Extensions | FredoBatch, ElevationProfile, FredoSketch, LayOps, MatSim and Pic2Shape will require license from Sept 1st More Info
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    • RE: WrapR 1.1 Beta Trial

      Is it possible or planned to have multiple components/groups in one WrapR file? Because I use it for hard surface models which all use one texture but it is essential they are divided into separate groups.

      Also would it be possible in SU to color the edges directly when marking seams instead of having what seems to be an overlay? Sometimes the green edges are hard to see as the geometry occludes it.

      posted in Extensions & Applications Discussions
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      DasMatze
    • RE: Best way to create textured curved track segments

      Thanks for the recommendation! I don't know what I did but I just textured a track segment perfectly within 10 seconds. There must be magic involved.

      Edit: I made a video about it:

      posted in SketchUp Discussions
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      DasMatze
    • Best way to create textured curved track segments

      Hi!

      I'm using SketchUp to create models for games. Currently I'm working on railroad track segments for RollerCoaster Tycoon 3. I've made track segments before but they were quite easy to texture. Now this is not the case with my current project as the trackbed is slanted.

      I wonder what's the fastest and easiest way to create curves. Not only perfectly round curves but also s-shaped curves and other ones where the radius is different at every point.

      This is what I tried:

      • The follow me tool leaves it untextured.
      • The Shape Bender plugin doesn't map the textures.
      • The Fredo Scale's Radial Bending in combination with the UV Toolkit only works for curves with a static radius.
      • The Perpendicular Tools (using a cross section of the model) needs manual UV mapping as well.

      Is there any other plugin or method to achieve this? Accuracy is important.


      Straight model segment

      posted in SketchUp Discussions sketchup
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      DasMatze
    • RE: Custom initial inference point...

      Unfortunately the parts are not separate groups. It would be possible to group them in this example but the actual models are far more complex:

      http://i.imgur.com/JfxzZyj.jpg

      It's from The Sims 3 by the way.

      posted in SketchUp Discussions
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      DasMatze
    • RE: Custom initial inference point...

      Ok, here's an example:

      http://i.imgur.com/1x4Ddfh.jpg

      posted in SketchUp Discussions
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      DasMatze
    • RE: Custom initial inference point...

      I know. But as said before there are parts sticking out so it's difficult to get one certain line at a precise length when you have to work with each axis independently.

      While I already canceled the project where I needed this for, I'll certainly need it again one day (and so do other people).

      I guess exact calculating is the only way to get it right. An option to not scale from the center or the bounding box but from the origin of the whole model/group/component would solve this problem.

      posted in SketchUp Discussions
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      DasMatze
    • RE: Custom initial inference point...

      Wow, that's neat! If only it worked for one axis only ...

      posted in SketchUp Discussions
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      DasMatze
    • RE: Custom initial inference point...

      If I understand this right, this is exactly the same problem I've got right now:
      I got a stairs model made for a 1x1 meter grid and I want to scale it so it fits on a 48x48 inch grid. Unfortunately there are pieces sticking out on each side which do not fit on the grid. Therefore I need to scale it in a way that makes some lines (which do not cover the whole length of the model) get an exact length.

      I tried FredoScale. It's a great plugin but I don't see how I can achieve this with it (if this was the point of the topic, I'm not sure).

      posted in SketchUp Discussions
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      DasMatze
    • RE: Debris creation and convex hull creation

      Thank you very much, Pilou!

      Apart from Zorro I think I'll be better off doing these tasks as I'm used to but those plugins are helpful nonetheless.

      posted in Plugins
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      DasMatze
    • Debris creation and convex hull creation

      Some quick questions:

      • Are there any plugins that are able to slice a solid into debris (different types of debris like wooden planks, bricks, stones, tiles, ...) and groups each object?
      • Is there a plugin that turns a concave solid into convex grouped solids?
      • If not is there at least a plugin that allows you to slice and group the selected solid simply by drawing a line?

      It would really speed up model creation for engines like the Source engine.

      A short answer/link is completely enough. Thank you in advance!

      posted in Plugins
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      DasMatze
    • Auto naming and replacing materials?

      Hello!

      I'm looking for plugins which allow me to

      • replace certain textures with other ones (like replacing "Black_Center.png","Black_Side.png" and "Black_Corner.png" with "Red_Center.png", "Red_Side.png" and "Red_Corner.png")
      • name all materials after the filename of the texture (if it uses a texture)

      The second function is more important. I cannot code but if you can give me a line of code that does that, I could try to wrap it up as a plugin.

      Thank you in advance!

      posted in Developers' Forum
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      DasMatze
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