Skin on wrong side of model... -1 reply

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Guest

I didn't make it!

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#1 6 years ago

Hello, I have been working my way through several of the tutorials here and off site, and I am making progress, but I've hit a problem on a gun model and I can't find any info on it here or on google. I modeled a gun to replace the blaster_pistol, but when I got it in game, the skin didn't show up on the first-person model, I experimented and found it was still there, just on the wrong side facing away from me. I made the model in gmax, forming it out of a plane, leaving the half not in view off altogether, like the original in base (a bad idea, I'm thinking now...) In gmax the uvmap looks fine and the initial test skin looks right, but in game the skin on the wrong, hollow side of the model. Is there a way "flip" which side of the model face it shows on in game? Thanks in advance, I wouldn't have gotten even this far without this place!




DarthStevenus

GF is my bext friend *hugs GF*

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18th December 2009

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#2 6 years ago

If I understand you correctly, it sounds like your normals got reversed somehow. Go into Gmax, select the faces that are not showing correctly and then apply a Normal modifier. To the right there should be an option to 'flip normals.' Click that, collapse the Normal modifier, and re-export your model as usual. Hope that works for you.




Guest

I didn't make it!

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#3 6 years ago

DarthStevenus, thanks for your help. I think I found the the right tool under Surface Properties for the editable mesh, and it did indeed flip the skin to the "wrong" side in gmax. I don't know if it worked in game as the game now gives the message "R_LoadMD3:......has more than 1000 vertices". I have no idea where this is coming from since gmax properties indicates only 249 verts on the plane, and 113 in an unrelated cylinder with the model, both before and after the flip. But with this new information I hit google again and I think I found the root of the problem. From what I could understand here: gMax fail. [Archive] - FSDeveloper Community gmax doesn't play nice with mirrored objects. Something about exporting summed vectors of -1. I'd forgotten I had even used the mirror to fill in a symetrical gap on my model, but it seems it has me pretty well sunk at this point, since the above site indicates even a succesful "flip" won't correct specular maps etc. Lesson learned: Don't use mirror tool in gmax! I think it's time I learn Blender...




Silverfang22

Knight Fall Operative

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7th January 2007

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#4 6 years ago

mirror tool is fine and gmax is fine, blender can cause flipped normals too. just make sure you do a reset xform on your entire model on all objects and then convert them all to editable meshes again to easily "collapse" the xform modifier on the pieces, if you see something with flipped normals, select it with the element selection (cube icon under selection) and click flip under surface properties in your editable mesh. Also, make sure you use smoothing, auto smoothing is generally fine, I use either 30 degrees, the default 45, or 60 degrees, one of those usually gives the object good smoothing. Exporting to md3 splits each face by smoothing group so JKA can "smooth" lighting on the model. The more smooth groups you have the more it will increase the vert count.

Also, I might add you should weld the "middle" vert on the top and bottom of cylinders to one along one of the edges, that will remove 4 faces and 2 verts which adds up since cylinders are really useful in modeling. Unless of course you're using it to give the cylinder a "rounded" look.