Help me thread: Model turns black at different angles, video inside.
3 replies, posted
Ok, so, I compiled a model a while ago for my gamemode and due to my map being very basic with no lighting I didn't realize until now that my model was actually not appearing correctly.
[media]http://www.youtube.com/watch?v=cFRHhZXNPpI[/media]
Is this a very common mistake? I can provide my .QCs and models/textures if you need to take a look at them. Everything else about this model works perfectly and this being my first foray into the modeling world, I'll probably end up trying to fix this for days.
Thanks in advance.
Edit:
Two things:
1. Upon closer observation I can see that when it does light up it is shaded correctly, but still turns black at different angles.
[url=http://cloud.steampowered.com/ugc/577793416877138782/5865A48C5E34DDA3A7B9FE775EDF5815EE27BC06/]See image.[/url]
2. I also attempted this:
[quote]Something you can try is to export the model as an obj and reimport using autonormals on the import options (don't import from file, but set it to a predefined threshhold like 30). Then, autosmooth again once you have it imported as an editable mesh under the editable mesh pane. [/quote]
To no avail.
EditAgain: I would appreciate a response even if it is to inform me that I'm screwed beyond hope. :v:
So what's the .vmt look like? You might of used a texture parameter that's meant to be used on brushes. The .vmt should be "vertexlitgeneric"
It's a long shot, but that might be your problem.
[url=http://cloud.steampowered.com/ugc/577793416877427415/F2336045D477E2B61977A43B856C04CD6195CF23/]The texture works fine on this ball model however.[/url]
And yeah it is vertexlitgeneric.
Well then it's definitely not an issue with your texture.
Does the model have any duplicate faces? With how Source renders, I could see unmapped faces being forced to show at certain angles.
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