Everytime I start working to port this model as ragdoll into source some weird problems like this come up, it doesn't help if I start completely anew, at some point during my project at the next compile suddenly polygons seem to become missing or distorted, it's fucking annoying and I had to re-do the weighting of the bones about 5 times from scratch as an attempt to find out what's causing this, but no luck, I really don't have a clue. Here's a picture so you can see what I mean: [img]http://img263.imageshack.us/img263/9501/ddsh.jpg[/img] If it helps, I did do weight changes when something like this happened almost evreytime, but well, without being able to do exactly that I can't make a ragdoll out of this model. Tell me what more info you need.
In 3ds max the model looks perfectly fine.
I'd make a post in the models/skins questions megathread, but I'm afraid it wouldn't be getting much attention and and it's urgent for me to have this problem resolved
Try checking to see if all of the normals are facing outwards when you're modifying the mesh.
Source only shows one side of a face, unless "$nocull 1" is applied to the .vmt.
thank you for the reply, although it seems I was able to fix it in some other way. I apparently didn't apply smoothing groups to the mesh, and I didn't know about smoothing groups before, so I have another question: How important is this? What do smoothing groups do? I rarely ever heard of this so I thought this wasn't important in this case.
[QUOTE=Calubri;31064276]thank you for the reply, although it seems I was able to fix it in some other way. I apparently didn't apply smoothing groups to the mesh, and I didn't know about smoothing groups before, so I have another question: How important is this? What do smoothing groups do? I rarely ever heard of this so I thought this wasn't important in this case.[/QUOTE]
I've never used 3DSMax (I use Blender), so I'm not really sure. I've heard you need to apply smoothing groups to everything you export.
Don't quote me on that though, Blender doesn't use anything of the sort :v:
Blender almost definitely uses something akin to smoothing groups or normal directions at least.
Essentially this is almost a perfect explanation of what smoothing groups do
[img]http://www.vigville.com/forum_images/SmoothingGroups.jpg[/img]
[QUOTE=wraithcat;31065590]Blender almost definitely uses something akin to smoothing groups or normal directions at least.
Essentially this is almost a perfect explanation of what smoothing groups do
[img]http://www.vigville.com/forum_images/SmoothingGroups.jpg[/img][/QUOTE]
So why would no smoothing cause polygons to disappear? I come to understand that I have compiled models before without applying smoothing groups to them and these didn't have these very "severe" texture/mesh problems as seen in my first post here. I'm just curious
edit, it seems I couldn't help but run into one of my mentioned problems again. This time it's not polygons missing, but polygons distorted or how you say that. Note that this absolutely does not have anything to do with the weighting. It's fine. It just seems as though the weighting was fucked up. Pic here:[img]http://img64.imageshack.us/img64/5856/walkr2.jpg[/img]
Naturally, I made sure to check if I auto-smoothed all elements of the mesh as I did last time and there wasn't anything wrong with that. Could it be that bones have something to do with that? Because not all of my bones are exactly placed within the model, one or two are kinda "standing halfway out" is this wrong?
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