• Strange Model issue
    15 replies, posted
Okay, so i got a made a new model for HL2:Ep2, and it all looked fine in the editor, but when i got it into Source... Well... All the textures seem to be in the inside of the model, like backwards from where they are supposed to be. [thumb]http://dl.dropbox.com/u/18250036/InsideProblem.png[/thumb] The model has 2 skins, but even when i dont have a texture on it, i can still see inside it. I've reloaded the model like 20 times. So any help would really be apreciated. Thanks guys. I love you.
Are you using any transparency? Another possibility is that the normals are all pointing inwards
[QUOTE=wraithcat;31783022]Are you using any transparency? Another possibility is that the normals are all pointing inwards[/QUOTE] The texture and the model dont seem to have any transparecy set at all. And nothing suggests the normals are pointing inwards as far as i know. As i said, in the editor it all looks fine, just once it gets to Source it becomes like this.
Have you tried putting this in your VMT?: [quote] "$nocull" 1[/quote]
[QUOTE=Agent Fedora;31797418]Have you tried putting this in your VMT?:[/QUOTE] Aha! That seemed to of worked! Odd, since the model looked like that even while textureless. Hm, perhaps something i just dont know about. Thank you so much for the help!
$nocull just makes a texture show on both sides of a face. Try reversing your normals, so that they're all pointing outwards. If you just leave it as is with $nocull, the outside faces will receive light backwards.
[QUOTE=Squiddy;31798700]$nocull just makes a texture show on both sides of a face. Try reversing your normals, so that they're all pointing outwards. If you just leave it as is with $nocull, the outside faces will receive light backwards.[/QUOTE] How would i go about reversing the normals? I'm sorry, i have not been doing this for very long
Usually that's done from within the 3D modeling package you are using. If you're using blender, just go into edit mode, select all the vertices, and hit ctrl N to recalculate all the normals outside. If you aren't using blender, well, you could try that, but it probably won't help.
[QUOTE=Labrasones;31799942]Usually that's done from within the 3D modeling package you are using. If you're using blender, just go into edit mode, select all the vertices, and hit ctrl N to recalculate all the normals outside. If you aren't using blender, well, you could try that, but it probably won't help.[/QUOTE] Oh, yes. I always use it to avoid Smoothing or UV errors, and i recalculated before i exported to .smd It didn't cause much change from the editor view. Which is showing the model same as before (Right way 'round)
I'm assuming you are using blender then right? I've noticed that sometimes the normal calculations get messed up and selecting all the faces to flip doesn't always work. This means you'll have to do it individually (erk). There are a couple of ways to find out which way normals are pointing. In the regular shaded window, blender shows both sides of faces. However, if you go into textured mode (alt z) and put the shading model to use multitexture (I think that's default) NOT GLSL, then the faces will draw like how they draw in game. I.e, if the normals point the wrong way, the face will appear invisible from the outside. I usually find this easier to find flipped normals. However, if this isn't working for you, you can get blender to draw the normals as lines. Or, at least you used to be able to. I can't find it right now. Hopefully the texture thing works.
Alright, this is what the model looks like in the editor [thumb]http://dl.dropbox.com/u/18250036/InsideProblem2.png[/thumb] It still looks the same as it was in the Model editor. So whats my next step? I don't really see anything wrong with the model.
[QUOTE=Squiddy;31798700]$nocull just makes a texture show on both sides of a face.[/QUOTE] Doesn't mean it isn't an effective and easy solution to his problem.
[QUOTE=Agent Fedora;31856823]Doesn't mean it isn't an effective and easy solution to his problem.[/QUOTE] It also fucks up the shadows and lighting.
[QUOTE=Agent Fedora;31856823]Doesn't mean it isn't an effective and easy solution to his problem.[/QUOTE] Easy and effective doesn't necessarily produce the best results. $nocull will always receive lighting incorrectly, even if it isn't always that noticeable. It will also always show rimlighting over all culled faces, and it looks terrible when that happens. Learning this is also very valuable if he intends to create or edit any other models in the future. Shortcuts are rarely the most effective solution. Really the only ones I can think of are physical shortcuts when you're traveling, or for finding derivatives in Calculus. To answer your current situation, sirdownloadsalot, while in Edit mode, select all faces\vertices that are affected, and hit "flip direction" under "Normals." Let us know how that looks in HLMV once you have recompiled it. Could you also post your QC in code tags?
[QUOTE=Squiddy;31857304]Easy and effective doesn't necessarily produce the best results. $nocull will always receive lighting incorrectly, even if it isn't always that noticeable. It will also always show rimlighting over all culled faces, and it looks terrible when that happens. Learning this is also very valuable if he intends to create or edit any other models in the future. Shortcuts are rarely the most effective solution. Really the only ones I can think of are physical shortcuts when you're traveling, or for finding derivatives in Calculus. To answer your current situation, sirdownloadsalot, while in Edit mode, select all faces\vertices that are affected, and hit "flip direction" under "Normals." Let us know how that looks in HLMV once you have recompiled it. Could you also post your QC in code tags?[/QUOTE] Aha, that worked. It looked messed up in Blender, but fine in the model viewer (Without nocull) I'll post the QC here anyways. [code]$cd "D:\Models\Canvas1\output" $modelname "TheMadness/Canvas.mdl" $model "Body" "Canvas1.smd" $cdmaterials "TheMadness/Models" $hboxset "default" $surfaceprop "Wooden.Large" $texturegroup skinfamilies { { "canvas" } { "canvas1" } { "canvas2" } } $keyvalues { prop_data { "base" "Wooden.Large" } } $illumposition 0.000 0.000 -0.689 $sequence idle "idle" fps 30.00 $collisionmodel "Canvas1.smd" { $mass 250.0 $inertia 1.00 $damping 0.00 $rotdamping 0.00 }[/code]
I'd get rid of the hitboxset line. Will only cause you pain and suffering. If you want unique non-autogenrated hitboxes, it's best to make them yourself.
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