Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: morris13 on April 25, 2001, 12:30:00 pm
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I am having a horrible recurring problem with flipped normals in my models. Everything I try to construct seems to have them, and I can't figure out why. No matter how good they look in Truespace, by the time I have them in ModelView they're 50% transparent. Even simple cylinders develop them sometimes when I cob2pof them. Segeltouch won't open my POFs for some unknown reason, so I can't use the face-flipping tool there, does anybody have ANY idea what the )(*&$ is going on with this? Is this a common problem? Is there some technique you guys use while constructing the wireframes to avoid flipped normals?
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did you make it OUT of one subobject (out meaning you didn't cheat by useing bouliens or some little format trick),
try makeing them entierly out of triangles
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Bobboau, bringing you products that work.............. in theory
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It is made entirely out of one object. Please understand, I can make a CYLINDER out of circle extruded four times and closed off at both ends and sometimes it has flipped normals. I don't even know how to use boolean joins or any crap like that. its one contiguous wireframe mesh. Triangulating it in truespace before I texture it doesnt seem to matter, the new faces are just as flipped as the old ones.