dissaifer 10 Posted June 24, 2012 Ok, I've created a model to use in Blender, set it to flat and tried to import it into O2 in OBJ format. The issue is that I'm getting the lines aren't connecting to the vertices, unless I view the model from the back... odd. I tried using Leo's export to p3d from blender, but every time I try to import it just fails. I checked the normals in Blender and they seem to be fine... so, I don't know what else to try next. Any help would be appreciated. Share this post Link to post Share on other sites
Archosaurusrev 12 Posted June 24, 2012 Do you mean the faces become invisible or something? In that case, just reverse them on that side. Otherwise, I have no idea. Share this post Link to post Share on other sites
Baraka 10 Posted June 24, 2012 (edited) I had the same issue with Blender. Never found a way, so i would be also happy for an answer. The most sucking thing is, that you can´t select the faces when they are backside. This seems to appear only with some random faces for me. A workaround is to copy all faces and flip them, so all is doubleside visible. Bad for high polys. @Archosaurusrev: It happens only in some faces all about the place, so you can´t really select them. Also when you flip the polys from hand it has an bad effekt to the next face. Edited June 24, 2012 by Baraka Share this post Link to post Share on other sites
dissaifer 10 Posted June 24, 2012 What occurs is as you look around the model, the lines connecting the vertices connect in the far side of the model. As you rotate, the connections disappear to the close ones and appear on the far side. So, I should copy all the faces in Blender and fix them? Share this post Link to post Share on other sites
[frl]myke 14 Posted June 24, 2012 Maybe a screenshot would clarify a few things. Share this post Link to post Share on other sites
dissaifer 10 Posted June 24, 2012 is that big enough to see the issue? the vertices in the foreground aren't connected Share this post Link to post Share on other sites
[frl]myke 14 Posted June 24, 2012 erm...no. Make a bigger screenshot, it is near to impossible to recognize anything on the pic. Remember allowed pic size of 100kb, if your screenshot goes beyond, use a online file/picture hoster to upload. Share this post Link to post Share on other sites
dissaifer 10 Posted June 24, 2012 http://www.flickr.com/photos/81109084@N02/7432859862/in/photostream try that Share this post Link to post Share on other sites
Baraka 10 Posted June 24, 2012 (edited) You can merge the polys when you select them and press "shift+d". Or you can create a new face in the empty room.You have only to select 4 vertices and use "create polygon" Edited June 24, 2012 by Baraka Share this post Link to post Share on other sites
dissaifer 10 Posted June 24, 2012 Yeah I guess I could do that, but I figured because I'm new to this and that the p3d failed also that I'm probably doing something wrong. Share this post Link to post Share on other sites
dissaifer 10 Posted June 24, 2012 Okay, here's an update from what I found playing around. All of the normals were inverted. So, I could only see the inside of the object. Going back into blender and flipping the normals temporarily fixed that issue. Now, I'm having the same problem on the outside. Tried double siding the object, but it doesn't seem you can do that? Also, for entertainment value I pbo'ed it up just to see what it'd do. Well, for some reason the scale on it is huge and oddly backward! Not sure what that is about. Share this post Link to post Share on other sites
PuFu 4600 Posted June 25, 2012 1. double sided doesn't work right. Plus i am pretty sure you are talking about shader and not object here. 2. O2 units are meters. It should import properly if blender units would be the same. Share this post Link to post Share on other sites
dissaifer 10 Posted June 26, 2012 Double sided doesn't work right... okay going to have to expand the model. Not sure what you mean by the shader... Right, I know it is in meters, but it didn't import correctly because I used the bysta.p3d to model around. Maybe I touched, or didn't touch something I should have. Share this post Link to post Share on other sites
LODU 19 Posted June 26, 2012 This button must be enabled to see all sides of the object. Share this post Link to post Share on other sites
dissaifer 10 Posted June 26, 2012 Well, that kind of worked. As I can see the other side, but that doesn't correct the actual view of it in the game. I was looking at AT_glasses and the box had normals on both sides... is there a way to achieve this? Auto-calculate normals doesn't appear to work. Share this post Link to post Share on other sites
PuFu 4600 Posted June 26, 2012 copy selection and invert normals - you'll end up with some sort of double faced 0 width sheet of thing i can hardly recommend having 2 overlapping faces with opposing normals (although a lot of A1 samples have it). from a modelling POV, i would always prefer having increased poly number but proper shelled mesh. Share this post Link to post Share on other sites