Goblin of Akenash Posted May 11, 2025 Report Posted May 11, 2025 imported a model, its see through and it isn't obvious to me why it is that way (model has been cut up for better visualization of the problem) Spoiler it likely isn't vertex normal related since all of the outside is blue and the model looks fine in dark radiant, I can provide more information about the models and things if it is needed Quote
Wellingtoncrab Posted May 11, 2025 Report Posted May 11, 2025 This almost has to do with the normal facings of the model which I can see you are aware as you are posting a picture of the blue normal direction in blender. The catch would be even when the normals are facing the correct direction in blender - it unfortunately doesn't always mean they will be handled correctly by the model exporter. Check a few things: Have you triangulated the model? Quads and ngons will not render correctly in the game. The export tools have a triangulate check box - but I prefer to use the triangulate modifier in blender as that gives you a bit more control and you can actually see the result. Do you have "recalculate normals" selected on export? *Normally* that is fine (get it?), but if the exporter is messing up the normal facings of the model you can try disabling it. Then are you using lwo? *Personally* I have had a lot of issue when importing and exporting lwos in general - and that includes circumstances where the normal direction of the models just would not export correctly - and I actually had to invert the normals in blender (ie all red outward faces) to get them to export correctly into the game. For that reason I currently like using ase over lwo or the newer obj export as it is the most reliably “what you see is what you get “option when working with TDM formats and blender, but that is just my opinion. 1 Quote -= IRIS =- ♦ <( | )> ♦ = SLL =
Goblin of Akenash Posted May 11, 2025 Author Report Posted May 11, 2025 7 hours ago, Wellingtoncrab said: This almost has to do with the normal facings of the model which I can see you are aware as you are posting a picture of the blue normal direction in blender. The catch would be even when the normals are facing the correct direction in blender - it unfortunately doesn't always mean they will be handled correctly by the model exporter. Check a few things: Have you triangulated the model? Quads and ngons will not render correctly in the game. The export tools have a triangulate check box - but I prefer to use the triangulate modifier in blender as that gives you a bit more control and you can actually see the result. Do you have "recalculate normals" selected on export? *Normally* that is fine (get it?), but if the exporter is messing up the normal facings of the model you can try disabling it. Then are using lwo? *Personally* I have had a lot of issue when importing and exporting lwos in general - and that includes circumstances where the normal direction of the models just would not export correctly - and I actually had to invert the normals in blender (ie all red outward faces) to get them to export correctly into the game. For that reason I like currently like using ase over lwo or the newer obj export as it is the most reliably what you see is what you get option when working with TDM formats and blender, but that is just my opinion. I went ahead and tried triangulating and changing my export options to no avail, I did switch from lwo to ase but that didn't change either, I tried doing the obj export thing but for some reason objs werent showing up in dark radiant and I didnt find much info on objs on the wiki so I did the only other trouble shooting method I could think of and imported in the utah teapot model from the university of stanford's computer graphics website and its see through aswell, not sure what this would imply though other than the source of the issue not being the models themselves maybe the way I have my exporter setup is wrong? Quote
Wellingtoncrab Posted May 11, 2025 Report Posted May 11, 2025 Do you want to try posting your .blend file? I can take a look at it. 1 Quote -= IRIS =- ♦ <( | )> ♦ = SLL =
Goblin of Akenash Posted May 11, 2025 Author Report Posted May 11, 2025 57 minutes ago, Wellingtoncrab said: Do you want to try posting your .blend file? I can take a look at it. heres the version before I triangulated it share.zip Quote
Wellingtoncrab Posted May 11, 2025 Report Posted May 11, 2025 Good news is that is appears to me to export fine (and seems like it will be a cool dishonored style model): Bad news would be what the heck is going wrong. Here is a picture of the modifier stack: And the ase export settings: What does your material def for the texture look like? Maybe there is an issue there. 1 Quote -= IRIS =- ♦ <( | )> ♦ = SLL =
Goblin of Akenash Posted May 11, 2025 Author Report Posted May 11, 2025 9 minutes ago, Wellingtoncrab said: What does your material def for the texture look like? Maybe there is an issue there. I have been pointing the the path of the texture to a dds file rather than a material def, that is probably the big issue here... is a material def the same as a normal mtr file like you would make for custom world textures? Quote
Wellingtoncrab Posted May 11, 2025 Report Posted May 11, 2025 Just now, Goblin of Akenash said: I have been pointing the the path of the texture to a dds file rather than a material def, that is probably the big issue here... is a material def the same as a normal mtr file like you would make for custom world textures? Yes that is an issue - for the game to draw any material it must defined in a .def file. It is the material def which points at the texture maps, and then the model is pointed at the material def via the names of it's material. For yours it could be quite simple for the time being: textures/gobmdl/ksword_rusty { metal diffusemap textures/gobmdl/ksword_rusty } 1 Quote -= IRIS =- ♦ <( | )> ♦ = SLL =
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