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oDDity

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BT, I checked it out, the problem was that the ourtside desk drawers had duplicate polygiones on top of them like each drawer has been copied and pasted on top, so if any one else has this problem, now you know what tyo check for)

that was too much modeller language - I still don't know the problem and, how to fix it ;)

 

is it possible that there's the same problem with the chair ?

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IO uploaded the fixed object. It probably is the same problem with the chair. If you select an object in a 3d app and copy it then paste it, you end up with two objects sitting on top of each other so perfectly that they look like one object. A real waste of polygons:/

And now we know they don't render correctly in Doom wither.

Civillisation will not attain perfection until the last stone, from the last church, falls on the last priest.

- Emil Zola

 

character models site

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models/mymodels/desk1

{

noSelfShadow

 

 

 

bumpmap  models/mymodels/desk1_local.tga

diffusemap  models/mymodels/desk1_d.tga

specularmap  models/mymodels/genericSpec2.tga

}

 

So your .mtr file looks like this? (with different paths obviously)

 

I don't have any shadowing roblems with that model when I import it to doom.

Civillisation will not attain perfection until the last stone, from the last church, falls on the last priest.

- Emil Zola

 

character models site

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I think it's an issue with the ASE exporter of blender <_<

 

der_ton wrote:

I'm pretty sure again that it's a problem with the normals. r_shownormals will display three little vectors in each vertex, the blue ones are the normals. We had that problem in some other threads, too, it's maybe an issue with the ASE exporter. I don't know if kat's tutorial will offer a solution to that. But what you could do if you know what you're doing, is to delete the normals information from the ASE with a text editor. Then D3 will construct the normals from topology and it'll look ok I guess.

 

 

is lightwave able to export as ASE, as well ? maybe that'd solve the problem...

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of course I could use that (after figureing out, where I've to add the material path in the lwo-file). I already tried to convert the ase to lwo, but I didn't get it working with the material..I'm going to add the lwo-file, so that you can check it out....

Desk1.lwo

Edited by BlackThief
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