How to create models in XSI and other 3D applications and make them work in Battlefront 1 & 2. Post models, tips for application usage and share anything XSI, 3DMax, SketchUp, etc.
When I completed my model and treid to put it in-game it came out very weird, from some angles you can see all the model and from other agle parts are invisible and don't have collision, so I have no idea what to do:
^You have to look very closely because I screwed up the lighting on my map ^
^There's XSI screenshot^
Any ideas?
Last edited by aYo.4.YaYo on Wed Apr 11, 2007 5:02 pm, edited 2 times in total.
Post a wireframe shot. Sometimes polygons just don't work, for some reason that I can't figure out. You should always test the model ingame before mapping and texturing it. You might just have to delete the problem polygons and re-draw them , then re-map the object.
well before you do anything about that, you should CHECK if the faces are inverted. There are multiple ways to check that, but one of the easy ways is to turn on your headlight in shaded view, and see if any of the polygons are lots darker than the rest. Those a re probably inverted and the backsides of polygons are not displayed in game.
No, this problem is not caused by inverted vertices. I did a lot of experimentation when I first had this problem, and got one conclusion:
I have no idea what causes it. I only know what doesn't cause it (Transparency, inverted polies).
The only solution I've found is to test the model before you UV map and texture it, delete any polygons that don't show in-game, and then re-draw them with 'n'.
you guys got some @$$ backwards solutions to things, triangulating the model doesnt do ANYTHING since the exporter does that to teh .msh file. the reason why the polygons arent showing up because you have a ridiculous construction history that isnt frozen and when you export you pretty much undo it all.
2 things: 1st, RC' is that I saw the model in XSI - and it was there. So what other explanation are there but than it got inverted? and T551, we're not talking about inverted vertices - just inverted faces
just look at the normals and you should be able to see which ones to invert.
And before you keep telling us about our methods, Von Der Smart@$$ - remember there's more than one way to do things. That's why some are more visually oriented than others, while other's think in codes and other's think on patterns etc.
So just to summarize what Mini' said:
"L0l. jU$t Fr€€ze Da m3zh u n00bz!11!!2!"
what you guys need to do which would save you all the trouble of poking around not knowing what your really doing or what your looking for is to just open the display options for the view and just turn on backface culling so that backfaces are see through and youll know wheather theyre the right way or not. i dont even know how you guys get flipped polies in the first place, i never do.
Qdin wrote:So just to summarize what Mini' said:
"L0l. jU$t Fr€€ze Da m3zh u n00bz!11!!2!"
id never talk like that, all people who do should be gathered up and then systematically executed. >_>