Parts Not Showing Up?

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.

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aYo.4.YaYo

Parts Not Showing Up?

Post by aYo.4.YaYo »

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:
Image
Image


^You have to look very closely because I screwed up the lighting on my map :P^


Image

^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.
t551
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RE: Parts Not Showing Up?

Post by t551 »

In XSI go PolyMesh=>Triangulate mesh.
aYo.4.YaYo

RE: Parts Not Showing Up?

Post by aYo.4.YaYo »

Still didn't work
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RE: Parts Not Showing Up?

Post by t551 »

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.
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Post by Gogie »

go to polygon select tool, press ctrl + a, then go to the edit flags, set tranparency to 1 and click the square that says "hard edged transparency"


the alternative is to duplicate the mesh and invert the duplicates polys, but this just makes the object higher poly than it has to be.;
aYo.4.YaYo

Post by aYo.4.YaYo »

Okey dokey Goginator, I tried the first one and it didn't work...And I have no idea what you want me to do for the second thing.
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Post by Qdin »

what about just selecting those faces and inverse, Gogie? :lol:
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Post by RC-1290 »

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.
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Post by t551 »

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'.
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Post by minilogoguy18 »

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.
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Post by Qdin »

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 :lol:

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!"
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Post by t551 »

Well, triangulating the mesh has solved the problem for me before, and so has redrawing the polygon.
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Post by minilogoguy18 »

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. >_>
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Post by Qdin »

minilogoguy18 wrote:
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. >_>
I agree with that xD

but in the end, it was your point :wink:

So Fred, maybe you can here some day share us how to removing the flag manually with the property text editor? :)
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