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"Flipped" normals in engine, but not in MED. #309774
02/11/10 04:19
02/11/10 04:19
Joined: Mar 2009
Posts: 186
V
Valdsator Offline OP
Member
Valdsator  Offline OP
Member
V

Joined: Mar 2009
Posts: 186
I only recently noticed that some of the faces on my model, while running the game, are flipped. But it's completely fine in MED. After taking a closer look, I found that one face might be shown over another face, but it wouldn't be shown over another face. Kind of hard to explain, but it's not exactly just flipped normals. It's like the engine doesn't know what face is in front, and which one is in the back.

Here are some pictures.

MED:
http://img9.imageshack.us/i/playerc.png/

Engine:
http://img687.imageshack.us/i/messedupplayer.png/

Anyone know what the problem might be, and how to fix it?
Thanks in advance.

Re: "Flipped" normals in engine, but not in MED. [Re: Valdsator] #309777
02/11/10 05:17
02/11/10 05:17
Joined: Dec 2008
Posts: 1,660
North America
Redeemer Offline
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Redeemer  Offline
Serious User

Joined: Dec 2008
Posts: 1,660
North America
That's pretty strange. You probably need to update your video drivers. Also check to make sure you have the latest version of DirectX.

Hope that helps.


Eats commas for breakfast.

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Re: "Flipped" normals in engine, but not in MED. [Re: Redeemer] #309782
02/11/10 06:31
02/11/10 06:31
Joined: Jul 2007
Posts: 424
EUROPE
maslone1 Offline
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maslone1  Offline
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Joined: Jul 2007
Posts: 424
EUROPE
have you saved your model a second time? Check if you have two versions of your model (one with correct flipped and one with faulty flipped) in your >>gamefolder<<.
If you load your models via WED, it sometimes happens that you have the wrong version in the game.

Last edited by maslone1; 02/11/10 06:31.

A8c, Blender, FlStudio, Unity3d
Re: "Flipped" normals in engine, but not in MED. [Re: maslone1] #309784
02/11/10 07:26
02/11/10 07:26
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
MasterQ32 Offline
Expert
MasterQ32  Offline
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Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
Check, if the model has an 32bit texture.
if its so, change it to 24bit.
MED->Skins->Skin Settings->Texture->Texture Format


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Re: "Flipped" normals in engine, but not in MED. [Re: MasterQ32] #309786
02/11/10 08:05
02/11/10 08:05
Joined: Aug 2008
Posts: 482
B
bart_the_13th Offline
Senior Member
bart_the_13th  Offline
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B

Joined: Aug 2008
Posts: 482
Set
Code:
d3d_entsort=1;


I think your model's skin has alpha channel and the engine read this model as transparent entity...

Re: "Flipped" normals in engine, but not in MED. [Re: bart_the_13th] #309869
02/11/10 18:46
02/11/10 18:46
Joined: Jul 2007
Posts: 424
EUROPE
maslone1 Offline
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maslone1  Offline
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Joined: Jul 2007
Posts: 424
EUROPE
good idea of bart_the_13th.... this could also be the reason (i also had the same bug a long time ago....)


A8c, Blender, FlStudio, Unity3d
Re: "Flipped" normals in engine, but not in MED. [Re: maslone1] #309917
02/11/10 22:06
02/11/10 22:06
Joined: Mar 2009
Posts: 186
V
Valdsator Offline OP
Member
Valdsator  Offline OP
Member
V

Joined: Mar 2009
Posts: 186
Changing the texture to 24bit seemed to fix it. Thanks for all the help!

Re: "Flipped" normals in engine, but not in MED. [Re: Valdsator] #311633
02/21/10 04:31
02/21/10 04:31
Joined: Jan 2006
Posts: 245
PA
Garrettwademan Offline
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Garrettwademan  Offline
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Joined: Jan 2006
Posts: 245
PA
I ran into this issue as well. It seems when you have a problem like this, check the following...

1. If you use BMP files, make sure they are 24 bit only
2. If you use TGA files, make them 32 bit
3. If your engine shows your model like that, turn off the my.transparent

This is only from what I can see.


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