mesh error?


(Cronium) #1

I´ve made a model of a Mercedes 3000S tanker truck, but when i compile it into the game to test the mesh the shading gets all f*cked up in one spot (quite large one…) under the windshield.

Do you have any idea of why? I have tried to edit the triangulation but it doesn’t seem to work.

Here is a picture of the problem (don’t mind the textures :wink: ):


(Fluffy_gIMp) #2

I’m guessing it’s probably broken normals, you’ll need to open it in Nherno MD3, rebuild the normals and then save out again.
http://dl.fileplanet.com/dl/dl.asp?Q3empire/Q3Modeling/Q3Modeling/NMD3C.zip (need a GameSpy ID to download)

Failing that stick a link up to the file and I’ll take a look at it.

-Fluffy_gIMp


(Cronium) #3

I did as you said and rebuilded the normals in Npherno, but with no result :frowning: . I´ll send you a private PM with the links.


(Fluffy_gIMp) #4

It’s a really nice model btw, the polycount I think could do with coming down a bit as its a little high :slight_smile: Where you can save polys is in the wheels and the wheel arches, generally all the curvy bits will be chomping up most of the polys. Another thing I noticed is there are a lot of 2 sided polygons, you can just make them one sided and then use a shader to make them 2 sided, as the model will be drawn far more efficiently in engine this way. Take a look at the blitz truck from goldrush and radar for examples of this.

Anyhow to the problem… I’ve taken a look at the normals in max and they seem fine to me so I don’t think it’s a problem with them. What I’m pretty sure it is, is because the texture UV’s aren’t correct. It looks like the model is planar mapped from the side in the unwrap, making the texture stretch across those surfaces causing the error.

Here’s a good tutorial for the UV tools in max (which I’m assuming you are using) which should show you where you are going wrong:

http://www.planetquake.com/polycount/cottages/bk-coffeehouse/tut-max-mapping.shtml

Again as a point of reference, take a look at the unwraps on some of our map models to see how best to do it, you can import the md3’s into max with a max script and take a look at the UV’s.

I hope this helps

-Fluffy_gIMp


(Cronium) #5

It helps a lot! I really admire you guys for the great interest and care you show to your fellow community!

I thought that it was a mesh prob, so i didn’t dare to start with the unwrapping because i was afraid that i’d have to do it all over again if the mesh f*cked up in-game… Well, i´m on a polygon count crusade and i’m on my way down to 1500 tris :).

With 2-sided polys you mean polys like the ones on the underside of the wheelhouse which the players won´t be able to see in-game?

Cheers, and thank you! :drink:
/Thomas


(Loffy) #6

…for the great interest and care you show…

I agree!

I googled for a cooike for you:
http://images.google.se/images?q=tbn:gAQrchMcxUoC:iyengaryogacenter.com/cookie

Ops! Here’s a better one:
http://images.google.se/images?q=tbn:tIZCBGtHqHgC:www.lepra.org.uk/cookie.gif

// L.


(Cronium) #7

:smiley:


(Fluffy_gIMp) #8

Glad to hear it! That’s certainly sounding a lot healthier. :slight_smile:

Yep exactly, the wheel arches can be a single sided strip of polys (just like the blitz truck). There is still the possibility that if a player goes prone by the wheel arch he could see through that part of the model, so it’s best to use a 2 sided shader (like the blitz truck). :slight_smile:

Keep us posted on how the model develops!

-Fluffy_gIMp