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Inversed Meshes?

Posted: Fri Aug 12, 2005 3:24 am
by hnbmilk
Im working on a project right now (www.blueprintgames.com) and I'm having this problem where some of the meshes in the map are being flipped over and having their normals reversed.

Here is a picture to show you what i mean:

Image

As you can see, the bench on the right is normal. The bench on the left is flipped over and it's faces are also flipped inside out. In the map (3dsmax viewport) everything is fine. I thought the problem was being cause by the mesh touching another object, but i changed that and it had no effect. Also if you notice, the barrels are fine in both pictures, showing that the location has nothing to do with it. Both benches are instances of the same model. This isnt the only object this is happening to either. Im having whole rooms being flipped over and inversed.

So my question is:

Does any body know what is causing this problem or know how to fix it? Thanks for the support! :D

Posted: Fri Aug 12, 2005 4:19 am
by Rixeh
Check you've zero'd your transforms and centered the object pivot? ;)

Posted: Fri Aug 12, 2005 4:47 am
by hnbmilk
Ahhhh :) That may be the prob, thanks :)

Posted: Fri Aug 12, 2005 6:34 am
by hnbmilk
Ok, welll, now everything is in the right location and isnt flipped, but the normals are still flipped on some objects. Any idea how to fix that?

Posted: Fri Aug 12, 2005 7:17 am
by Rixeh
You mean the positions are correct, right? ;) Uhm.. I only used max for a little bit, but I do remember there's an "Invert Normals" option somewhere. Sometimes the normals in a poly object get flipped around as you work, a quick Invert should help.

Hope that works for ya.

Posted: Fri Aug 12, 2005 4:37 pm
by hnbmilk
the possistions are fine. I would do the invert normals, but im sure there is a more logical sollution. I cant figure out why two models both looking normal in max, would end up differantly in ogre...

Ill do that for now, but still, id like to find a permenant sollution

thanks :)

Posted: Fri Aug 12, 2005 10:37 pm
by Falk
hnbmilk wrote:[...] but im sure there is a more logical sollution. I cant figure out why two models both looking normal in max, would end up differantly in ogre... [...]
Maybe you have the option "2 sided" activated (on your material). This way you wont see problems with normals in max.

Strange that you have that problem with max, I only know that from maya. Maya deals with normals as it pleases :P ...

Posted: Sat Aug 13, 2005 5:06 am
by hnbmilk
nope :(

not two sided....