See through faces - 3dmax export

The place for artists, modellers, level designers et al to discuss their approaches for creating content for OGRE.
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Ender22
Greenskin
Posts: 141
Joined: Tue Jul 19, 2005 11:01 pm

See through faces - 3dmax export

Post by Ender22 »

Hey...
Our game has 8 character so far and ive exported them all with their animations fine with no trouble...
however on this one character im trying to do now when i look at the mesh in the game or in ogremesh viewer i can see through some of his faces.
i can see his tail through his stomach looking from the front.

i cant notice any difference between this model and the others in max...
it appears to have been done the same way, and was done by the same modeler/animator that did one of the other characters...

flip normals does not work as it flips everything and can only see the outline of the polygons
neither does export non-bone objects

has anyone had this problem before?
if so, how do you fix it?
thanks alot.

*EDIT*

i also tried getting rid of some bones and rerigging it... although that didnt help either

i wanna make it clear that the problem is mostly just his chest/stomach
his head and legs seem to be fine. its not the whole mesh i can see through.

i read in a blender post of a simular problem that it might be something called
2 sided polygons.

could that be my problem here?
if so where can i find this in max to turn off... i have no idea.
must.... program.... game!...
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Kentamanos
Minaton
Posts: 980
Joined: Sat Aug 07, 2004 12:08 am
Location: Dallas, TX

Post by Kentamanos »

I'm not 100% sure, but...

I think the problem is the vertex ordering of the polygons in question (sometimes called the winding order). 2 sided polygons duplicate geometry or sometimes people don't do backface culling.
Ender22
Greenskin
Posts: 141
Joined: Tue Jul 19, 2005 11:01 pm

Post by Ender22 »

AHA!
i fixed it!
for those of you who also have this problem heres what i did.
i through on the normal modifier and i clicked unify normals and
flip normals. then i collapsed the normals modifier into the editable
poly modifier (without disturbing the skin modifier) then when i exported it i also clicked export non bone
objects.
this made the model look all black in max, but it exports fine.

woohoo!
must.... program.... game!...
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