Please help me, problem with model expoxted from Blender

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doqkhanh
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Please help me, problem with model expoxted from Blender

Post by doqkhanh »

Both in game and in irrEdit, the model look like a @(#*@(*$ model. Please help me, show me how to fix this problem.

And, why the wireframe change when I change the material type ???
Thank you very much.

This file content model, texture file and blender file:
http://quockhanh.info/skydriver/3D/irr% ... hasan1.rar

Wireframe if I choose alpha texture:
Image


Wireframe if I choose solid texture:
Image

The error:

Image

In blender image:
Image

Other image:

Image

Image
JP
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Post by JP »

Looks like your faces are inverted on the last one, there should be an option in blender to reverse the vertex order of the faces.

what format are exporting to btw?
Image Image Image
hybrid
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Post by hybrid »

It's a b3d file. Please check the mesh vuewer with OpenGL driver. This might already fix the issue...
vectorcorpse
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Post by vectorcorpse »

1st press ctrl+n on edit mode on blender to recalculate normals outside
but theres another problem, irrlicht does not support double sided textures so u have to duplicate the model and on the dup u recalculate the normals inside by pressing ctrl+shift+n, at least it is the only way i know to solve this and the way i did it on my tests.
dlangdev
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Post by dlangdev »

i say it again...

load the the model and press ctrl+n.

the face normals will now point outward.
Image
hybrid
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Post by hybrid »

The normals are not important, because this is no lighting problem. It would only be a problem if the faces were wrongly oriented. However, it is all ok, but the zbufferwrite problem of the d3d driver hit again?!
dlangdev
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Post by dlangdev »

"irrlicht does not support double sided textures"

maybe there's a 'direct' GL command that can be issued from Irrlicht? That should fixed the single-side bug.
Image
hybrid
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Post by hybrid »

Ehh :?
There is no single sided bug, moreover you can always disable the backface culling. However, this is a problem with zbuffer usage...
dlangdev
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Post by dlangdev »

yeah, that's what i'm talking about.

pardon my writing. i'm using two languages at the moment as i speak several languages.

intiendes?
Image
doqkhanh
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Post by doqkhanh »

Thank JP, Hybrid, Vectorcorpse and Dlangdev very much. The error may be by our 3D Modler not using right option in blender.
vectorcorpse
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Post by vectorcorpse »

nice :D
hybrid can u post an example on how to correctly use double sided texture?
it is something i'v been trying to use but never got a way arround it
i'v benn trying to use a double sided texture on a simple mesh with transparency so make the hair of a model but when u look at it tha outside of the hair shows up but the inside doesn't ani also have problems with the transparency
thx in advance :)
Virion
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Post by Virion »

i got the same problem. in blender, my model looks fine (i've disabled double sided texture)

Image

but after imported to irredit (it's a b3d)

Image
dlangdev
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Post by dlangdev »

hmmm, you sure that's not a user error?

looks like there are two versions in there?

post the blend file and i'll take a look.

by the way, the tubes, are they flat polygons or real cylindrical polys.
Image
Virion
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Post by Virion »

dlangdev wrote:hmmm, you sure that's not a user error?

looks like there are two versions in there?

post the blend file and i'll take a look.

by the way, the tubes, are they flat polygons or real cylindrical polys.
those are cylinders. only the fence wire is a flat poly. and... the second image looks darker because i turn on lighting in irredit.

btw the blend file, with texture: http://www.zerocore.net/railing.zip
dlangdev
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Post by dlangdev »

here's my version...

Image

try the obj file format, coz that's the test fomat i loaded. tho u can see the transparency bug in the pic. i haven't selected the correct blend yet.

irredit version: irrlicht 1.4.1
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