Product Chat / Why does FPSCR keep flipping the faces of models i try to import?

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tommy8
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Posted: 13th May 2014 22:35
In the 3d modelling software it looks fine.



i use the same method with other models and it works on a temperamental basis.



This is getting pretty tiresome.
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TattieBoJangle
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Posted: 13th May 2014 22:42
What software are you using m8





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tommy8
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Posted: 13th May 2014 22:43
Blender.



I've tried using milkshape too but it doesnt help.
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DVader
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Posted: 13th May 2014 22:53
Are you setting enable modifiers in the direct x export? Ive only had problems by leaving that unchecked in the past. Other than that no idea, I have noticed a lot of old model packs suffer from backwards writing a lot myself. Not sure if they were the same in X9.



SPECS: Q6600 CPU. Nvidia 260GTX. 8 Gig Memory. Win 7.
TattieBoJangle
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Posted: 13th May 2014 22:54
you can select all in editmode and run 'Recalculate Normals' (CTRLN). OR if they are all the wrong way around: you can simply flip the normals. (Access both from the mesh face menu with Ctrl + F)



This also happens sometimes when exporting to unity give it a try as it may work





PC SPECS: Windows 8 Pro 64-bit, Intel I7 (PASSMARK 9529) 4GHz CPU, Asus R9 3GB GPU (PASSMARK 6858) 32GB DDR3 MEM (PASSMARK 2842)
tommy8
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Posted: 13th May 2014 22:58
If it was as simple as recalculating normals i wouldnt be getting upset. I've tried recalculating normals, flipping normals, exporting right hand side, I feel like i've tried every possible permutation and in FPSCR the model is appearing inside out.
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LeeBamber
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Posted: 15th May 2014 02:09
@tommy8 : Send me an X model and I will take a closer look for you.



@all : Does anyone else use Blender to create and import geometry for Reloaded?

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tommy8
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Posted: 15th May 2014 12:31
@ Lee,



I've sent you a link to a zip containing the .x file, the original .blend model as well as all of the texture files.



Thanks.
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mbarn
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Posted: 15th May 2014 15:17 Edited at: 15th May 2014 15:18
@Lee I am using Blender for Reloaded. Had this issue with faces missing with another modeling program as well. Haven't had the time to track what was going on yet.

Windows 8.1 64 bit, Intel core 2 Duo CPU E8500 @3.16 GHz 3.16 GHz
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Duncan Peck
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Posted: 15th May 2014 15:51
I use blender.. well I try to I'm not that good at it... looking forward to the construction kit for FPSCR!



I found with blender you have to invert the normals so it looks wrong in blender but then it does them the right way around in FPSCR. A little strange...
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Jerry Tremble
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Posted: 15th May 2014 17:22
Quote: "Are you setting enable modifiers in the direct x export?"






This has worked for me too!

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rolfy
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Posted: 15th May 2014 18:57 Edited at: 15th May 2014 19:01
Quote: "Are you setting enable modifiers in the direct x export?"
.X will only export and retain one layer from the modifier stack, if you have more than one they should be collapsed, usually only a skin or xform modifier would be present in the stack for export.

A funny thing happened on the way to the forum...
tommy8
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Posted: 16th May 2014 20:54
LeeBamber wrote: "@tommy8 : Send me an X model and I will take a closer look for you. "




Did you have any luck with that model, Lee?
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tommy8
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Posted: 16th May 2014 21:34
...not to worry, I got it working.



Involved rebuilding the mesh from scratch though, its still a mystery why the first one failed.
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LeeBamber
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Posted: 16th May 2014 23:20
@tommy8 : Your email may have been sent to my spam folder...if you send the file you got working, I can ensure it 'still' works in V1.007.

PC SPECS: Windows 7 Ultimate 64-bit, Intel Core i7 920 (PASSMARK:5008), NVIDIA Geforce 960

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