Product Chat / Models Backfaces are not shown

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R.E.Z.
9
Years of Service
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Joined: 9th Apr 2015
Location:
Posted: 24th Nov 2015 20:52
Hello,

crrently I try to import own Models into GG.
I experience, that the backfaces are not shown.
That is only visable, because I do use Textures that are Grids, that contain wholes.

So what can I do, to make also the backfases show up.

At Ultimate Unwrap PRO the materials that I use are 2 sided.
All of the export works fine to *.x file.
Importing into GG.
Texture shows up propperly.
But only at the viewer facing side. Not the back.


Is there a way, to make this also happen at GG?

Have a nice weekend,
C.U. R.E.Z.
PM
R.E.Z.
9
Years of Service
User Offline
Joined: 9th Apr 2015
Location:
Posted: 24th Nov 2015 20:55
Is it a rendering issue?
Since the back of the Model, that ins normally not visable is not rendered?
To save ressources?

Might someone know help?

Best regards,
R.E.Z.

PM
rolfy
18
Years of Service
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Joined: 23rd Jun 2006
Location:
Posted: 24th Nov 2015 21:06
Use cullmode = 1 in the entity fpe to force it double sided.
R.E.Z.
9
Years of Service
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Joined: 9th Apr 2015
Location:
Posted: 24th Nov 2015 21:43 Edited at: 24th Nov 2015 21:49
Hello rolfy,

thank You for Your help.
Just went through the *.fpe, but could not find such a line.
Where do I have to place it?
Might You please help me with this search?

Here is the code of my *.fpe:


;Saved by FPSCR Object Importer v1.000
;header
desc = GridBox29_Grid

;visualinfo
textured = grate3_D.tga
effect = effectbank\reloaded\entity_basic.fx
castshadow = 0
transparency = 0

;orientation
model = GridBox29_Grid.dbo
offx = 0
offy = 0
offz = 0
rotx = 0
roty = 0
rotz = 0
scale = 100
collisionmode = 0
defaultstatic = 0
materialindex = 0

;physics shapes
physicscount = 1
physics0 = "0,37.9999961853,37.9999961853,37.9999961853,0,0,0,0,0,0"

;identity details
ischaracter = 0
hasweapon =
isobjective = 1
cantakeweapon = 0

;statistics
strength = 25
explodable = 0
debrisshape = 0

;ai
aiinit = appear.lua
aimain = default.lua
aidestroy = disappear.lua

;spawn
spawnmax = 0
spawndelay = 0
spawnqty = 0

;anim
animmax = 0
anim0 = 0,0
playanimineditor = 0

PM
Pirate Myke
Forum Support
14
Years of Service
User Offline
Joined: 31st May 2010
Location: El Dorado, California
Posted: 24th Nov 2015 21:54 Edited at: 25th Nov 2015 00:50
Mostly you can place these commands anywhere in the FPE statement on its own line. the engine will parse the file for all fields it can find and fill in.

For this one usually resided at the bottom of the first section.
IE
;visualinfo
textured = grate3_D.tga
effect = effectbank\reloaded\entity_basic.fx
castshadow = 0
transparency = 0
cullmode = 1
Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz, 2400 Mhz, 4 Core(s), 4 Logical Processor(s), 8gb RAM, Nvidia gtx660, Windows 7 Pro 64bit

R.E.Z.
9
Years of Service
User Offline
Joined: 9th Apr 2015
Location:
Posted: 24th Nov 2015 22:11
Hello

@ Pirate Myke
and
@ rolfy

REALLY GREAT!
Now it works. Awesome!!!

Thank You alot ))

C.U. R.E.Z.
PM

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