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Mesh normals are bad ingame

By XodusArt2
in Modeling

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M2mod automatically makes the normals retarded everytime I change the format to M2i. I have to go through a roundabout way of fixing this each time and it's fairly annoying to have to incorporate that into my usual process. 

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I'm curious on how you manually fix normals. In my mind it always have to do with the game not understanding character modelling and that that was something we can't do shit about 

Do you have bullshit deathknight eyes on some edited models too ? Like big black square around texture on the glow blp and even if  you edit renderflags or the blp it doesn't do anything. Sometimes it can be litteraly transparent face 

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Normals are part of model. 3d stuff, absolutely nothing to do with game engine (apart from fact that it uses them, but so it does with UV maps, topology, vertex paint and so on).

English YT tutorial channel. Check it out if you preffer videos over walls of text.:
https://www.youtube.com/AmarothEng

I am now completely retired from modding. I am still reading PMs and reacting to them, however, I am not keeping up to date with what is going on in the community and my ability to help you is becoming very limited - I no longer remember some things, I don't have tools installed anymore, and I don't know what is up to date nowadays.

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Yep that's what i realised. Still annoying thing 'cause custom cloak work, game cloaks aren't. I tried to delete the flip normals layer of the standard long cloak model, it didn't work. Then i duplicated the normals et flip them To do my own flip layer still didn't work. I'm interested in the subject

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I had the same issue with the new modredux but it is no problem to fix it, just go in blender on the cloak, select one verti hit strg and +, and as you can see it has in blender two sides.The old modredux handle this but the new one not.So just delet one side and after converting it to m2 goo to skin file 0 and 1(and yes in both!) search the cloak and make the renderflag to "Rf_two sidet" and Rm_Opaque" most its the flag 0.

It is more work but at the end you have fewer polygons.

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Nice To know i changes renderflags in m2 before  but not in skin00 and skin01 but still have you for an est way To find what textureunit le linked To what mesh ? WMV model control does lot help 

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ya look in the wmv model control search the id.

This id is the same like in skin00. Then look in the skin00 the struct Sub submesh and look for the unit32 id (on cloacks it was 1502 +)

Go to the skin01 file and search the 1502+ id(it is higher then the id in skin00) in the struct Sub submesh it is not just one it can be more there you need all.

Then struct TEXU TextureUnits with the same number as the struct SUB Submeshes and edit there the flag and finish^^.

This was alot try and error a year ago to fix the  transparence on cloaks :D.

But with this it should work

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well i fix it a diff way.

select entire mesh, recalc norms

then select one face, and face step select the rest.. ctrl + I to invert selection, then hide, then select all visible and remove doubles

unselect all, then unhide, ctrl I, rinse repeat.

then just enable "double sided" in blender

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Maybe the problem are not the normals, but a renderflag set to "two sided". It causes the two overlapping faces to show up in the same view, causing some artifacts.
Just change the renderflag from "two sided" to "none" with 010 editor.
If the renderflags are already set to "none" then it is a normal problem indeed.

.

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