
Master Jake
Joined: Sep 20, 2009
Haii
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Posted: Apr 16, 2010 06:15 PM
Msg. 1 of 10
So I'm working on a map and I periodically save, texture, and export to make sure I don't have any geometry errors or other errors. For some reason, sapien is flipping my objects inside out. I have some platforms that the player walks on and sapien is turning them into rooms. Here is what it looks like in 3DS Max before export: And here is what it looks like in sapien after the export and compile in tool (and lightmapping): Does anyone know why this is happening?
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Greenfuzz
Joined: Nov 18, 2008
PM me if you have CoD MW for Wii
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Posted: Apr 16, 2010 07:07 PM
Msg. 2 of 10
I think its only doing that so you can get a good visual of your level, considering your level is all closed off. It will look normal ingame.
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Master Jake
Joined: Sep 20, 2009
Haii
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Posted: Apr 16, 2010 07:15 PM
Msg. 3 of 10
But i tried it in game, and the top isn't solid but the inside is. It's like a room with no ceiling when I just want it as a walkable platform from the outside in.
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Hydrogen
Joined: Dec 6, 2009
Wort Wort Wort...
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Posted: Apr 18, 2010 06:26 PM
Msg. 4 of 10
in 3ds max flip the main part of your level inside out and compile see if it fixes >:)
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Master Jake
Joined: Sep 20, 2009
Haii
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Posted: Apr 20, 2010 08:01 AM
Msg. 5 of 10
Sorry guys, no luck. I've tried several things, but the box is still flipped inside out in sapien and in game. I also rendered the map in 3DS and it shows it outside-in like it's supposed to be. I have a feeling that the error is occurring somewhere during my Materials/UVW-Mapping step because it used to work fine and I can't think of anything that I changed.
The normals of my skybox are flipped. The normals of the platform object aren't, but somehow become flipped either during the tool compilation stage or the sapien loading stage (or at least I assume).
I've also noticed one important thing.
When I run radiosity in sapien the 3 numbers are usually 0.xxxxxxxxx so basically less than 1. That's when the map was working. Now when I run radiosity the numbers are above 15. Radiosity still finishes in about 15 seconds but the number is high.
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GameCreat0r
Joined: Apr 9, 2010
"Perhaps the ending has not yet been written..."
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Posted: Apr 20, 2010 01:39 PM
Msg. 6 of 10
Higher number means more shadow. I think u should make ur halway having boxes as walls insted of planes
Normally u have a base surrounded by a skybox (outside level). The whole thing is 1 box.
Now u have a hallway so you might need to make a box like wall.
This way the inside of the hallway has textures and the outside does too. You have a box whit normals pointing outwards and inwards as a wall.
I hope someone undertands what I mean...
I try to picture this have fun ^^:
Your hallway:
|----------------------------| |...................................| |...................................| |...................................| |...................................| |...................................| |...................................| |...................................| |----------------------------|
My Idea:
|-------------------------------------| |..............................................| |....|----------------------------|....| |....|...................................|....| |....|...................................|....| |....|...................................|....| |....|...................................|....| |....|...................................|....| |....|...................................|....| |....|...................................|....| |....|...................................|....| |....|----------------------------|....| |..............................................| |-------------------------------------|
Just for the record:
blue=inside the halway red=the wall green=empty space inside the wall
Atleast we have some fun on the forum now ^^.
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: Apr 20, 2010 06:18 PM
Msg. 7 of 10
Your fix: Start using 3ds max 8. Blue streak did this to me too when I was working on my map "Garden". I ported the max file into 3ds max 8 and pretty fixed all my errors in there and exported it using "Blitzkrieg", the exporter the game was made for. However, if you persist to use whatever max version your using now, just select all your faces and press the flip button, then export.
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Master Jake
Joined: Sep 20, 2009
Haii
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Posted: Apr 20, 2010 09:22 PM
Msg. 8 of 10
@Niels I didn't actually want the hallway to begin with. That was the error.
@Higuy Thanks, man. Falsely flipping the normals of the platform object fixed it. I'm glad it was an export error and not an error with the actual work. I'm actually using 3DS Max 9. Is there or will there be a Blitzkrieg exporter plugin available for this version soon?
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Apr 20, 2010 10:33 PM
Msg. 9 of 10
Nope, Higuy made a big speech about this somewhere but i forget where. Basically it said that if you are going to model for halo ce then it is best to use 3ds max 8 because thats the last version that has Blitzkrieg compatibility. Blitzkrieg is way faster and less buggy than other exporters. He speaks the truth too.
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Master Jake
Joined: Sep 20, 2009
Haii
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Posted: Apr 20, 2010 10:56 PM
Msg. 10 of 10
Alright, I'll look into getting an older version. Thanks again everyone.
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