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Author Topic: Flipped faces when i compile a model. (13 messages, Page 1 of 1)
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grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: Jan 26, 2013 10:53 PM    Msg. 1 of 13       
So i made a model in gmax, exported it as a .JMS, and compiled it. But in game when i place the object some of the faces are flipped inside out. They weren't like this in gmax. So does anyone know what i did that made them do this?


Hobbet360
Joined: Jan 10, 2012

ProTools > ToolPro


Posted: Jan 26, 2013 10:57 PM    Msg. 2 of 13       
1. What exporter are you using.

And
2. EDIT - nvm, I re- read and you said when you placed the object...

If its a gbxmodel, sometimes when some faces intersect, (like overlapping edges) the model still compiles without tool telling you there are overlapping edges.

And some exporters create annoying false errors like chimp 1.6 or apparently blue streak does it too.
Edited by hobbet360 on Jan 26, 2013 at 10:58 PM


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: Jan 26, 2013 11:19 PM    Msg. 3 of 13       
I'm using bluestreak :/ So my problem is overlapping edges?


Hobbet360
Joined: Jan 10, 2012

ProTools > ToolPro


Posted: Jan 26, 2013 11:35 PM    Msg. 4 of 13       
From experience, yes. In the early development of my Locust (from halo wars), one of the legs overlapped the body just a tad, and the whole model turned itself inside out. To fix it, I just moved the leg out a bit.

As for the exporter, it doesn't make errors like the ones you mentioned, just fake open edges. For an example, you made a BSP or CG and made sure 100% that there were no open edges what so ever. Upon tools importing you would get open edge errors. I am not sure if blue streak does this. But I'm 100% sure chimp does. (I have never used blue streak). So I use the one called "gmax jms exporter" but I dunno the link.
Edited by hobbet360 on Jan 26, 2013 at 11:40 PM


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: Jan 26, 2013 11:39 PM    Msg. 5 of 13       
Well i didn't model it, i'm just porting it to CE. And i'm guessing the reason is all of the floating geometry :P Would it work if i flipped the faces in gmax then exported and compiled? would they be flipped the right way then?


Hobbet360
Joined: Jan 10, 2012

ProTools > ToolPro


Posted: Jan 26, 2013 11:43 PM    Msg. 6 of 13       
Ok, umm... I have done that before and it worked. . So by all means go ahead. (I should have said that in the first post. :3 )
Edited by hobbet360 on Jan 26, 2013 at 11:43 PM
Edited by hobbet360 on Jan 26, 2013 at 11:53 PM


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: Jan 26, 2013 11:49 PM    Msg. 7 of 13       
Quote: But I wouldn't do it for anything as a CG


What do you mean?


Hobbet360
Joined: Jan 10, 2012

ProTools > ToolPro


Posted: Jan 26, 2013 11:53 PM    Msg. 8 of 13       
Um... I just re-thought what I said... And nevermind that. :3
Edited by hobbet360 on Jan 26, 2013 at 11:54 PM


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: Jan 26, 2013 11:57 PM    Msg. 9 of 13       
oooookay....Anyway. So i'll just go flip those faces and re export now....


Hobbet360
Joined: Jan 10, 2012

ProTools > ToolPro


Posted: Jan 27, 2013 12:00 AM    Msg. 10 of 13       
Yep, you do that.... And I'll sleep and wake up speaking English.


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: Jan 27, 2013 12:23 AM    Msg. 11 of 13       
Sounds like a plan :P


Hobbet360
Joined: Jan 10, 2012

ProTools > ToolPro


Posted: Jan 28, 2013 04:32 AM    Msg. 12 of 13       
Soo.... How did it end up? even though ik the answer. And what was it you are working on, if you don't mind me asking.


Koo294
Joined: Nov 30, 2008

How is she when she doesn't surf?


Posted: Jan 31, 2013 04:21 PM    Msg. 13 of 13       
This happens when you mirror parts of the model. To fix it you need to create a new object (can be anything, just a box works fine), attach the object that has the flipped faces, and delete the original object geometry.

 

 
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