Mesh import: double-sided texture

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Mesh import: double-sided texture

Postby WeeCrab » Sat Aug 07, 10 7:02 pm

Quick problem. I've made an animated plant mesh with 3dsmax, imported with 3ds2de. Animation shows fine in-game, the texture I used shows fine.
(I actually used an existing DX texture to save filesize. I used Plant1Tex1 so I didn't import a new texture).

However, it being a plant, it needs two-sided surfaces for the ferns/leaves. Duplicating the entire plant and flipping the normals of the faces would work but that's so wasteful and isn't a good idea for an object that there';s going to be a LOT of!

How do I make it so the model has two-sided surfaces? I thought I just add ".d" to the Material name in 3ds max Example: "texture.d" but it still shows up only one-sided when I import it?? :S I also tried "FLAGS=256" in the texture line of the import .uc. Still one-sided. What am I missing?
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Postby WeeCrab » Sat Aug 07, 10 10:50 pm

There must be a step I'm missing.

There are two places I could "name the material" "something.U" in 3ds max. The parent material name, and the material name of the bitmap diffuse. I named both, just to be safe. "Blah.U". And the texture doesn't come up unlit when imported. What am I doing wrong?

I am pretty sure .U = unlit ... .D = doublesided etc.... and also .UD or .DU would be unlit and doublesided.. but nothing is working :S
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Postby Mastakilla » Sat Aug 07, 10 11:16 pm

We need Clyzm, NOW
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Postby ~DJ~ » Sat Aug 07, 10 11:30 pm

But.. perhaps I can help. :$

I don't think you'll have to do ANYTHING from 3ds at all. Except exporting. When you get a _d.3d file, just use UnrealFX on it.

http://download.dxalpha.co.uk/DX1/editi ... realFX.zip

Open your model through it, and find the surfaces/faces, press and hold CTRL to select multiple faces and apply '2-sided' on them. OR just use mouse and drag-select and do apply '2-sided'

To understand MAT (Materials), I might confuse you because I don't explain that well, but I'll try explaining. The groups on your model, the order, like from first to last, are recognized as numbers. Meaning that it starts from 0, so if you have 3 groups, mat will be from 0-2

If you don't understand it.. I might give an example..

Yes, Clyzm explained all this to me, so, thanks to him. :oops:

EDIT: Oh, there, an whole article on it!

http://wiki.beyondunreal.com/Legacy:UnrealFX

(I just edited it and added a new link, all are broken. :oops:)
Last edited by ~DJ~ on Sat Aug 07, 10 11:39 pm, edited 4 times in total.
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Postby WeeCrab » Sun Aug 08, 10 1:48 am

Thanks for the program! Never used it before. Just tried it and something a bit srange - my plant model is a flattened mess of polygons when I opened it. This is strange because the model is fine in DX. :S (aside from no 2-sided)

I'll try another model and see if the same thing happens. Do you know if that problem's common?

Edit: Could it be that I need to use 3ds2unr and not 3ds2de? or something
Last edited by WeeCrab on Sun Aug 08, 10 2:08 am, edited 1 time in total.
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Postby ~DJ~ » Sun Aug 08, 10 2:30 am

Why are you viewing model in the program? Just get the group-names, select faces and set them to whatever you want.

The view on this program fails, this program is beta (never progressed anymore I think). Aside from the view, everything else works perfect.

This image will explain everything to you..

EDIT: And sorry, this is not material related, it's the model-groups. It makes model-groups MAT. The number is based on of how many groups you have in the model, and then you set each group's stuff to whatever you want.

EDIT2: If you want me to edit that Model for you, I am up for it :$
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UnrealFX.jpg
UnrealFX.jpg (124.54 KiB) Viewed 11410 times
Last edited by ~DJ~ on Sun Aug 08, 10 2:34 am, edited 3 times in total.
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Postby WeeCrab » Sun Aug 08, 10 3:14 am

It works - yeah, I saw the jumbled model and thought it would save it that way (or that I had messed up somewhere)

Image

here's an old model for kicks.. both don't use any custom texture =D think I might start doing this again
Image

Thanks again, you guys sure are helpful here. its scary :S
Last edited by WeeCrab on Sun Aug 08, 10 3:15 am, edited 2 times in total.
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Postby Mastakilla » Sun Aug 08, 10 4:28 am

Loving those plants!
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Postby ~DJ~ » Sun Aug 08, 10 5:04 am

YOU LOVE PLANTS DON'T YOU.
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Postby clyzm » Sun Aug 08, 10 6:54 pm

Nice stuff man :)
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Postby ~Blade~ » Sun Aug 08, 10 7:53 pm

ohh some nice shots of THC up there. :P
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Postby ~SaSQuAtCH~ » Mon Aug 09, 10 1:53 am

in soviet russia plants love you
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Postby Aidan » Mon Aug 09, 10 3:06 am

~SaSQuAtCH~ wrote:in soviet russia plants love you


Plants have feelings.


This map reminds me of a wolfenstein map. I love the work!
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Postby WeeCrab » Tue Aug 10, 10 6:36 am

Here is beta version of some swamp trees I made today, used unrealfx for the 2-sided-ness :) so useful
Image
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Postby Aidan » Tue Aug 10, 10 6:43 am

Very cool sir!

Are those trees all different too?
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Postby ~DJ~ » Tue Aug 10, 10 7:00 am

I think all are the same model, but anyhow, Tis' awesome. Nice work.
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Postby WeeCrab » Tue Aug 10, 10 3:40 pm

I have a question that I've never been able to figure out for DX meshes.

When you get near a mesh .. ones with skinnier collisionradius and tall collisionheight like Tree meshes are better to demonstrate this problem .. when you get very close to the mesh, and look straight up or straight down, the mesh disappears.

Is there any property that makes forces the mesh to not disappear and always be loaded or whatever? Or another way around this?
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