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Model inside out

04-24-2006, 08:38 PM#1
Daminon
I'm a beginner at modeling and have just tested to import my model in a map but when I do, the model is inside out. I 3dmax (8) and in wc3 viewer it looks correct. Any idea how it be inside out in wc3?

PS. When I open the blp file in wc3 viewer nothing is shown. However when I open the model all looks fine.
04-25-2006, 02:03 PM#2
olofmoleman
there are a few things you can do.
you can open the model in vertex modifier and mirror it, because of a bug, when you mirror something in it it becomes inside out, but when it's already inside out you can fix it by mirroring it.
or you could simply make the model twosided, makes it look the same as normal outside-out-models, however, this does not work with teamcolour.

btw, it would be usefull if you posted a screenie of the inside-out-model
04-25-2006, 03:18 PM#3
Daminon
Oki. Here is a picture from vc3 viewer.


Here is one from 3dmax.


And here is in one from the editor.


I have tested to mirror it in max but then the shadowing becomes mirrored two. Which doesn't look good. The doubble side thing sounds interresting however. Could you tell more?
04-25-2006, 03:33 PM#4
Tim.
Two options:

a) Try applying a Normal modifier. It will look inside-out in Max but proper in-game. I don't think that is your best solution however.

b) In the Material Editor of Max choose 2-Sided. (Like Olof suggested.)
04-25-2006, 04:09 PM#5
Rao Dao Zao
Could be your material is on "Blend" - without a transparent layer on top, that messes the Z-order no end.
04-25-2006, 05:15 PM#6
olofmoleman
Quote:
Originally Posted by Daminon
Oki. Here is a picture from vc3 viewer.
Hidden information:


Here is one from 3dmax.
Hidden information:


And here is in one from the editor.
Hidden information:


I have tested to mirror it in max but then the shadowing becomes mirrored two. Which doesn't look good. The doubble side thing sounds interresting however. Could you tell more?
No, don't mirror it in max, mirror it in vertex modifier.
and I have no experience with max, but you can make it two sided by editing the mdl code

it's really easy

in the mdl code you searh for materials until you find this
Code:
Materials 1 {
	Material {
		Layer {
			FilterMode None,
			static TextureID 0,
		}
	}
}
Then you add "TwoSided," below the "filtermode" part
Code:
Materials 1 {
	Material {
		Layer {
			FilterMode None,
			TwoSided,
			static TextureID 0,
		}
	}
}
Be carefull, it's VERY important to get the caps right, the "T" and the "S" have to be capitalized.


And btw, I suggest you also use Magos' model editor for viewing models sometimes, because the Wc3 viewer 2 doesn't shows it as if it's twosided, Magos' model editor is more reliable in that way.
04-25-2006, 05:46 PM#7
Daminon
The two-siden option didn't work. The normal modifier worked but as said above, the model becomes dark where it should be bright and vice versa but I guess thats the best solution unless I make a new model which I might do.
04-25-2006, 06:17 PM#8
Tim.
Upload the max here, one of us can fix it I am sure.
04-26-2006, 12:53 PM#9
Daminon
Ok here are the files. mdx and blp.
Attached Files
File type: zipSand maggot 10.zip (115.8 KB)
04-26-2006, 01:09 PM#10
Tim.
You mean max and blp, we need TGA.
04-28-2006, 07:45 PM#11
Daminon
Here then.

Edit:
Well...?
Attached Files
File type: zipSand Maggot texture v3.zip (23.3 KB)