problemo ?

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g0reface
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problemo ?

Post by g0reface »

what`s wrong with this... & why ?

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iheartibuki
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Re: problemo ?

Post by iheartibuki »

Hmm, what does it look like in Blender? I assume it doesn't look like this, otherwise it's an extraction issue.
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Love2Raid
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Re: problemo ?

Post by Love2Raid »

What does it look like when backface culling is turned OFF?
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Re: problemo ?

Post by g0reface »

^ i used 3ds max to convert

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backface OFF

Here is the model http://www.mediafire.com/download/5ni8p ... each+SB.7z
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Re: problemo ?

Post by Dazzy »

The normals for the faces you cant see are flipped. So every face that is "invisible" with backface on you would have to flip the normals for i guess.
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Re: problemo ?

Post by iheartibuki »

Nice back! :ggl:
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Re: problemo ?

Post by Love2Raid »

Yeah you can try to recalculate the normals in Blender, but that might make things even worse. Still, worth the try. Otherwise you'll have to do it manually, select every polygon that's facing the wrong way then flip the normals.
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Re: problemo ?

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Re: problemo ?

Post by RoxasKennedy »

As far as I know, that is how XPS handles the meshes with 59 bone limit passed when exporting to .mesh.

I'm looking into how to fix that, but for now you could load the .mesh.ascii directly since that file doesn't have that problem :pi:
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Re: problemo ?

Post by Love2Raid »

XPS cuts the mesh into pieces, because the program technically still has the 59 bones per mesh limit. This is only a workaround, there is no 'fix'.
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