JazzMaster wrote:You may just need to invert that polygon. Like what i think anakin was saying, the face of that polygon could be facing the wrong direction, it will still look fine in XSI but in game it will be transparent. Just try raycast selecting the specific polygon and right click and use "invert polygons". If you cant select it from the outside of the model then that's your clue that it needs to be inverted.
Do you mean like this?:
I couldn't find unselectable polygon. But I tried to invert the polygon
apparently it is strange in Render view. I also exported the inverted one but still same result in BFViewer.
AceMastermind wrote:anaobi wrote:My process:
Import jedi's obj file, it includes body parts. Select one part from explorer(such as 'head')
go to material > Phong > image
new > select .tga file
select uniqUVs or Cubic
open texture editor and moved points as I want
edit > freeze
UV positions are stored in the *.obj file, an *.mtl file stores material info for each cluster in the *.obj file. If you didn't have an *.mtl file then you would only need to reassign the images to each cluster and use the UVs that came with the object, you don't need to set new UVs or move points etc.
So you mean I can do just like these if I want to move them to another pc? :
select the body part > text editor(Alt + 7) > clips > import clips
EDIT: Maybe I'm wrong. I copied my scenes, obj file and tga file to another pc. And I did, File > open, choose scene, select body part, Phong > image > color, then in popup window: image > new, and Texture Projection > I chose exiting one (not new). It worked.
Anakin wrote:If inverting the polygon doesn't work you should try to trianguöate the model. If you haven't triangulate it can destroy your model in msh viewer (even crash it) and the game, too.
In my map, it looks like this:
I found triangulate left hand side in XSI, modify > Poly. Mesh > triangulate. And I found same advice in other forum that says I should do it with model selected.
But I didn't know when and how, so I tried triangulate twice,
1. before merging, select all body parts by shift + click and did triangulate
2. after merging, click middle mouse button on the Dummyroot and triangulate
after that I exported as usual but still no change in BFViewer. Also, I put the model on game and I couldn't find it. It was nowhere.
EDIT2:
I'm sorry for taking your time for such silly problem and thank you for you patient. I really don't have any idea.
I found this:
http://www.gametoast.com/viewtopic.php? ... nt#p507907
thelegend wrote:Hm that's really weird. I made a few interoir walkways and rooms but to put smaller props in it I should see where the floor, the walls and the roof is. I just can see the pillars I have added.
Edit: Ok. I got it fixed. Unbelieveable but true: There was a texture I am using for my model but after I removed it, the textures now can be seen in zero Editor. I really wonder why that happened..
What does it mean, and do you think it can fix my problem as well? (My model's shoulder is also transparent in zeroeditor. Yes, everywhere.)
Or, can I fix it from texture editor?
EDIT3
Hey! I solved it!
I found intresting and easy way.
What I did (before merge) was:
Choose the polygon (by raycast selecting or whatever) which is apparently the problem and another polygon (whatever) which is next to that one.
I mean I selected two polygon, then
Modify > Poly.mesh > Delete Components
After deleting two polygons, I made one polygon in that hole.
Go to Modify > Poly.mesh > Add/Edit Polygon Tool (or shortcut N), draw counterclockwise manner.
Thank you everyone, I learned a lot this time.