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Post by cabaretchatnoir on Aug 29, 2020 19:13:45 GMT -5
I am beyond puzzled because I have flipped normals throughout my object in game yet totally fine in Blender 2.79. I did some mirroring (duplicate->mirror) and arraying (made everything real and used the modifer). i tried flipping the normals rather than just recalculating outside. I am also puzzled why the top isn't transparent? I use a medium setting .png PS20 export. I tried setting the glass shader in the ModelLODs like in the tutorial (I am on Apple Blossom), but unclear if I am doing it right. Adjusting that setting changed absolutely nothing so I am confused on my next steps. in game shot imgur.com/a/f7ALsJV
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Post by mauvemorn on Aug 29, 2020 19:54:22 GMT -5
Hi. Object making is not my area of competence, but if normals appears fine in Blender(with backface culling enabled) but face the wrong direction in s4s, it may be the order in which you joined the original with the duplicated and mirrored parts. To see if this is the case, flip the normals in Blender for the area that is causing the issue and save it like that, then import in s4s. If the problem disappears, then yeah. In the future select the duplicated mesh first, then the original, then join, not the other way. Do not know why is it like that and if there is another way of fixing it, unfortunately
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Post by cabaretchatnoir on Aug 29, 2020 20:45:00 GMT -5
I tried separating them and then rejoining them and then flipped back and forth, even trying the wrong way to see if it flipped correctly in the game. No dice. Then I tried making a brand new item because maybe the file is corrupted. No dice either.
ugh!
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