Flat-shading?


Russ. Conscript
09-09-2003, 01:38 PM
why is it that every time i make a pack, that theres something wrong?

anyways, heres my dillema. ive already compiled the 1st version (yes, first version, ill let your imagination do the rest) and im having some strange things happen:

my light infantry is fine.

my k43 guy's breadbag is flat shaded.

my officer's bread bag is flatshaded as well.

my heavy guy is totally flatshaded.

my MGer's breadbag is flatshaded.

Snipers bread bag is flat shaded. and had a missing face, but dident show up in MS. (EDIT: fixed missing face problem)



When i open them in Milky & HLMV, they look just fine. Everything looks properly shaded; BUT then, I enter a game, and this change occurs.

now, incase your wondering, i have a highpoly breadbag, if that has anyhting to do with it. but i cant very well release a pack that looks like a bunch of rock men.

can someone help me out please??:confused:

Trp. Jed
09-09-2003, 02:05 PM
How/What are you compiling with?

There is actually a texture flag for model meshes which tells HL to render it flatshaded however HLMV doesnt honour the flag and smooths all models.

its possible somehow that this is what it is.

Of course I could be way off radar and its just a question of goofed smoothing groups in Milkshape.


- Jed

Russ. Conscript
09-09-2003, 02:33 PM
hrm, well.

im using these patches, for rank insignia, its a duplicate face off the arms, remeshed to fit ranks and such. so i put a texture in the center of it, applied the correct lines in the QC for transparency, made the surrounding area, around the insignia a neon color/indexed/last color on color table. every time i compiled, they dident go transparent as i wanted. so i found that making the surrounding area, black, instead of neon and then making it an additive in your version of HLMV worked just fine. mabey this has something to do with the problem?

i also happen to be compiling with the player compiler in the stickies, wich stated that they "dident know if it suppoted transparency or not" so that might be the reason why its not going transparent, wich would make sense, scince im doing all the correct steps..

ill try removing these patches and seeing if anyhting different happens...

Trp. Jed
09-09-2003, 04:59 PM
Ah, well you can use my version of HLMV and set the transparent mode with it if that helps.

But....

If your using a section of arm for the patches you will get a sort of un-smoothed edge because even though they may be in the same smoothing group as the arm and in the same location, technically they are not part of the same mesh.

To get a perfectly smooth mesh it needs to be one continuous surface although I dont know if cloning smoothed faces works. Technically they should have the same angles for their normals but I do have a suspicion that even though they are perfectly aligned, as they arent part of the same mesh they wont be smoothed together.

- Jed

Russ. Conscript
09-09-2003, 06:19 PM
so would this apply to the models with patches? because for example, my heavy guy isnt wearing any patches, and hes the worst: totally flat shaded. D:

MaRzY
09-09-2003, 06:30 PM
Try using the smooth all command in milkshape this sometimes works for me with out skrewing up the rest of the model, also maybe try weld together command as this sometimes helps aswell. If that fails try selecting the polys that make up the patch and assigining a smooth group to it. If this still does not work maybe because it skrews up the rest of the model, then just delete everything bar the polys that make up the patch, then mess around with the ideas above until it's smooth, then save it as a ms3d file. Then just merge this with the model again.

Russ. Conscript
09-09-2003, 07:31 PM
Thanks for the help guys, ill try several of these things out.

another thing, these patches came from an american body, because the original textures had the arrows on them. but they were remeshed, so mesh differances (american, german) shouldent be a problem.. right?

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