Why does this happen?


hobosphere
06-05-2005, 05:49 AM
This is my k98, it's a work in progress and silly CS flipped it.

It looks ok most of the time
http://img294.echo.cx/img294/7103/t14px.jpg

but in some light it goes a bit nuts, completely white.

http://img294.echo.cx/img294/9803/t24aq.jpg

Anyone know what the problem is? My VMT file for the metal (and wood) looks like this

"vertexlitgeneric"
{
"$baseTexture" "models/weapons/v_models/snip_scout/metal1"
"$envmap" "env_cubemap"
"$envmapmask" "models\weapons\v_models\snip_scout\metal1_ref"

}

Trp. Jed
06-05-2005, 08:23 AM
Check the normals on your model - someone else had the same problem and sent me their model to look at and in HLMV the normals were all incorrectly aligned.

Depending on what application you used to make it, you might need to re-weld the vertices and re-apply the smoothing groups.

hobosphere
06-07-2005, 07:49 AM
So you're saying my normals aren't normal?

Da dun TAH!!

I'm not sure what to look for , this is a screenshot showing the normals in hlmv.
http://img296.echo.cx/img296/7493/error18yg.jpg

The green axis on the arms/hands seems to be facing to the back, but the green axis on the gun parts are facing down.

Trp. Jed
06-07-2005, 08:03 AM
Hmm, hard to say exactly but they certainly dont look right on the gun, especially at the top. Compare how the axis face on the arms compared to your barrel.

If you go into smooth shaded mode, how does it look? how about when you move the light around? if some areas come upp full-bright white, thats a good indication that the normals are fubar.

Maxey
06-07-2005, 08:12 AM
Hobo, you got a badass K98 there m8, I hope you fiz it soon! :)

hobosphere
06-07-2005, 11:57 AM
i hope i fix it as well :carrot:

In smooth shaded mode it looks fine as well, when i move the light around everything lights up as it should. No stark white bits.

tricky problem, i'll try and reproduce the error with a cylinder or something so i can figure out exactly what the problem is.

Trp. Jed
06-07-2005, 12:06 PM
Hey hobo - I compared your HLMV pic to one of the default weapons and your looks kinda ok. Probably because some of the normals are so close together its hard to see exactly where their going.

Usually the blue line should point out from the surface, green up/down and red left/right - not in all cases but if you imagine a cylinder aligned where your barrell would be, thats the sort of orientation.

The only other thing I could think of is the $illumposition which I noticed some weapon QC's have but I cant find any documentation on its exact usage and effect but its basically 3 axis, X, Y, Z defined in the QC.

hobosphere
06-07-2005, 12:25 PM
Well i just did the cylinder test and it had the same results. One cylinder in place of the gun, with a grey texture on it, in certain light (outdoors lights) it goes completely white.

This exporter (cannonfodders max exporter) could be a bit screwy as well.

I'll have a look at the illumposition, i've seen that in the qc's but not sure what it does. In model viewer my illum position of the scout looks to be considerably further away than the illumpositions of other guns.

Trp. Jed
06-07-2005, 12:42 PM
ok try that. I've used cannonfodders exporter and not had any problems. I'm assuming your using the latest one?

hobosphere
06-07-2005, 01:40 PM
Yep latest version.

I found a solution, even though i didn't even know what the problem was in the first place. I just jammed my model onto some different bones to see what would happen. Used the USP bones, and now i don't get that bright white problem.

well i'm baffled http://img246.echo.cx/img246/6553/gg4vu.jpg

i'm satisfied, it works well enough, now i can get back to skinning it

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