Hi,
I’ve been doing some assigning, and UV mapping of some textures, I had assigned one half, and UV mapped it, but it doesn’t load in the game engine?
Is the normal direction of the face correct?
Normal direction?
I selected Normals in edit mode, and recalculated them. Flipped them first, and then did a recalculate of them. That works now.
are you try the “Backface Culling” option in the material settings under the point “Game Settings”?
this ignore the calculation of the normals and display both sides of an polygon
No, none of these techniques work.
It does not look like backface culling .You would at least see the “inside” when the face is incorrect.
It looks more like you are using a mirror modifier in a way that is not supported by the BGE.
Try to apply all modifiers (except armature modifier).
Try this.
Select all vertices, Tools > Remove Doubles
… but make sure you increase the merge distance, say… 0.01
Then, recalculate normals.
No I have done everything with only duplicating the model, no modifiers. I have been aware to avoid any of the usual ways of constructing other halfs of objects.
For the least, I am getting some knowledge with one character, as I have another to add in soon.
I’ve tried assigning texture, remove doubles on the face, flip normals, recalculate inside and outside.
try also the “remove double Vertex” option and also you can modify the marge size.
and at the image above the checkmark from “Backface Culling” is on try to make it off.
if you have some transparent issues you should play with the “Alpha Blend” option and the “Transparency” option if this not working
what shadermode do you use (Multitexture or GLSL)?
The transparency pieces are sorted out by rexturing as in assign material.
I’ve unchecked the backface, that doesn’t change the problem.
As for remove double vertex, just where is that? Neither in the ‘W’ menu or mesh?
I read the Blender for Dummies book, number pages in chapter 3, 4. I can’t see anything about vertex doubles.
Where can you find things that you cannot find? eg: remove double
… its on your left pane > tool. (make sure you have selected model and in an ‘edit mode’.
… if you cannot find it. just press space and type ‘remove double’. (Blender will search for you. I really like this feature. Very fast and efficient)
If you mean double vertex as remove doubles, I have tried that several times.
Well for the moment, I’m just modelling out some more, texturing, and just thinking about how to get those robot treads moving. Even that aside, sounds from the models would be a start for atmosphere.
I do not see how removing faces would show the remaining faces.
Currently I think it might be a problem with your armature. Is the mesh visible when it is not assigned to the armature?
I even deleted the armature, still not displaying.
That character isn’t the player character, so it isn’t that important, but for my demo, the map will be empty with only One player, and another character, a robot populating it.
did you try to copy the model in another new blendfile and looks whats happening?
or try to make a new material or change it.
maybe a transparency error or so
the remove doubles vertex can be found here in edit mode:
select all and than strg+v under remove doubles
What exactly is that strg+v?
strg = control in english sorry in german (steuerung) so ctrl+v