What the heck with vertco and ext?

Why is vertcol needed? Why cant it just be built in? Without vertcol, materials dont work. Could someone explain why that is? Also, using the game engine messes up my materials wether I use vertco or not. Some things seem translucent and stuff. I try to recalculate normals and stuff that would work with a UV texture but of course it does nothing. Why does blenders game engine have to render things so weird? Is there any way to fix this? I would post my blend file but it seems there is no place to upload. Help me please!

What is vertco and what is ext?

VertCol is needed basically to show your vertex colours during rendering or games. Of course the materials don’t work with it - you’re using the vertex colours instead of the material.

By default, all faces are one-sided - therefore if you view something from one side it won’t be there.
To make them two-sided, go into UV Face Select Mode, select all faces (making sure one is active - it will be ringed by pretty colours!). Then select TwoSided under Editing Buttons (this makes the active face twosided), and press CopyDrawMode (this makes all selected faces have the same settings as the active one).

EDIT: If you want to upload .blend files, h4x has kindly provided hosting for them: http://h4x.snipanet.com/blender.

Just to avoid confusion, that’s what the normals are used for. They’re suppsed to point out. When the frame is being rendered, it uses them to determine which faces to draw and which not to draw, and it speeds up the draw time…

Could anyone hel me with my model of ganon? How do I fix up his vertex colors? http://www.h4x.snipanet.com/blender/mirror/ganon.blend
also why dont bones affect the game?

I think you talked about Vertex Color. You should keep in mind that textures and vertex color are mixed. If you have complete white vertices you would see your original texture. If you darken the vertex (gray) the texture would be darken as well. A black vertex collor will result in a black texture. This is relly nice to add some “shade” on the model.
Check out OTO’s tutorials:
http://otothecleaner.free.fr/tutorials/LevelDesign1/level1/level1-1.html
Thanks to OTO for this nice tutorials :slight_smile:

To your model: You should not use double sided faces. First this decreases performance really much. Second the realtime shading does not work really well as you can see.

Some of your faces are pointing into the wrong direction (normals). To fix that click on “draw normals” in edit mode then you will see some little blue lines in the mittle of each face that points in the direction of the face. If it is only a blue dot the face is pointing in the other direction. To change the direction you can mark the face and perform (“w”) flip normals or mutch easier mark all your faces and “crtl n” will recalculate the normals outside (“shift ctrl n” for inside). You will notice your modell will look much better.

I noticed you use blender materials on your model. Switch on the use of blender materials in the game menu.

I hope this helps

You can switch on double sided for the cape as this is supposed to be a flat object.

I think I get it. I also lengthened the normals. Should the long side be inside or out of my model? I think it should be longer outside. Also, I did check double sided on the cape and it still only appears from one side. Nevermind, I fixed that two in UV face select mode. The colors seem very dull in game mode though.