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[3ds Max 2012] Exported model to CSGO, some textures are invisible.

  • Vorontsov
  • April 23, 2015 at 2:47 PM
  • Vorontsov
    • April 23, 2015 at 2:47 PM
    • #1

    Hey all, I hope I'm not bothering anyone with threads like these but I ran into something that hasn't happend before. I will explain how I created my model first if it's any help:


    1) Exported a .vmf archway from Hammer to 3ds Max.


    2) Converted to polygons and cleaned the model up, uv mapped and textured.


    3) Exported to CS:GO SDK / Hammer through the Wallworm plugin in 3ds Max, it works flawlessly and I don't think that's the problem.


    So here is my problem, as you can see my textures are all fine in 3ds Max


    [Blocked Image: http://i.imgur.com/tzbnknS.png]


    [Blocked Image: http://i.imgur.com/9uXlcOX.png]


    But when I got them into CS:GO SDK the textures were inverted, they were supposed to be only seen on the inside of the arch but instead they are seen outside of the arch and the inside is invisible as you can see in these following images.


    [Blocked Image: http://i.imgur.com/J2zdLsJ.png]


    [Blocked Image: http://i.imgur.com/rVNU0dh.png]


    [Blocked Image: http://i.imgur.com/rXYRAsZ.png]


    Thank you in advance. Please tell me if I am breaking any rules, I have been lurking this forum but registered recently. I really like this community and I have gotten help with other technical issues alredy.

  • Logo
    • April 23, 2015 at 2:55 PM
    • #2

    Fix do what he is doing in his video time 4:54


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    You need to add a shell modifier on your object

  • Vorontsov
    • April 23, 2015 at 3:20 PM
    • #3
    Quote from Logo

    Fix do what he is doing in his video time 4:54


    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

    You need to add a shell modifier on your object


    It worked, spasibo!

  • spence
    • April 23, 2015 at 3:43 PM
    • #4

    I think this is the same issue as your other thread, the normals are flipped so you are seeing them on the 'back' of the arch instead.

    The shell modifier will add extra faces and if you are doing this to fix the problem you are at least doubling your tri count for no good reason

    You can select all of the polys and flip the normals like HP suggested in the other thread, this way you will only be using the tris that you need...it seems like the player won't see the 'back' of the arch, so there is no reason to have any geometry there!

  • Vorontsov
    • April 23, 2015 at 5:29 PM
    • #5
    Quote from spence

    I think this is the same issue as your other thread, the normals are flipped so you are seeing them on the 'back' of the arch instead.

    The shell modifier will add extra faces and if you are doing this to fix the problem you are at least doubling your tri count for no good reason

    You can select all of the polys and flip the normals like HP suggested in the other thread, this way you will only be using the tris that you need...it seems like the player won't see the 'back' of the arch, so there is no reason to have any geometry there!


    Will do when I remake the model. Thanks for the tip.

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