Jump to content

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


Recommended Posts

Posted

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

 

tzbnknS.png

 

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.

 

J2zdLsJ.png

 

rVNU0dh.png

 

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.

Posted (edited)

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 :P

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! 

 

Edited by spence
Posted

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 :P

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.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...