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Messages - Bangfri

#1
WWMT Questions / Re: Strange shaded areas on models
July 21, 2016, 02:00:53 PM
it looks so:

https://youtu.be/DArld17hk5s

  Apparently from video, the light source was placed in front of object. When I rotate symmetric object round its pivot-center, highlights on it shouldn't change. But instead on object strange shadows appear. On object there are sites which don't react to light.

Same with the character, a half of model of the character reacts to light, other half is always shaded isn't dependent on light arrangement.
#2
WWMT Questions / Strange shaded areas on models
July 20, 2016, 06:55:56 PM
Good afternoon.
I have faced a new problem. Models in SFM strange react to light. All models aren't lit by light sources under a certain angle, and always have darkened areas. A problem in models, applying different materials to one model these shadows don't change.

Here the simple example, object with 2 spheres in front of light source, and at his rotation around an axis it has to be lit correctly, but at his rotation it is visible that some sites always darkened and don't react to light.



It is one model with primitive monochrome material. I just turn her on 180 in front of light source on her strange shadows appear.

Also, I have noticed that if to rotate model in a max scene before export, then dark zones on a surface rotate too.

May be somebody faced it? In what there can be a problem?
#3
Quote from: wallworm on June 22, 2016, 10:16:16 AM
I will give it a look. No promises on a change or ETA as I've got a lot of work right now. But I have an idea of what to explore.
Please answer when something becomes known...
Thank you
#4
I have continued searches of a problem, tried different compilers:
Source SDK (ep1, orangebox, source2007, source 2009)
Team Fortress 2
Sourse FilmMaker
I tried to substitute different studiomdl.exe in the bin folder but at attempt of compilation gave an error message.
Also I have installed blender and have tried to export model by Artfunkel Blender Source Tools.
And there everything works fine, there is a small increase in quantity of verts, approximately for 4% but not in 6 times!

I have already studied your product and it is very convenient for me, but I can't use it if the model has 20+ verts, it can't just compiled.
I wanted to try CSGO and have bought it, but in his folder there was no own compiler.
Perhaps you will advise me some exit from this situation.
And, whether it is possible to expect fix of this increase in quantity of verts in the near future? If it turn out at a step of export model to dmx.
Perhaps it will help you to find the solution:
There everything works fine.
https://github.com/Artfunkel/Datamodel.NET
https://github.com/Artfunkel/BlenderSourceTools
#5
Quote from: wallworm on June 11, 2016, 12:45:29 PM
That is something I've never seen before. Can you explain the steps you are taking, exactly? Is the simple sphere suddenly getting NEW vertices inside the 3ds Max viewport just by hitting export? What are the steps exactly that lead from the first image to the second?
I have recorded short video:
https://www.youtube.com/watch?v=783OskxSLXY
WallWorm settings:
http://imgur.com/a/dmrlS

I tried to use TF2 and SFM, change all settings in WallWorm settings and in WWTM helper.
Also I have noticed that the problem appear in step Max -> DMX, if I import the sphere from dmx to the blender, there she already has 2880 verts.

#6
Quote from: CarbonCopyCat on June 09, 2016, 07:07:11 PM
You don't need to convert to mesh to compile models; editable poly works fine. Maybe that's what's causing problems, dunno.
No, i tried to compile all types of objects :(
#7
Quote from: Joris Ceoen on June 09, 2016, 04:43:44 PM
Haha wooow, 180.000 verts  :o wth, I have never even seen this possibility in Hammer. If I was to open a model this expensive in model viewer it would simply crash on the spot. I don't understand what is happening, however you should check whether all your vertices are welded. It is possibly that each and every polygon is detached, resulting in having tons of additional vertices on one and the same spot (kind of like 'co-planar' vertices which aren't always easy to spot).

Just select your model in vertex mode, press CTRL+A and read how many vertices are being selected.

Other than that, maybe there is geometry hidden in your object and you're not seeing it. Anything that is hiddin WITHIN a model STILL gets exported to Source SDK. Select your model in polygon mode, and press unhide to see if there is something popping up.

If all that fails, then only Shawn can help you.

FYI, I would avoid working with editable mesh, it's outdated and editable poly is far better for possibly everything you could imagine.

It is a primitive object: sphere, there not can be unwelded verts and the hidden geometry. The quantity of verts is displayed after the choice of a subobject: vertex and  selected all (Ctrl+A). I work with models in poly, and before compilation or import I convert it into mesh. 
#8
I try to compile model contained 20 000 verts, but at compilation, the quantity of verts increases approximately by 6 times, and the model is divided into 6 subobjects. It happens to all objects, I tried to compile with different settings, different types of objects (mesh or poly), from difficult having finished with primitives, tried 2 versions 3D of Max (2015 and 2016). But nothing helps :(
Plz help, what reason of this error?

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