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Reversed Normals in Gmax? And Fixing Degenerate Triangles?

Posted: Sat Dec 23, 2006 7:16 pm
by andystav
I have an object that I made in Blender, and I exported it to Gmax. Before exporting it, I recalculated the normals in Blender, but it didn't help much. Normals on a lot of faces are incorrect, and selecting objects with Gmax is a pain. I can barely tell what I've selected. So there are two questions: how can I quickly make faces face outwards? Or can anyone tell me how to tell what I'm selecting in Gmax to actually be able to flip faces?
EDIT: Well, there's a third question: Is there a way to just make faces double sided?

Posted: Sat Dec 23, 2006 8:07 pm
by TomClancey
ones u select a face, click "Flip", but make sure ur object is an editable object, like mesh. and no there is no way to make it double sides, to my knowledge.

-Tom

Posted: Sun Dec 24, 2006 7:11 pm
by andystav
I just tried exporting it and putting the jms through tool, and I got an amazing amount of errors (degenerate triangles and failed edge updates). I've fixed errors before in 3DS, but I can't really tell what I'm selecting in Gmax. Does anyone here with Blender want to get the file and maybe look at the errors, like just tell me where to start? (I just took my model and stuck it in a box test map)

Posted: Sun Dec 24, 2006 7:26 pm
by TomClancey
ok, did u look at the HEK_tutorial and look at compiling errors and how to fix them? becuase it will most likely tel you to import the wrl (w/ gmax is through chimp) and tell you to find the coloured lines it imports and correct the problem. like with degenerate triangles,
Hek_tutorial:

When compiling using Tool the following warning message appears:

### WARNING found # degenerate triangles.
----------------------------------------------------------
There is an error in the construction of the triangles that compose the level geometry.

Check for triangles that have had edges turned or have been modified such that 2 edges of the triangle now exist in the same space (share the same vertex coordinates).

These will often appear in 3ds Max as a single edge when in fact it is just the collapsed or malformed edges of a triangle all occupying the same space.