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Blender Source Tools BleST
STEAM GROUP
Blender Source Tools BleST
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Showing 91-100 of 589 entries
1
Сompiling problem
12
Faces being removed from models.
Originally posted by 55 year old Zoomer:
- why would I need to flip the top mesh if the faces were not destroyed by blender in the first place? -
Because Blender by default renders the back-sides of things, while Source doesn't (and usually shouldn't).

Try to hover the mouse cursor over a 3D viewport in Blender, press N to open a side panel thing on the right, and then enable "Shading" > "Backface Culling" in it. This will cause Blender to not render the back-sides of meshes (just like Source).

Originally posted by 55 year old Zoomer:
- Reguardless of that, the textures were creating other weird effects too but nocull fixed that aswell.
What "other weird effects"? $NoCull lets the back-side of the mesh be rendered, and does not change anything else about the model or material, so any "other weird effects" really should not be affected by $NoCull (except in a few cases (such as environment cube-maps), where they're affected negatively due to not working correctly on the back-sides of things).

Originally posted by 55 year old Zoomer:
- nocull -
Again, $NoCull's only use is to allow the back-sides of things to be rendered, and there are many things which only work right on the front-sides of things, so it's (nearly) always better to duplicate and flip stuff to technically have a front-side on both sides than it is to use $NoCull.

Unless you know exactly what I mean about $NoCull and you know exactly why I'm telling you to not use it, you really should not use it. And even if you do know, you probably shouldn't want to use it, anyway.
Originally posted by Pte Jack:
- You might want to consider giving your mesh some thickness so the backside is actual mesh.
You don't have to give it a thickness. If you duplicate the mesh and change the duplicated mesh to face the other way (Blender calls this "flip normals"), it will render both the front- and back-sides of faces, while the model is still infinitely thin.

Note that if you give a model a thickness, the inside and the outside mesh will not line up perfectly, which allows you to see between the inside and the outside meshes. (Unless you keep the very edge either infinitely thin or with a visible edge, neither of which work that well if the model uses a transparent material where not all of the mesh is visible, which it looks to me like is the case here.)

Originally posted by 55 year old Zoomer:
I will give that a try. -
If "that" is using $NoCull in the material, please re-consider it. $NoCull causes the back-side of a mesh to be rendered... but it's still the back-side. To clarify, this means that it'll pick up lighting from the front, not the back, and display the "front" lighting on both sides. And to clarify, this means that even if you use an incredibly strong light on the back-side of it, the back-side (and also the front-side) will not show any effect of the light from the back.

Duplicating the mesh and flipping the duplicate will cause both sides to pick up lighting from their respective sides.

(Sometimes, you may want a side to pick up lighting from the opposite side... but in most cases, you probably won't want that, especially if you're uncertain of what this means.)
9
.SMD Animation with the Wrong Weights
21
Can't Compile QC because of "bad command" flexgroup
Showing 91-100 of 589 entries