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 Post subject: Flipped normals
PostPosted: Mon Jul 28, 2008 7:50 am 
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I'm getting flipped normals when exporting to .obj and then importing to Max.

The flipped normals does not happen on every sector just some of them, I've not formulated a reason yet...however in an export that consists of 4 patches to a single sector it's the top right (in PnP) sector that's flipped..or when viewed in Max the bottom left...

I could send the mesh files if needed...it's about 7mb.

K


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 Post subject:
PostPosted: Mon Jul 28, 2008 11:26 am 
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Programmierdochfix
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Location: Braunschweig
I'll take a look.


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 Post subject:
PostPosted: Thu Jul 31, 2008 11:07 am 
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Programmierdochfix
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I wasn't able to reproduce this bug.
So could you please upload the mesh files? And if possible also the terrain from which you exported them?

I private messaged you an ftp account, which you can use for this.

thanks


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 Post subject:
PostPosted: Thu Jul 31, 2008 11:11 am 
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I will indeed...as soon as I get home :)

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 Post subject:
PostPosted: Thu Jul 31, 2008 12:01 pm 
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hello kaylon,


What is a reverse the normal of pnptc?

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 Post subject:
PostPosted: Thu Jul 31, 2008 12:47 pm 
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When the mesh exported from pnp is Imported into Max one or more of the patches of the terrain has the faces inverted...upside down if you will...the face normals are flipped.

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 Post subject:
PostPosted: Thu Jul 31, 2008 5:06 pm 
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All files uploaded Ralf...

The .obj's are in the MESH folder within the project as well as the resulting .max file.

K


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 Post subject:
PostPosted: Thu Jul 31, 2008 6:12 pm 
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Programmierdochfix
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Thank you very much. I'll take a look at it.


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 Post subject:
PostPosted: Thu Jul 31, 2008 6:45 pm 
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Graphicanissimus
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Hi kaylon, which version of 3dsmax are you using and is it
standard import or a third party plugin?

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 Post subject:
PostPosted: Thu Jul 31, 2008 6:47 pm 
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Max 8 and just using the native .obj importer.


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 Post subject:
PostPosted: Thu Jul 31, 2008 9:52 pm 
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Graphicanissimus
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Well, since i can not confirm this behavior at this moment i would recommend to use the normal modifier in max for the imported object to flip the normals again.

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 Post subject:
PostPosted: Thu Jul 31, 2008 10:08 pm 
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Aye..that's what i've been doing :)

Just thought id mention the issue :)

Thanks.


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 Post subject:
PostPosted: Thu Jul 31, 2008 10:30 pm 
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Programmierdochfix
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Yes, thank you. Unfortunately I cannot see any problem in any program in which I loaded the mesh files. All normals seem to be correctly.

By the way. I noticed the human scale object you are using on your map. Do you know that there is a build in reference model in PnPTC? Simply hold down the 'R' key and click anywhere on the terrain with the left mouse button and you get a human model of 1.8 meters height. Holding down the 'R' key and clicking with the right mouse button, you get an 8 meters scale.


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 Post subject:
PostPosted: Fri Aug 01, 2008 6:54 am 
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I know Ralf :)...

That human scale object was used to set the scale in Max to match the scale of PnP I stood him next to the PnP "R" ref object to compare and make sure I got it right :)

And just to show I'm not imagining things :)

Here is shot of what I get when I import sections...as you can see only 1 patch of the terrain is correct.

The export setting were 512 patch, texture to match patch and I had the grid set to 8 i think for regular reduction...that should be still in the settings for the file though I guess.

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