Home Technical Talk

Weird problem with imported buildins in UT3 editor

This is an odd problem I am having in UT3Ed

I import a building I built in Maya 2008 into the map I am working on and for some odd reason the walls of the back side of the building are transparent, not there at all where the front walls are fine, what is causing it I have no idea and it is driving me nuts because this is affecting a class project who's deadline is coming up fast.

I thought at first it was my graphic card but other computers I bring it up on have the same problem, so basically I am at step one again

Thanks for any help

Replies

  • Neox
    Offline / Send Message
    Neox godlike master sticky
    just a quick shot
    is it really invisible or is it inverted?
    rightclick your object in max go to object properties and turn backface culling on, how does it look then?

    if thats not it, make some screenshots :)
  • Harryscary276
    Oh sorry about that, here are a few, also its Maya 2008 now Max

    pic.jpg

    pic2.jpg

    As you can see it is completely invisible, if you look at a face from the front or in the case, from the outside, it is fine but look at it from the back or inside its gone, I didn't use back face culling because the interior didnt need that much detail

    thanks
  • Neox
    Offline / Send Message
    Neox godlike master sticky
    your faces are not doublesided maya just renders them as doublesided, you either set up your material to render as doublesided in UT or you duplicate the faces you want to be doublesided and flip the normals :)
  • Mark Dygert
    In the Material Editor > main material properties > check: "Two Sided"

    you'll probably end up creating some polys for the inside because they'll share lighting. However the outside is lit, that is how the inside will be lit, unless you actually add geometry to the inside.
  • Harryscary276
    Okay that makes a lot of sense, guess I need to read up more on UT

    I cant seem to find that double sided option

    Thanks so far for the help, this could be a big problem because in the end this is a level that takes place inside a building I make in Maya, so if you can see outside when you are not suppost to, well yea that will be a problem
  • Neox
    Offline / Send Message
    Neox godlike master sticky
    just turn on backface culling maya and you will see which faces go in the right direction :)
  • Harryscary276
    So technically if I reverse the normals when I am done with the building exterior then the inside will be rendered instead of the outside in UT?
  • salman_fas
    So technically if I reverse the normals when I am done with the building exterior then the inside will be rendered instead of the outside in UT?
    yea.
    you can also check your normals by selecting model and then go to Display>Polygon>Face normal and see which ways normals are facing.
  • Harryscary276
    I want to thank you all for the help, all your help has fixed this problem and now I can move on,

    now I have to figure out how to set collision for when you are inside the building and its halls hahahaha yea this is getting nuts
Sign In or Register to comment.