by XxMiltenXx » Mon May 06, 2019 7:23 am
So, here's the issue.
I made a simple cube model (exported from Blender with the Blender exporter from the duke4.net forums) and I noticed some issues with the normals. So I asked around for some help, and someone recommended Npherno's MD3 Compiler, which can fix MD3 models. I did recalculate the normals, but in GZDoom it's still not correct.
Here is how the model looks exported from Blender:
Here's how it looks when fixed with Npherno's MD3 Compiler:
In Truecolor SW Render it looks more correct, even though the model is a bit too bright:
A test example is here:
https://www.dropbox.com/s/pfx4aprorj5x3 ... g.pk3?dl=0
Unless the normals are still wrong, I am really at a loss at what's wrong here. So is this a bug or an engine limitation?
So, here's the issue.
I made a simple cube model (exported from Blender with the Blender exporter from the duke4.net forums) and I noticed some issues with the normals. So I asked around for some help, and someone recommended Npherno's MD3 Compiler, which can fix MD3 models. I did recalculate the normals, but in GZDoom it's still not correct.
Here is how the model looks exported from Blender: [attachment=2]BlenderOpenGL.png[/attachment]
Here's how it looks when fixed with Npherno's MD3 Compiler: [attachment=1]OpenGL.png[/attachment]
In Truecolor SW Render it looks more correct, even though the model is a bit too bright: [attachment=0]SW Truecolor.png[/attachment]
A test example is here: https://www.dropbox.com/s/pfx4aprorj5x3fr/ModelLightBug.pk3?dl=0
Unless the normals are still wrong, I am really at a loss at what's wrong here. So is this a bug or an engine limitation?