• Advertisement

Archived

This topic is now archived and is closed to further replies.

Reversing Triangle Drawn direction in 3DStudio5

This topic is 5555 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I modelled a low poly character in 3d studio 5 and imported it into my DirectX app but all the polygons are reversed. I''m using the Panda DirectX exporter. Is there a way in max5 to reverse this again without having to remodel the character?? The only way to see the character was to change backface culling from CCW to CW but that makes all my terrain and scenery disapear?? Any ideas There is an option to reverse normals.?? Would this be the same thing?? THanks

Share this post


Link to post
Share on other sites
Advertisement
You could set CCW ONLY when you render your model, then you set back CW when you need to render everything else in that order... I mean, if you have for example a terrain class, and a model class (which is your exported model) you could have a render function in both classes.
You should have a game class or whatever you call it, but that lets you render everything in order. Then you''ll have no problem rendering your terrain and your model...
For example:


  
void CGame::Render()
{
D3DDevice->Clear(/*all the stuff*/);

D3DDevice->BeginScene();
Terrain->Render(); //here cullmode is CCW

Model->Render(); //here cullmode is CW

D3DDevice->EndScene();
D3DDevice->Present();
}


For 3dsmax, I don''t really know... maybe there is an option...


No matter where you go... &this

Share this post


Link to post
Share on other sites
I don''t think 3dsconv would help him since he is using the Panda DirectX exporter. Gommo, I would see if there is any support documents for Panda. If not, maybe write a quick function that reverses the faces you import.

Share this post


Link to post
Share on other sites
Guest Anonymous Poster
Why don''t you just put a normal modifer on the stack...it has 2 options..FLIP and normalize....Sounds like you need to spend some more time learning MAX.

Share this post


Link to post
Share on other sites
Jim: My point was, rather than using the panda exporter, export as a .3ds, then convert. End result = correct output format.

Share this post


Link to post
Share on other sites
I''ve heard bad things about using the 3dsMax->3ds->X conversion route. Isn''t something messed up, like animation frames or texture data?

Share this post


Link to post
Share on other sites
Initially I was having huge problems also and turned to other alternatives like the panda exporter and milkshape etc...but then I researched the flags for conv3ds more in-depth and managed to come up with a command line that works like a charm for exporting models with textures. You have to be careful you always collapse the stack before exporting, also making certain you ONLY use .BMP or .PPM textures that must be a power of 2 in dimension. While 3dsmax supports texturing with practically all files, they seem to cause huge issues with conv3ds unless following those guidelines. I have yet to work with animated meshes (should have some time to deal with that in a week or two).

My command line looks like this basically:

conv3ds -m -x -s1.0 file.3DS

Tweak the 1.0 as needed for scaling. Works like a charm for me

[edited by - wiseachoo on December 6, 2002 3:42:39 AM]

Share this post


Link to post
Share on other sites

  • Advertisement