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AppGameKit Classic Chat / Mising Faces on Objects?

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wargasmic
17
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Joined: 15th Oct 2006
Location: UK
Posted: 27th Feb 2014 03:49 Edited at: 27th Feb 2014 03:52
I'm exporting .obj files from Blender and loading them into AppGameKit, but I keep getting this as the result...



...Any idea what's going on here? If I turn off backface culling, the problem is reduced, but still there. It appears as if there are faces missing and also you can see parts of the object through itself.
Markus
Valued Member
20
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Joined: 10th Apr 2004
Location: Germany
Posted: 27th Feb 2014 09:45 Edited at: 27th Feb 2014 09:46
hmm, maybe the original use a hirachiy,inside some rotatings or scaling,
pivot outside parts etc.
the triangle points must be in clockwise order to know what is
front or back. the surface normal is the face up vector u can also
enable in blender and flip if wrong.
begin with a 1x1 meter cube in blender first.
wrong lighting u get at hard edges if the egde share his points with other faces.
some export tools calculate the normal vector, what means
they want simulate soft edges , the light looks gardiant.
(also 3d converter tools can help, but then u have much more work.)
the 3d part in agk is/was not finished.

AGK 108 (B)19 : Windows 8.1 Pro 64 Bit : AMD Radeon HD 6670
29 games
18
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Joined: 23rd Nov 2005
Location: not entirely sure
Posted: 27th Feb 2014 16:52
What version of Blender are you using? I use 2.59 and not had any problems.

Have you looked at the direction of the normals in Blender to make sure they're all facing outward? (I don't know how good you are with Blender but I thought it best to ask this just in case, don't mean to teach you to such eggs or anything).

Can you upload the blender and obj file so we can have a look?

The Daddy
15
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Joined: 13th Jan 2009
Location: Essex
Posted: 27th Feb 2014 20:30
Have you tried exporting the standard cube from blender as a test?

If the same happens you then know it is not your coding or model creation techniques!

www.bitmanip.com
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