Quote: "The models left arm seems to have a poly that is inverted and so appears see through."
Are you sure the poly is there at all, i.e. does it show when you turn off culling? If it does then the solution could be simple - you'll need to change the order of the vertices in that particular poly by swapping just one pair of vertices. You may need to change the sign of the normals as well. If the object is not too high and it is a standard text X file you can do this in any text editor - but you need to find out which poly needs to be changed and that can be tricky. If you have a modelling package you can probably just select the offending poly and reverse its vertex order (or whatever phrase the package uses) then just re-export the model.
Here's a simple example X file using one of IanM's high poly plains (I used the
make mesh from object and
save mesh commands for this):
Save this as "polyOK2x2.x":
xof 0303txt 0032
Mesh {
9;
-49.999997;0.000000;49.999997;,
0.000000;0.000000;49.999997;,
49.999997;0.000000;49.999997;,
-49.999997;0.000000;0.000000;,
0.000000;0.000000;0.000000;,
49.999997;0.000000;0.000000;,
-49.999997;0.000000;-49.999997;,
0.000000;0.000000;-49.999997;,
49.999997;0.000000;-49.999997;;
8;
3;0,1,3;,
3;3,1,4;,
3;1,2,4;,
3;4,2,5;,
3;3,4,6;,
3;6,4,7;,
3;4,5,7;,
3;7,5,8;;
MeshNormals {
9;
0.000000;1.000000;0.000000;,
0.000000;1.000000;0.000000;,
0.000000;1.000000;0.000000;,
0.000000;1.000000;0.000000;,
0.000000;1.000000;0.000000;,
0.000000;1.000000;0.000000;,
0.000000;1.000000;0.000000;,
0.000000;1.000000;0.000000;,
0.000000;1.000000;0.000000;;
8;
3;0,1,3;, # these lines are the poly data, i.e. this poly uses vertices 0,1 and 3
3;3,1,4;,
3;1,2,4;,
3;4,2,5;,
3;3,4,6;,
3;6,4,7;,
3;4,5,7;,
3;7,5,8;;
}
MeshTextureCoords {
9;
0.000000;0.000000;,
0.500000;0.000000;,
1.000000;0.000000;,
0.000000;0.500000;,
0.500000;0.500000;,
1.000000;0.500000;,
0.000000;1.000000;,
0.500000;1.000000;,
1.000000;1.000000;;
}
}
and this one as "polyNotOK2x2.x":
xof 0303txt 0032
Mesh {
9;
-49.999997;0.000000;49.999997;,
0.000000;0.000000;49.999997;,
49.999997;0.000000;49.999997;,
-49.999997;0.000000;0.000000;,
0.000000;0.000000;0.000000;,
49.999997;0.000000;0.000000;,
-49.999997;0.000000;-49.999997;,
0.000000;0.000000;-49.999997;,
49.999997;0.000000;-49.999997;;
8;
3;0,1,3;,
3;3,1,4;,
3;1,2,4;,
3;4,5,2;, # reversed two vertices - this poly will magically disappear
3;3,4,6;,
3;6,4,7;,
3;4,5,7;,
3;7,5,8;;
MeshNormals {
9;
0.000000;1.000000;0.000000;,
0.000000;1.000000;0.000000;,
0.000000;1.000000;0.000000;,
0.000000;1.000000;0.000000;,
0.000000;1.000000;0.000000;,
0.000000;1.000000;0.000000;,
0.000000;1.000000;0.000000;,
0.000000;1.000000;0.000000;,
0.000000;1.000000;0.000000;;
8;
3;0,1,3;,
3;3,1,4;,
3;1,2,4;,
3;4,2,5;,
3;3,4,6;,
3;6,4,7;,
3;4,5,7;,
3;7,5,8;;
}
MeshTextureCoords {
9;
0.000000;0.000000;,
0.500000;0.000000;,
1.000000;0.000000;,
0.000000;0.500000;,
0.500000;0.500000;,
1.000000;0.500000;,
0.000000;1.000000;,
0.500000;1.000000;,
1.000000;1.000000;;
}
}
Here's the code I used to create the mesh file:
make object plain 1, 100, 100, 2, 2
make mesh from object 1, 1
save mesh "polyOK2x2.x", 1
and here's the code I used to display the two objects:
load object "polyOK2x2.x", 1
load object "polyNotOK2x2.x", 2
position object 1, -100, 0, 0
position object 2, 100, 0, 0
position camera 0, 500, 0
point camera 0, 0, 0
do
loop
Quote: "I can put the file up here if you want to take a look?"
That would be helpful unless you can fix the problem yourself - but don't bother if it's not a text X file as I won't be able to help.