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3 Dimensional Chat / kinda noobtarded milkshape question

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devastation
19
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Joined: 11th Aug 2005
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Posted: 18th Oct 2005 03:21
how do I flip the direction a face is pointing?

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Oddmind
20
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Joined: 20th Jun 2004
Location: Atlanta, Georgia
Posted: 18th Oct 2005 03:43
alright noobtard >.
select the face(s) then go under the face menu and click
reverse vertex order or press CTRL SHIFT F
devastation
19
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Posted: 18th Oct 2005 03:59 Edited at: 18th Oct 2005 04:00
I am a noobtard, no need for the iconified evil face. And thanks a ton. Behold my first ever 3d model, now with fixed faces! A ninja star for one of my games!



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BenDstraw
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Joined: 21st Dec 2004
Location: Arizona
Posted: 18th Oct 2005 04:08
why did you have to flip the normals?

"Save the whales harpon a fat chick"
devastation
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Posted: 18th Oct 2005 04:22 Edited at: 18th Oct 2005 04:23
they wre messed up for some reason. I made the vertices, made faces from them, and some of the faces pointed inside while some pointed out.

also another question if anyone would be so kind: can milkshape export an unwrapped thing to make a texture on, or can lithunwrap export a bmp with lines of where which parts will be wrapped around the model? thanks.

Quote: ""Save the whales harpon a fat chick""

lol, meanie

devastation

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Peter H
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Joined: 20th Feb 2004
Location: Witness Protection Program
Posted: 18th Oct 2005 17:50
Quote: " I made the vertices, made faces from them, and some of the faces pointed inside while some pointed out."

that's because when you make faces the order you click on the vertices determines the direction the face will...face...

if you click on them in clockwise fashion it will face one way, and it will face the other way if you click on them in counter-clockwise fashion.

as for the UVMapping stuff, well i don't use lithunwrap...so i don't know

"We make the worst games in the universe."

Oddmind
20
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Location: Atlanta, Georgia
Posted: 18th Oct 2005 22:59
it would probably be easier to use a plane with a ninja star texture on it with black around the parts that need to have alpha on em.
Heckno
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Joined: 8th Sep 2004
Location: Palm Coast, FL
Posted: 19th Oct 2005 03:51
Quote: "also another question if anyone would be so kind: can milkshape export an unwrapped thing to make a texture on, or can lithunwrap export a bmp with lines of where which parts will be wrapped around the model? thanks."


go with lithunwrap for basic uv, the built-in version on Milkshape is a bit primitive and very labor intensive on more detailed models..
devastation
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Posted: 21st Oct 2005 04:22
okay thanks a ton guys

Quote: "it would probably be easier to use a plane with a ninja star texture on it with black around the parts that need to have alpha on em. "


but the star will be right up by the camera (the camera zooms into the player and he becomes transparent and it shows the ninja star, then it throws when they release the mouse).

verydevastating.com
Heckno
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Location: Palm Coast, FL
Posted: 21st Oct 2005 20:25
if you gonna be using collision I would think using an object over a plane is more advantageous anyway....
SimSmall
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Joined: 7th Aug 2004
Location: United Kingdom
Posted: 24th Oct 2005 00:23
Quote: "if you click on them in clockwise fashion it will face one way, and it will face the other way if you click on them in counter-clockwise fashion."


More precisely, selecting clockwise results in a back face, obviously, if your vertices are at the back of your models, then this is right, but if the vertices are at the front, then it's wrong... as such, selecting anti-clockwise results in forward faces...

...maybe one day I'll finish a project

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