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    Knight Avatar von catalinux
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    [Help] Holes in level mesh

    Anytime I compile a level mesh 3ds to a ZEN in Spacer (Gothic 1) I get a few holes in the level mesh.

    Does anyone know what is this related to and how can I prevent this?

    The long explanation

    - I am editing the level mesh in Blender 2.66
    - I export the level mesh as a 3ds file using Kerrax Imp/Exp plugins
    - I load the exported 3ds mesh in Spacer 1.41
    - I compile the world
    - I compile the light
    - I export the compiled world to ZEN (compiled, not ascii)
    - I load the new world ingame, I see the holes in mesh
    - this drives me crazy

    Any insight would be much appreciated.
    Miniaturansichten angehängter Grafiken Miniaturansichten angehängter Grafiken 2017-08-18-155911_1366x768_scrot.jpg  

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    now also in your universe  Avatar von Milky-Way
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    Are you sure that the holes aren't there yet in the spacer?

    Have you checked whether the holes always appear at the same polys?

    My initial guess is that a poly there is flipped and you placed the texture on the backside of it, which is possible in Blender. However, Gothic can't deal with 2-sided polys.

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    Knight Avatar von catalinux
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    The holes always appear at the same polys. They change only if I change the sea plane. This level mesh is made from cut and paste bits from other meshes. As soon as I use another sea plane, the holes moves to other polys.
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    Schwertmeister Avatar von Ska-Ara
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    did you checked if this tri/vert is alignt to the rirght site? maybe its just flipped so its shows the texture in the wrong direction

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    Knight Avatar von catalinux
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    Zitat Zitat von Ska-Ara Beitrag anzeigen
    did you checked if this tri/vert is alignt to the rirght site? maybe its just flipped so its shows the texture in the wrong direction
    I flipped a few verts and they disappeared. But I couldn't figure a way to check this in the whole level, so I did something else: Edit Mode - Mesh - Faces - Beautify - this got rid of some of the degenerate polygon errors, and after this it looks like the mesh is alright.

    I hope this solved my problem. Thanks!
    Miniaturansichten angehängter Grafiken Miniaturansichten angehängter Grafiken 2017-08-19-001625_1366x768_scrot.jpg  

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    Schwertmeister Avatar von TheBigLeBRUCEky
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    Zitat Zitat von catalinux Beitrag anzeigen
    I flipped a few verts and they disappeared. But I couldn't figure a way to check this in the whole level, so I did something else: Edit Mode - Mesh - Faces - Beautify - this got rid of some of the degenerate polygon errors, and after this it looks like the mesh is alright.

    I hope this solved my problem. Thanks!
    - First go to the 3D-View window
    - Edit Mode
    - press N
    - goto Mesh Display
    - look for Normals
    - press the 3rd Button(Face Normals)
    - for large Faces you can change the size of the Normal(to see them better)
    - now you can see the blue lines(they show you the direction of your polygons)

    - again 3D-View window(Edit Mode)
    - press A(select all polys)
    - press CTRL + N(recalculate outside) or CTRL + SHIFT + N(recalculate inside)
    - this should flip all selected polys in one direction(if the mesh is worked out well)
    - normally it works fine(only very complicated meshes could make problems)

    for example:
    - choose only the ground of your mesh
    - recalculate the polys as i discribed
    - if the lines show up(to the sky) it is correct
    - just for controlling what you should use(inside or outside)

    MfG
    Geändert von TheBigLeBRUCEky (18.08.2017 um 23:35 Uhr)

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