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InsideQC Forums • View topic - How to get proper skins from QME 3.1

How to get proper skins from QME 3.1

Discuss the creation of various model formats for Quake engines, and related matters to modeling.

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Postby mh » Mon May 10, 2010 6:55 pm

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Postby Sajt » Mon May 10, 2010 7:14 pm

I believe the problem was simply that the normals were being calculated based on the split up edges, and it was happening in a "stair-step" pattern causing the edges of some of those "stairs" to go black. I suspect that DarkPlaces recalculates normals on load and even looks for co-locating vertices that aren't attached to the same triangle. Or something.

Here's a screenshot that sort of shows the funny stairstep:

And here's bomb.mdl:
F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.
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Postby mh » Mon May 10, 2010 9:34 pm

Nice one, cheers. DP doesn't recalculate normals by the way, but it does use a lookup table containing the normal vector itself (rather than a precomputed DotProduct) and blends normal vectors at render time (rather than light * (dp1 * blend + dp2 * (1 - blend)).

It does remove duplicate verts at load, but so does DirectQ.

From the looks of the bomb in-game, the ugliness seems to occur on backfacing triangles. I think QWalk's loading code is good (it's almost the same as DirectQ's, but that's irrelevant), but I'm not too certain about that compress_normal function during the saving.
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