Tanshaydar
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Bad normal errors
Well, it seems like this is starting to become a habit
I'm sure if you tried to add some custom models into your mod, you encountered this problem too. This is not a problem that makes game crash or something else. But it fills the hpl.log
Like this:
So, if anyone has any knowledge about this issue...
1) Will these cause any performance problem?
2) Regardless of first question, what is the easiest way to overcome this?
PS. All the models were exported with Blender 2.49b with the settings defined on wiki.
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08-18-2011, 11:01 PM |
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DRedshot
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RE: Bad normal errors
I don't really have any idea about how to solve it, apart from having a look at the normals in blender before exporting, or maybe try 'remove doubles' by highlighting the mesh and pressing 'W' (i think)
from the error it says 'length is not 1'. Maybe someone else can clear that up!
as for performance issues
Quote:Length is not 1. Will not cache file!
if it won't cache the file, wouldn't it increase loading times, and create a lag if the entity is spawned via scripts!
EDIT: If the model is a simple shape, and you find that some of the normals are facing the wrong way (i doubt this as you'd notice it straight away) you should be able to 'converge normals' or something similar in blender, then reverse the normals. this will not work for anything with faces facing inwards. But there might be a more intuitive way to make the normals point outwards, without having to do them individually
(This post was last modified: 08-18-2011, 11:28 PM by DRedshot.)
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08-18-2011, 11:09 PM |
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nemesis567
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RE: Bad normal errors
They may cause performance problems, in other engines they do at least and cause lighting issues. The way to overcome this is to check the normals before exporting the models and inverting any normal facing the wrong direction.
It's a quite tedious job(1 vertex- 1 normal) but it may cause issues if this isn't corrected.
Today I dreamt the life I could live forever. You only know that when you feel it for you know not what you like until you've experienced it.
(This post was last modified: 08-18-2011, 11:11 PM by nemesis567.)
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08-18-2011, 11:10 PM |
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plutomaniac
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RE: Bad normal errors
I am full of these things especially with complex converted models. It can be fixed but modeling skills are required to fix these before you export the model in .dae format. MrBigz told me one week ago what these are but I cannot remember more details.
1) It makes loading slower, I know that from experience.
2) To edit the normals of the custom model so that their length is the normal, 1.
(This post was last modified: 08-19-2011, 12:21 AM by plutomaniac.)
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08-19-2011, 12:19 AM |
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RE: Bad normal errors
I don't seem to get those errors with my current model. Not sure if i have to enable anything to have the engine report those errors, though.
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08-19-2011, 01:00 AM |
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MrBigzy
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RE: Bad normal errors
If you don't see the errors, then the normals are fine.
I'm not sure if this error actually means the normals are not normalized, I remember having the problem before and fixing it somehow. However, if it cannot be fixed and you want to try to fix the normals, you have to normalize them to put them back to a unit vector length (a total length of 1). I dunno about other programs, but for Maya you can do this by going to Display, Polygons, Custom Polygon Display, and then setting normal size to 1. I'm not sure if this will fix the problem or not.
Also as nemesis said, polygons facing the wrong way cause problems, since HPL2 only register single-sided polys, which is why you can't see the texture from the inside of a model. Plus the lighting issues he mentioned. If you want to check the normals in Maya, you can see them by going to the attribute aditor (box on the very right of the screen, make sure the model is selected), going to "Name"Shape, and then mesh component display. At the bottom, check the box that says "display normal". You'll have to check your model for any normals that point inward. To do that, select the faces/vertices (depending on what you want to work with), go to the polygons menu, then Normals, Reverse.
(This post was last modified: 08-19-2011, 01:27 AM by MrBigzy.)
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08-19-2011, 01:16 AM |
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Tanshaydar
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RE: Bad normal errors
I'll try and see if the models in question causes lag by removing them and test. One of my levels has a performance issue and I think that might be the problem.
Since I don't have any modeling skill, I'll either try to do it myself or will ask for help
Thanks for the replies guys. And if any of you have a free time to help me, please let me know
(This post was last modified: 08-19-2011, 08:19 AM by Tanshaydar.)
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08-19-2011, 08:18 AM |
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RE: Bad normal errors
Whatever the case, i'd recommend updating Blender to the latest stable.
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08-19-2011, 09:11 AM |
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Tanshaydar
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RE: Bad normal errors
I had problems with blender 2.5+ versions as the exported files weren't recognized by editors. 2.59 works without a flaw? If so, same instructions on the wiki still applies, or different settings are needed?
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08-19-2011, 09:13 AM |
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RE: Bad normal errors
(08-19-2011, 09:13 AM)Tanshaydar Wrote: I had problems with blender 2.5+ versions as the exported files weren't recognized by editors. 2.59 works without a flaw? If so, same instructions on the wiki still applies, or different settings are needed?
I've tested 2.57 and 2.59 and they both work so long as you don't try parenting any armatures to your model. I've also updated the wiki for 2.5, providing solutions; you may want to look at it if you haven't already.
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08-19-2011, 09:18 AM |
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