ThePortuguesePlayer

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Tab into edit, Select All, Alt+N > Reset Normals. With all selected, Edges > Mark Sharp (Not creases, not seams), Tab out into Object Mode and add the Edge Split...

Confirmed to have solved it in Zmodeler... ![image](https://user-images.githubusercontent.com/47691365/79616667-808c9700-80fd-11ea-9fa0-73d352851613.png) But not in 3DS Max with Kam's GTA Scripts. ![image](https://user-images.githubusercontent.com/47691365/79616716-9bf7a200-80fd-11ea-9496-0bef6a3df9e0.png)

I'm sorry, I've been forgetting the 3DS' log. ![image](https://user-images.githubusercontent.com/47691365/79616872-027cc000-80fe-11ea-9131-583e10d76ec4.png)

Sorry, this is actually a lot longer than I thought it was. Here's the full thing: > > -- Error occurred in anonymous codeblock; filename: C:\Program Files\Autodesk\3ds Max 2018\scripts\startup\ProceduralContent.ms; position:...

I have to report that after switching to the latest commit, the one made to solve this issue, all faces in the model are exported with the normals inverted. ![image](https://user-images.githubusercontent.com/47691365/79668961-3b756d00-81b0-11ea-9dbb-2a8bb7b74f15.png)

Okay, confirmed to be working with correct normals even on Zmodeler. Now, the log from a DFF of a cube with no normals saved pasted from 3DS' console: > --...

This confuses me because I've been working with cars around 150000 verts and they export just fine...

I did one export in the past where a single object had about 37000 verts to stress test MTA once, but yeah, I meant spread across various objects. If the...

I honestly always thought the material name should be the texture name suffixed with the specular values. I'd love so see some sort of setting in the importer to change...

I get this a lot and it's a hard one to fix, but, sometimes, moving the glass material to be the last one on the materials list works, and also...