Game Development Community

Vertex normals disappearing from meshes?

by Russell Fincher · in Artist Corner · 09/11/2008 (6:28 pm) · 12 replies

So, I have a weird problem... must be exporter-related. Some of my meshes are getting in-game without vertex normals. I had one of my coders set up our game so that I could turn on and view normals in-engine. At one point it seemed that I had the problem isolated to flagging "2-sided" in the material settings in Max, but now I'm not so sure. Anyone have any idea what could be doing this?

To be clear, trees that I'm creating are genrally coming in with their trunks still having vertex normals, but their billboarded branches (which use a different material) not having vertex normals.

About the author

Art Lead at Sickhead Games, focused on dev tools and prototyping, instructor/advisor at several Dallas colleges and universities, Associate Developer with GarageGames, champion of avant-garde game art at uncommonassembly.com.


#1
09/12/2008 (5:03 pm)
Welp, I figured it out, and it has nothing to do with materials settings. It has everything to do with the proximity of the original branch geometry and the duplicated branch geometry that has its normals flipped. I thought just duplicated them was enough, but apparently they need to be nudged a bit or the vertex normals in-game are screwy. I've always been told to nudge them, but for some reason didn't think it was important. Perhaps someone can clue me in on why this happens.
#2
09/12/2008 (5:44 pm)
My guess is that the exporter gets clever. It sees two vertices that look similar (same position at least) and merges them, and of course screwing up the normals in the process.
#4
09/13/2008 (7:34 am)
John, this question probably deserves its own thread, because I don't think it is related to my issue, but I'll give it a shot. A few questions...

- are you SURE that the wings and tailfin geometry are attached to the "Hornet2" geometry?
- what is the "weapons" geometry? are you sure the wings aren't included in that? Because if it is, it won't render in-game.
- how are your textures set up? are the body of the plane and the wings separate materials?
#5
09/13/2008 (9:19 am)
are you SURE that the wings and tailfin geometry are attached to the "Hornet2" geometry?

Yes.

what is the "weapons" geometry? are you sure the wings aren't included in that? Because if it is, it won't render in-game.

That are bombs, which I plan to export them as separate object(to use them on other vehicles too), so they don't get exported with the jet.

how are your textures set up? are the body of the plane and the wings separate materials?
No, one material only.

p.s:sorry for messing around in your thread
#6
09/13/2008 (10:56 am)
@John Smith

I think your group naming is causing the problem. Try making sure each piece of geometry you want visible in game has 0 at the end. Like, Hornet0, Wings0. When a meshgroup has a name that ends in a positive number (Hornet2) it will be considered the highest LOD and only show that piece.

If you use Collision or LOScol messes name them in negative numbers. (Col-1 thru Col-8 and LOScol-9 thru LOScol-16)

hope that solves it,

Jondo
#7
09/14/2008 (3:24 am)
I hope I did everything as you said, but still having a problem:

[img=http://img53.imageshack.us/img53/1049/problemnhy4.th.jpg] (subtitute the "2" with "0" in graph editor, a bit lazy to update image...)

Well, if I export the mesh wihtout material, it is rendered correctly, so it may be material issue.
#8
09/14/2008 (10:18 am)
@John

Torque will not display back faces. Unless you have transparencies in your material, there could be an issue with your alpha masking. If not transparent, make sure those aren't back faces. If so, try flipping the vertex order, or face to front... I don't use that program, so I'm not sure of the command.

Jondo
#9
09/16/2008 (9:24 am)
This only happens in Torque Show tool (pro), in game it appears to be OK.
#10
09/16/2008 (10:15 am)
You might want to doublecheck your undercarriage.
#11
09/27/2008 (6:17 pm)
Russell:
user-specified vertex normals
is it your case? Have you found a solution?

edit: link
#12
09/27/2008 (7:06 pm)
Bank: the link you posted really doesn't apply to me (though it will be helpful in the future). I wasn't able to export any normals at all from some geometry, even non-hand modified ones.. As I wrote in the second post here, my problem had to do with not moving duplicated geometry apart.