STEAM 组
Blender Source Tools BleST
STEAM 组
Blender Source Tools BleST
260
游戏中
1,637
在线
成立于
2013 年 11 月 8 日
所有讨论 > Help > 主题详情
Abhorrent_Anger 2016 年 1 月 28 日 上午 9:11
[Insurgency 2] Unusual reflections after exporting
Apologies if this is a newbie question, but I just can't get the reflections to work the same way they do on the imported (.smd) model, as can be seen here[i.imgur.com].
I've already tried messing around in materials (which I'm aware aren't exported), checking for differences with HLMV (the same shader is being used, everything matches up) and comparing the files manually (looks as if the normals are changed for matching verticies in "triangles", although I can't confirm), but have had no luck in finding the solution myself.
I'll also include the .smd's for the sake of repeatability: Original[aws.lv], Exported[aws.lv].
最后由 Abhorrent_Anger 编辑于; 2016 年 1 月 28 日 上午 9:18
< >
正在显示第 1 - 3 条,共 3 条留言
Zappy 2016 年 1 月 28 日 上午 10:06 
Blender Source Tools doesn't like importing sharp edges on SMD models.
最后由 Zappy 编辑于; 2016 年 1 月 28 日 上午 10:06
Abhorrent_Anger 2016 年 1 月 29 日 上午 4:10 
Thanks for the hint, it does indeed occour on importing. Converting the .smd to .obj could've worked if it wasn't for bone animations. Since, judging from older threads, this isn't easy to fix, I'll leave a workaround[i.imgur.com] I used instead.
Zappy 2016 年 1 月 29 日 上午 7:33 
The best "work-around" is to import one mesh that's smooth-shaded, and another mesh with "preserve SMD polygons and normals" or whatever ticked on, then manually splitting/sharpifying the edges of the smooth-shaded mesh to look like the "preserved" mesh.
< >
正在显示第 1 - 3 条,共 3 条留言
每页显示数: 1530 50

所有讨论 > Help > 主题详情
发帖日期: 2016 年 1 月 28 日 上午 9:11
回复数: 3