wade on 15/8/2020 at 16:49
I have walls as objects and one has an arched doorway. The objects were modeled in Blender 2.79b. Then I ran 3ds2e and BSP in a command window. In .bin form, the object is 1-sided. Lately 3ds2bin has warned any objects built in 2.79b (also 2.83.3) are invalid .3ds files. Other than 3ds2bin, is there a way to convert to .bin and get a 2-sided object?
I plan to put blockables outside the doorway so the player can walk through the portal, but not pass the solid wall. I'm partly choosing objects over brushes because in mono I had an apparent cell cycle warning with the doored wall in brush form. Also because I want to reduce cells.
Inline Image:
https://i.imgur.com/uSLAFyb.jpgWall textures are from Textures.com (messy brick) and Thief 2 (Rusty metal).
Nameless Voice on 15/8/2020 at 18:17
3ds2bin is just a graphical interface to run 3ds2e.exe and bsp.exe - so you can simply run those manually from the command line.
But since those are still the same converters that the GUI uses behind the scenes, I'd imagine you'll have the same problems there.
ZylonBane on 15/8/2020 at 19:04
Just add DBL to the list of material tags in the E file.
wade on 15/8/2020 at 21:26
I would do that if 3ds2bin let me get past this warning:
Inline Image:
https://i.imgur.com/2NLCTjY.jpgSometimes BSP converts to .bin after Blender, and other times I get this warning. Just wondering if there's a command for 3ds2e that would allow 2-sided conversions.
wade on 15/8/2020 at 21:58
Quote Posted by ZylonBane
Just add DBL to the list of material tags in the E file.
Adding DBL was it! ZylonBane will be added to my list of credits, since this is an integral part of the mission. :thumb:
Inline Image:
https://i.imgur.com/zqaToi2.jpg
PinkDot on 16/8/2020 at 07:12
Good to hear the tag worked for you, but I'm wondering if everything is OK with the normals of your mesh. Maybe it's just hard to make out the actual shape from those screengrabs, but typically for solid objects you don't need the double-sided polygons, if all of them face outwards. Double-sided is for thin meshes like leaves, paper, fabric - generally modeled with a single, no thickness polygon, seen from both sides. Otherwise you might be doubling up the polycount of your meshes.
nicked on 16/8/2020 at 16:06
Yeah I couldn't tell from the first image, but the fixed version doesn't look like it should need any double-sided textures. It looks like the normals were facing the wrong way.
Psych0sis on 16/8/2020 at 21:49
Why use objects for walls instead of regular terrain brushes?