• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • 🏆 Hive's 6th HD Modeling Contest: Mechanical is now open! Design and model a mechanical creature, mechanized animal, a futuristic robotic being, or anything else your imagination can tinker with! 📅 Submissions close on June 30, 2024. Don't miss this opportunity to let your creativity shine! Enter now and show us your mechanical masterpiece! 🔗 Click here to enter!

Disspearing models

Status
Not open for further replies.
Level 7
Joined
Jun 8, 2010
Messages
283
Two reasons:

1. That is because either the camera is inside the mesh and shows it as invisible there for you have to zoom out a bit Or
2. The mesh or texture is not double sided. To fix this go to Material Manager, then select the appropriate material set and make sure that the material for that particular texture is set to Double-Sided by ticking the check box. This can be done in War3Model Editor as shown in the screenshot below.

Hope it helps!
 

Attachments

  • doublesided option how to.PNG
    doublesided option how to.PNG
    59.6 KB · Views: 164
Level 17
Joined
Sep 25, 2004
Messages
508
If the models are disappearing only partially it might be as Atmosferic said, just the camera clipping with them.
If, however, they are disappearing as a whole on certain camera angles, then it's more likely that their displaying bonds are simply too small.
Open the model with Magos and go to Edit -> Model Properties and increase Minimum and Maximum extent. Ideally you'd better check the coordinates for each axis in a modeling program, but if you wish a quick fix and are not worried about performance, just double the values, save and test ingame.
 
Level 23
Joined
Mar 29, 2004
Messages
1,979
If the models are disappearing only partially it might be as Atmosferic said, just the camera clipping with them.
If, however, they are disappearing as a whole on certain camera angles, then it's more likely that their displaying bonds are simply too small.
Open the model with Magos and go to Edit -> Model Properties and increase Minimum and Maximum extent. Ideally you'd better check the coordinates for each axis in a modeling program, but if you wish a quick fix and are not worried about performance, just double the values, save and test ingame.
To add to this -- don't forget to also increase the BoundsRadius value!
 
Level 17
Joined
Sep 25, 2004
Messages
508
Mmm. Really weird that they were set to 0. I'm glad it works now, but note that if you don't adapt the extents to the actual geometry, you may still encounter this kind of error.
If you have downloaded the model from this site, please leave a comment to the author, so he might get it fixed.
 
Level 23
Joined
Mar 29, 2004
Messages
1,979
Magos is not really accurate either, used it many times for a quick fix, and more often than not it makes extents too small.
Magos' only calculates the extents on the static geometry -- when animated, most models obviously tend to exceed their initial bounds. The best way to force it in this instance is to add a dummy bounding box that always encompasses your model and delete it after recalculation.

...Yes, yes it will, but in the event that you have a stray vertex hanging high above the model, the only solution is to take the Z extent and lower it by ~10-30.
i guess that would only happen if you fucked up your geo-edit. for most models though, you wouldnt worry about that.
I would go so far as to say that's a stupidly rare occurrence that's not even worth mentioning. Anyway, you'd delete the vertex and recalculate, not fanny around.
 
Status
Not open for further replies.
Top