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Recalculating Normals

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Level 16
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occasionally when you're editing models happens that shadows (affected by normals coordinates) are totally bad in some places. in theory "mdlvis" or "vertex modify" has a function to recalculate normals and fix that issue, but the problem is that they're doing it absolutely wrong.

any suggestions what kind of tools can correct that shit?
 
Level 16
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bad thing is that "mdlvis" (in which I animate) recalculates normals each time the model is opened by it's own stupid algorithm. and even if I create mesh in any other modeling tool, all normal's coordinates will be destroyed after re-opening in "mdlvis".
 
bad thing is that "mdlvis" (in which I animate) recalculates normals each time the model is opened by it's own stupid algorithm. and even if I create mesh in any other modeling tool, all normal's coordinates will be destroyed after re-opening in "mdlvis".

Hmm, I never experienced that in MDLVis.
 
I used to have the same problem when I used mdlvis to convert mdl to mdx after exporting the model from 3ds Max. For some reason as soon as I brought it in to mdlvis the normals would mess up horribly. I just starting using the mdlx converter after Talavaj found out about it and told me. Unfortunately I have no solution except finding a different program to do animation in. Have you tried gmax? You can get it for free and you can use the neodex converter, which is even more powerful than warcraft art tools to bring it into warcraft 3.
 
Ok after some time got them fixed. What I did was simple. First I imported the model into 3ds max with KMK's importer as static. Then I ran my neodex normals recalculator and exported it back with KMK's (would have used neodex, but it changes the order of normals and vertices). Finaly I copy pasted the normal information to the original model.

I recalculated the normals to almost every geoset (I missed one when exporting).

Btw, nice model :D.

About the tool: If you are using GMAX, import the model using KMK's importer (look in scripts and tools section in this forum), select all the meshes and run the normalrecalculator. It will print the normals to the listener. Just start copy/pasting to the original model.
 

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  • NormalsRecalculator.zip
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Level 16
Joined
Jan 16, 2009
Messages
109
Ok after some time got them fixed. What I did was simple. First I imported the model into 3ds max with KMK's importer as static. Then I ran my neodex normals recalculator and exported it back with KMK's (would have used neodex, but it changes the order of normals and vertices). Finaly I copy pasted the normal information to the original model.

I recalculated the normals to almost every geoset (I missed one when exporting).

Btw, nice model :D.

About the tool: If you are using GMAX, import the model using KMK's importer (look in scripts and tools section in this forum), select all the meshes and run the normalrecalculator. It will print the normals to the listener. Just start copy/pasting to the original model.
THAT'S WHAT I NEED, MAN, THX! now I'll try it myself and re-upload model then. :)



That's not true for me. When a model of mine got messed up normals I edited them in Mdlvis and they were working fine in the editor as well as in magos.
which "mdlvis" version you are using?
 
Level 16
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well the one thing script is doing wrong is on the picture below:

3UfkZ.png
 
well the one thing script is doing wrong is on the picture below:

3UfkZ.png

Weld those vertices in vertex modifier. Sadly the script won't work well with detached vertices. Here's a version of the script which will try to approximate normals in those cases, but it won't fix your problem, you still need to weld the vertices.

Here's the final product:
 

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  • Demoness.mdx
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  • NormalsRecalculator.rar
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sorry, checked old model. but how could this happen if they were already welded before and I only changed normals coordinates in notepad?

Only one answer, it was already there. I checked the model which you provided. Normals wouldn't change anything about those 2 vertices not being welded.
 
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