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View Full Version : Transparent inside walls on static meshes



MyWay07
04-12-2008, 08:57 PM
Hi i was just building my first level in unreal editor, and ran into a problem that non of the people i asked could help. I imported some of my static meshes using ActorX into UnrealEdior, and for some reason the inside walls on all of my static meshes are transparent! I set the double sided checkmark in material properies and the normals look fine in Maya. Anyone has an idea what I could be doing wrong?

Super Dante
04-14-2008, 02:44 AM
Normals are probably flipped.
EditPolygons>Normals>Reverse

On the effected face.

MyWay07
04-16-2008, 04:31 PM
No i tried that initially. Like i said normals look fine in maya, but in unreal its like the outside is fine its just on the inside that you cant see the walls

Super Dante
04-16-2008, 04:45 PM
Show me screens please. In Maya, then UED (or in game).

MyWay07
04-16-2008, 06:58 PM
http://myway07.deviantart.com/art/mayaHut-83038895
http://myway07.deviantart.com/art/AnotherGameScreen-83039076
http://myway07.deviantart.com/art/HutScreen3-83039320

I included the UV layout because at first my friend told me that this could be the problem.
hope that helps...

i exported more then one mesh, they all have the same problem, this one is just the simplest one so i think if i can fix it on this everything will work.

Super Dante
04-19-2008, 05:56 PM
http://myway07.deviantart.com/art/mayaHut-83038895
http://myway07.deviantart.com/art/AnotherGameScreen-83039076
http://myway07.deviantart.com/art/HutScreen3-83039320

I included the UV layout because at first my friend told me that this could be the problem.
hope that helps...

i exported more then one mesh, they all have the same problem, this one is just the simplest one so i think if i can fix it on this everything will work.

Well I'm a bit confused because one of the pics has a doorway opening, but the UV map could be a promlem. I don't know what texture your using, but I'd try to simply align your texture using planar mapping, or whatever works best, rather tanh creting a UV map with the UV texture editor.

Sometimes a file can get really messed up, or each face you align is a different material. If you get a corrupted file, allot of time just pasting it into a new file, and scrapping all UV info will do the trick. I have had simliar promels before. I'd start by just trying to remove all UV info, and see what happens when you import it with no UVs. Then map the textures out, and re-port, and test, and so on.