Another thing you could possibly try:
I was just reading a post the other day and suddenly it occurred to me that it might solve this.
Open whichever model it is that is having the problem in the model room and select all polygons.
Then go Model > Reverse Polygons Normal
If this works, I’m guessing that you would need to perform the reversal twice to get them all back to proper facing.
Possibly more than twice?
It doesn’t look to me like this is it, though. It just looks like it has the default shader on those frames.
What’s really bothering me is that it shows correctly before you save it. Prior to saving it, make sure that all shader domains are present where they need to be and double check to make sure that the textures are applied to all domains.. arghhh… you already know all of this… shoot. I really hope that some of this works.
On a bit of a side note…
being really sick this week, I finally decided to load a game onto my new netbook. I just don’t play games anymore. I’d rather be designing new scene or animation instead. Well my netbook doesn’t have a disc drive, and the install cds are copy protected on my investment from collecting Neverwinter Nights from the first installment through every darned little thing ever made for it.
GOG.com (Good Old Games) now has the complete Diamond edition for $Nine, Ninety-nine… I finally just bought it. All that stuff cost me a lot more back in the day, but GOG makes this stuff updated and no cds are required to run them.
I used to build all sorts of clothes and hair, weapons… I was on a team that was making Spelljammer for the NWN game. I was involved in the Fire Fly roleplay game, some Star Wars stuff, CRAP (classic roleplay adaptation project) and was part of the CEP team for a little while towards the end. Got pretty involved with and entire horseback riding system before BioWare released their official version, developed by the DragonLance Team (who was also responsible for the slick plugins for G-Max and 3ds, and many other goodies to help us create)
The entire game is built with tools to help you get stuff into the game. And the developers released tools for getting their content out - so we could mess with it. That is what first got me into this whole business of 3d art. I made a special hak pak that gave my character the appearance of the Rosie Hero you see in all of my renders. Dungeon Masters were always happy to allow me to play her - as I got really good at solving issues within the scripted code. I can’t even write script. But I got to understand many of the commands that were needed and which ones were common mistakes that people always tried to use - so I got good at adding new models and animations and fixing the code as well! LOL
But I still think - as low res as that game is - that it is still THE BEST way to play Dungeons & Dragons online. Instead of worrying about having lip-syncing faces, just look at them as animated miniatures on a D&D game table, lavishly detailed and lit! The Dungeon Master role can really have fun. A friend built a module that teaches players how to use the DM tools in an adventure to earn your official DM Badge. The DM can select any non player (even treasure chests and furniture, trees, etc., not just creatures and people) and “Possess” them - meaning that the DM now speaks for whatever it might be, and controls its actions, etc., DM can change the weather, music, attitudes of individual creatures and/or the whole group - can blink across areas in an instant, unseen by any player until the DM makes his or her presence known… I’ve never seen anything like it! I got to co-DM a Knights of the New Republic campaign that was enormously fun!
But it’s so complete as a D&D resource goes, too. It has environments that you can build into nearly any kind of world, above or below ground or water or lava, or up in the sky above the trees or in the clouds or out into space. BioWare just kept feeding us new fantastic and expansive assets packs. Nearly any Monster, Creature, Dragon, or ordinary animal or humanoid type that you can find in D&D 3.0 - Amazing! All the weapons and fighting styles. When you build a module, you paint things down in a way where you truly see what you’ll get in game as you paint. The waterfalls are running, the streams flow. You can paint down sounds, edit the lights and fog… all in a super simple (and really fun) kind of application that no longer feels like a game editor.
Schools actually still use it - as teachers can design their tests within NWN. The student turns in a completed save game and the teacher has a grade to go by that only he or she can access. For folks that can get away without the super high fidelity visuals, and trade them for simple, but really nice looking low res… NWN is amazing and far beyond complete!
Wow… too much side babble—- but I just got the game again and played on it three times today as I can in and out of consciousness… it was awesome! Having that toolset back in my face is a dangerous proposition for me, though. Gonna be begging Fenric for an .mdl export plugin! LOL
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