Author Topic: custom brick faces completely forgeted up  (Read 3353 times)


(click for a closer view)
a lot of the faces seem to be missing. what is happening here?

Download .blend file

Which blb exporter are you using? Badspot's converter is limited to only 500 quads maximum.

Also, it seems to me that only those faces are missing which have more than 4 vertices. Try converting those faces into quads instead.

Which blb exporter are you using? Badspot's converter is limited to only 500 quads maximum.
the model has around 480
the converter wont even convert if there are too many quads

Also, it seems to me that only those faces are missing which have more than 4 vertices. Try converting those faces into quads instead.
tried the tris to quads thing, didnt really affect the in-game outcome

You can't use ngons. Each face must have either 4 or 3 corner vertices.

You can't use ngons. Each face must have either 4 or 3 corner vertices.
how do you convert n-gons into quads?

how do you convert n-gons into quads?
Ctrl+T, Space > Tris to Quads, and then manually fix the rest of them.

So each face can only have a maximum of 4 vertices? Thats disappointing.
« Last Edit: October 16, 2013, 09:09:51 PM by starcraft »

So each face can only have a maximum of 4 vertices? Thats disappointing.
That's how practically every single game engine ever works. I've never read about a game engine that supports ngons but I'm sure some do. You should never rely on them for gaming purposes. 3D rendering is a whole another thing though.

Quads (4 verts) is a similar thing. Engines can only render triangles but there are a few engines that support quads.

That's how practically every single game engine ever works. I've never read about a game engine that supports ngons but I'm sure some do. You should never rely on them for gaming purposes. 3D rendering is a whole another thing though.

Quads (4 verts) is a similar thing. Engines can only render triangles but there are a few engines that support quads.

Blockland supports quads, right?


Additionally to that, make sure that your normals are fine.
I had this problem a lot of times, and it always concluded into the normals being screwed over.