Author Topic: Reversing normals (Lighting) in milkshape?  (Read 5681 times)

How would I go about reversing the normals in milkshape?
Ive done it before, but maybe im doing it wrong.
« Last Edit: October 03, 2009, 07:30:27 PM by MtnDew »

I mean, I can see why It's doing that.
I just want to know a way to combat the normals.
Maybe reverse them along the Z axis to battle the mis-lighting.

This makes me wish vehicles could be lit like bricks so they wouldn't have to use normals. :\


No one knows how to fix this? :(

I had this problem on the revolver model but I don't properly know how to fix it. I ended up merging several model groups together and apparently it worked, but I'm sure that's not how you actually fix it.

I fixed it by accident on my sentry. ;D




Looks like you've got reverse-normal syndrome, did you mirror anything?

There's a button.

There is no button to reverse normals in MS3D, if you have Reverse-Normal syndrome you're pretty much forgeted, unless you edit manually or backtrack through the mirroring processes you did.

Looks like you've got reverse-normal syndrome, did you mirror anything?

There is no button to reverse normals in MS3D, if you have Reverse-Normal syndrome you're pretty much forgeted, unless you edit manually or backtrack through the mirroring processes you did.
Vertex Align :o

Whoa, just re-smooth the faces. DURP DURP DURP

Looks like you've got reverse-normal syndrome, did you mirror anything?

There is no button to reverse normals in MS3D, if you have Reverse-Normal syndrome you're pretty much forgeted, unless you edit manually or backtrack through the mirroring processes you did.
I did when i was trying to fix it. But, before then.. No.

Whoa, just re-smooth the faces. DURP DURP DURP
I've tried that :/

Well, in Blender there's a plain "Flip Normals" and "Recalculate Normals [outside/inside]" tools so if all else fails you could use them.