yeah the reason for that is backface culling, basically in virtually every game, when a polygon is facing away from you, it won't draw it (it's an optomization). you might just leave it, because when are we ever going to see the underside of a bridge peice in an overhead view game? :P On Sun, May 17, 2009 at 3:51 PM, Matthew Freeland <mattthefiend@xxxxxxxxx>wrote: > Yar I fixed the problem with it and added a spiffy new texture to it. > Although I noticed the bottom doesn't draw when you look up at it. Think I > need to shift it from a plane into a box. Brawr. > > > On Sun, May 17, 2009 at 3:20 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote: > >> hey alan, the new model is not the same size as the old models i scripted >> in. So what's easier... >> >> 1) making the new models the old size >> 2) making new scripts for the new models >> >> >> On Sun, May 17, 2009 at 3:11 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote: >> >>> It looks pretty sweet wurmz. Alan was saying earlier that ms3d don't >>> contain textures in them. I'm not sure what he does to fix it but he knows >>> how >>> >>> >>> On Sun, May 17, 2009 at 2:27 PM, Matthew Freeland < >>> mattthefiend@xxxxxxxxx> wrote: >>> >>>> Argh, stupid catwalk seems to have lost its texture some how :( >>>> >>>> >>>> On Sun, May 17, 2009 at 2:24 PM, Apache User < >>>> dhapache@xxxxxxxxxxxxxxxxxxx> wrote: >>>> >>>>> User:wurmz >>>>> >>>>> Message: Put in a prototype of the Catwalk I was talking about earlier >>>>> for the scripted path breakdown and put one up in the back of the scary >>>>> cave >>>>> monster room so you can take a look. Didn't want to overwrite the wooden >>>>> platforms that are already there. >>>>> >>>>> <Files Changed> >>>>> A Art/Models/CaveMap/Catwalk.ms3d >>>>> U Scripts/Maps/cavemap_geometry.lua >>>>> >>>>> >>>>> >>>> >>> >> >