In cinema 4d normals can be swapped or aligned to surrounding faces, that might fix the issue eric. Good call Katie! Sent from my BlackBerry -----Original Message----- From: katie cook <ktmcook@xxxxxxxxx> Date: Tue, 19 May 2009 11:30:14 To: <project1dev@xxxxxxxxxxxxx> Subject: [project1dev] Re: Project1 - SVN Update 138 Hey Guys, I don't know what programs you use. But in maya, the backface culling could be an issue with what is called NORMALS. Each polygon face has a normal. It either faces in or out. It is represented by a line either sticking into the object or sticking out. For the most part you always want your normals facing out. You can turn the display of normals on/off in maya. Basically it shows which way the polygon is facing. I usually check my normals periodically, cause sometimes when you extrude faces/edges the software interpolates the polygons in the wrong direction. Especialy if you are modifing existing objects by "creating polygons", which is what I tend to do a lot. Anyway, just thought I would throw some info out there. Hopefully this helps so you know what's going on with your models. Happy Gaming! I am planning on working on a shovel and pickaxe/texturing tonight (being Tuesday) if that works?... --- On Tue, 5/19/09, eric drewes <figarus@xxxxxxxxx> wrote: From: eric drewes <figarus@xxxxxxxxx> Subject: [project1dev] Re: Project1 - SVN Update 138 To: project1dev@xxxxxxxxxxxxx Date: Tuesday, May 19, 2009, 6:56 AM sounds good, and good information to have... i noticed it was dark in milkshape but didnt know the reason :P On Tue, May 19, 2009 at 9:52 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: actually thats not true, milkshape does have back face culling on in it. i saw the polys of the barrel in that program as if they were unlit but im not sure why... anyways, i noticed the problem in the game engine and just reversed the vertex order in milkshape and it fixed it (: On Tue, May 19, 2009 at 6:50 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: All the polygons were facing the wrong way so when you looked at the barrel you saw the inside polygons and the outside ones were invisible from back face culling. I don't know how that happened but you can fix it in milkshape. Just select the whole object and under the "Face" menu, select "reverse vertex order". Milkshape doesn't have back face culling but you can tell if something is facing the wrong way or not in milkshape because if it is, it will be really dark like it's unlit cause it uses a 1 sided shading model. On Tue, May 19, 2009 at 6:22 AM, eric drewes <figarus@xxxxxxxxx> wrote: hey alan it does look pretty cool man, definitely coming into shape. can't wait to tackle the next milestone... hey though, quick question... what did you mean the barrel was inside out? how would it get like that? how did you fix it? haha On Tue, May 19, 2009 at 1:59 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: I updated the website too with some more screen shots since so much cool new stuff has gone in: http://project1.demofox.org/ It's really exciting how good things are starting to look (: On Mon, May 18, 2009 at 10:51 PM, Apache User <dhapache@xxxxxxxxxxxxxxxxxxx> wrote: User:atrix256 Message: Added Eric's models to the map in a few places, turned the barrel inside out (it was inside out so this fixed it!) and since textures were bein a problem for the lantern i just set it to some solid colors for now. Things are lookin nice! <Files Changed> U Art/Models/barrel.ms3d U Art/Models/lantern.ms3d U Scripts/Maps/cavemap_geometry.lua