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Inside-out Textures

PostPosted: Wed Aug 26, 2015 15:30
by duane
I've spent the last week learning how to use blender and wings3d, and I can now make meshes that minetest will load, but when I try to put textures on them, even simple boxes, the textures end up on the inside of the object. I've been exporting from both programs as directx and wavefront (x and obj) files. I've run through every tutorial I can find on the subject, but none of them seem to actually show a texture going onto a mesh in minetest.

I have tried inverting the normals using both programs, but it didn't seem to have any effect at all. I also tried both left and right coordinate settings in blender. There doesn't seem to be anything similar in wings3d.

Can anyone offer any suggestions, or even assure me that it is still possible to use the latest versions of these programs to create meshes/textures that minetest will use?

Re: Inside-out Textures

PostPosted: Wed Aug 26, 2015 16:31
by rubenwardy
I don't know why it's not working, but it would be good if you could give us the model and your existing code, so we can experiment.

Re: Inside-out Textures

PostPosted: Wed Aug 26, 2015 18:06
by duane
Here's one of the latest tests. It's just a box with a texture. When I place it i get a black box, the size I wanted, but the texture is actually mapped inside. It shows up fine in either wings3d or blender.

The whole mod structure and wings3d file are attached.

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
minetest.register_node('duane01:test', {
   description = 'Test',
   drawtype = 'mesh',
   visual_scale = 3.0,
   tiles = {'test.png'},
   use_texture_alpha = true,
   mesh = 'test.x',
   inventory_image = 'test_icon.png',
   groups = {oddly_breakable_by_hand=2},
   automatic_rotate = false,
   walkable = false,
})

Re: Inside-out Textures

PostPosted: Wed Aug 26, 2015 19:17
by duane
I missed one crucial parameter:

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
paramtype = 'light',


Irritatingly, I know I had that in there at some point, but I tried so many things that I must have confused myself.

Now I can see the texture clearly, and if I export from wings3d to wavefront rather than activex, it's mapped properly. I wonder why activex is off.

Now I'll have to try in blender again. It gave me a lot more trouble with the uv maps.