The first pillar problem is probably related to 'wrong' export settings. I use 3ds max, and when I choose 'export smoothing groups' on object export this kind of problem appears. The smoothing groups stay intact even if you don't check this setting, the exporter simply export them as vertex normals instead. Not sure which program you use, but if you have an option to export smoothing groups or something similar then don't check it.Deadlylama wrote:Somehow the recalculate normals function does not seem to work as correct as it should do.
I made a pillar for my wall set, it is a simple stretched box.
but somehow the lighting is messed up upon importing it into the gmt. it looks correct in the toolkit, but ingame the model has some really odd big shadows at its corners that make almost the whole model black.
so i used the "recalculate normals" function. in the toolkit it now shows up with a black side and one side that is halfway black, though ingame it looks quite correct but one side still has the odd shadows.
The second problem is most likely related to the less-than-perfect tangent space calculations that are right now part of the toolkit. That's something we all have to deal with until John fixes it, but he already said he's working on it. It should be good enough to get an idea of how your models look, it's not that bad after all.
The render window never worked for me correctly since some updates ago - almost all my models show up as a weird mess with black sides, stretched vertices or half-transparent/pixelated. As long as everything works fine in game it doesn't matter much to me.