» Sun Apr 03, 2011 6:04 am
As PK already suspected, it' seems to be a problem caused by a bunch of normals pointing into the wrong direction. Even if you recalculate the outside CTRL+N, still some are left. That's due to the mesh being such a puzzle of several single pieces. Blender cannot calculate that correctly anymore and MW's game engine may even have bigger problems with that, but mainly concerning collision. So you have to tweak it manually W-> flip normals. To visualize normals go to mesh tools more, like shown on the screen below, enable "draw normals" and size them up until you can see them properly. The lines coming out of the faces show in which direction normals are facing. In case it's an outside wall, they should point to the outside an vice versa if it's an interio wall. Even bothsided is possible.
http://img413.imageshack.us/img413/7374/normals1.jpg
When you turn on texture mode, you can see what happens ingame or in nifskope, faces or in your case whole roof is missing, cause texture is on the wrong side of the face.
http://img413.imageshack.us/img413/1679/normals2.jpg
Newest nifscripts export meshes textured bothsided by default. But you should change that in nifskpope, cause a textured inside of a model, which isn't even seen ingame, is a waste of fps. Each NiTriShape has a NiStencilProperty, which's value you can change in the block details. As I said by default it is set to "draw both". You should change it to "draw ccw" to only display the outside. Make sure normals are right first, else what you see on the next picture will happen.
http://img121.imageshack.us/img121/585/normals3.jpg
Anythings else seemed to be alright. Couldn't reproduce any issue during scaling the model in nifskope.
TheDaywalker :rock: