Okay, here's an update from what I found playing around. All of the normals were inverted. So, I could only see the inside of the object. Going back into blender and flipping the normals temporarily fixed that issue.
Now, I'm having the same problem on the outside. Tried double siding the object, but it doesn't seem you can do that?
Also, for entertainment value I pbo'ed it up just to see what it'd do. Well, for some reason the scale on it is huge and oddly backward! Not sure what that is about.
1. double sided doesn't work right. Plus i am pretty sure you are talking about shader and not object here.
2. O2 units are meters. It should import properly if blender units would be the same.
Double sided doesn't work right... okay going to have to expand the model. Not sure what you mean by the shader...
Right, I know it is in meters, but it didn't import correctly because I used the bysta.p3d to model around. Maybe I touched, or didn't touch something I should have.
Well, that kind of worked. As I can see the other side, but that doesn't correct the actual view of it in the game. I was looking at AT_glasses and the box had normals on both sides... is there a way to achieve this? Auto-calculate normals doesn't appear to work.
copy selection and invert normals - you'll end up with some sort of double faced 0 width sheet of thing
i can hardly recommend having 2 overlapping faces with opposing normals (although a lot of A1 samples have it). from a modelling POV, i would always prefer having increased poly number but proper shelled mesh.