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Old 02-05-12, 16:46   #421
TRDaz
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I have heard of it but, never used it Wanted to do the mesh.ascii editing instead, im used to that now
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Old 02-05-12, 17:27   #422
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Quote:
Originally Posted by Runa View Post
Question: How can I set an accessory (sword, glasses, etc) under "handguns" category? So that I can show it or hide it whenever I want..
Code:
handgunhandleft
handgunhandright
handgunholsterleft
handgunholsterright
without any render group number and without any parameter or camera targets !
Look:
Quote:
Originally Posted by Love2Raid View Post
~Render groups~
...
handgunhand/holster (right/left)
  • # of textures: 2 (diffuse - bump)
  • alpha channel: yes (since XNALara version 9.4.1)
  • reaction to light settings: yes
thorbelt1/2, thorgauntletright/left
  • # of textures: 3 (diffuse - light - bump)
  • alpha channel: no
  • reaction to light settings: yes
thorglowbelt/gauntlet
  • # of textures: 1 (diffuse)
  • alpha channel: yes
  • reaction to light settings: no (shadeless)


Credits to $AtlantiB$ for his video tutorial and the last few members who commented in this thread.
If there are any mistakes, please let me know!!
or use the new XPS 10.8.6, invoke Options-->Make items optional
and select sword, glasses, etc -- on this way, you can use any render group number.
Convert your model as Generic_Item with
Modify-->Save_Generic as xps.mesh using the new Generic format. Rename this file later to xps.xps without the .mesh extension. And export with
Modify-->Save_Generic-->use_old_format as Generic_Item.mesh inside the same folder. On this way, the old XNALara use the Generic_Item file and XPS 10.8.6 use the new format with the additional features. Only one upload for both programs

The optional items are available by hit the key A inside the main window, or invoke Options-->Display_accessories-->Optional_items inside the control window

BTW: AutoTexture is deprecated and integrated into XPS since 10.8.4

Last edited by XNAaraL; 02-05-12 at 17:46.
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Old 02-05-12, 21:33   #423
Runa
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Quote:
Originally Posted by XNAaraL View Post
Code:
handgunhandleft
handgunhandright
handgunholsterleft
handgunholsterright
without any render group number and without any parameter or camera targets !
Look:


or use the new XPS 10.8.6, invoke Options-->Make items optional
and select sword, glasses, etc -- on this way, you can use any render group number.
Convert your model as Generic_Item with
Modify-->Save_Generic as xps.mesh using the new Generic format. Rename this file later to xps.xps without the .mesh extension. And export with
Modify-->Save_Generic-->use_old_format as Generic_Item.mesh inside the same folder. On this way, the old XNALara use the Generic_Item file and XPS 10.8.6 use the new format with the additional features. Only one upload for both programs

The optional items are available by hit the key A inside the main window, or invoke Options-->Display_accessories-->Optional_items inside the control window

BTW: AutoTexture is deprecated and integrated into XPS since 10.8.4
I'm not sure I understand.. usually when I make items optional in xps they disappear permanently if I export the new mesh file checking "show only visible parts" and are still there if I save the mesh without checking that option. How exactly can I set the accessory for example in handgunhandright?

Quote:
Originally Posted by TRDaz View Post
I dont use AutoTexture, just change the number of textures to 2 and only have diff and norm textures
Oh that easy? So, I have this pair of glasses I want to hide and set under handgun or whatever. I just change the mesh name into handgunhandleft and set textures number to 2?

EDIT: It worked simply editing the ascii file was enough. Never thought it was that simple! Thank you everyone.

Last edited by Runa; 02-05-12 at 23:39.
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Old 03-05-12, 06:11   #424
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Quote:
Originally Posted by Runa View Post
Oh that easy? So, I have this pair of glasses I want to hide and set under handgun or whatever. I just change the mesh name into handgunhandleft and set textures number to 2?

EDIT: It worked simply editing the ascii file was enough. Never thought it was that simple! Thank you everyone.
Yep that simple Glad it worked ^_^
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Old 03-05-12, 09:28   #425
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I need tutorial how fix model extracted with 3d ripper ;_;
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Old 03-05-12, 09:32   #426
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Quote:
Originally Posted by KamilM_93 View Post
I need tutorial how fix model extracted with 3d ripper ;_;
what the problem?
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Old 03-05-12, 09:46   #427
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Because in blender need fix skew ;_;
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Old 03-05-12, 11:34   #428
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Quote:
Originally Posted by KamilM_93 View Post
Because in blender need fix skew ;_;
Play around with resizing. Don't forget you can also resize by the X, Y and Z axis by pressing S, then either X, Y or Z. I got pretty good results by doing this.
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Old 03-05-12, 13:31   #429
Runa
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Quote:
Originally Posted by KamilM_93 View Post
I need tutorial how fix model extracted with 3d ripper ;_;
Ah, you know.. I can't even use 3D Ripper 'cause it doesn't work for me
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Old 03-05-12, 13:44   #430
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Quote:
Originally Posted by KamilM_93 View Post
Because in blender need fix skew ;_;
It's best to use the 3DR file (with Max) instead of the obj. When importing it you get the "recomended values" option so it sets the right aspect automatically.
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