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Old 11-12-10, 11:26   #1281
daventry
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Lara Maniac gave me this Bycicle from that Http://gfx-3d-model.blogspot.com Website XNAaral gave me.


I tried to change a few things in Blender.


After Exporting the .obj and Loading My New Bycicle in XNALara, this happens.


Here is the Blender File, see if you can Fix it Please.
http://www.sendspace.com/file/16ldss

Last edited by daventry; 11-12-10 at 14:53.
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Old 11-12-10, 11:47   #1282
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I DON'T know how to mesh modding in blender,, i only know that with 3ds max the objec after removing something works perfectly...

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Old 11-12-10, 12:40   #1283
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@dave, I can't help, this weird thing has never happen to me!!
Nice bicycle by the way!!!

edit: *let's see what I can do*

Last edited by Ol.a; 11-12-10 at 15:30.
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Old 11-12-10, 18:55   #1284
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Quote:
Originally Posted by daventry View Post
then go to Blender.

Import the Model with MeshAscii.Ext(*meshascii) then press A to deselect all and Export the Model with MeshAscii.Ext(*meshascii) while making your way to the New Model Folder Name at XNALara\Data

In the header at the top left of Blender, type in generic_item then press enter three times and close Blender.
Thanks for the tutorial , but please remove this part with blender
This make no effect



Danke für das Tutorial, aber der Part mit Blender ist überflüssig und macht keinen Sinn. Bitte streiche die entsprechende Passage.

Quote:
Originally Posted by daventry View Post
01. Please make the Eyebrows and the Eyeballs Posable, also give Eyelids if you can.
02. If i Remove the Jacket any further, then we will see a Hole in the Monkey around that area, how do i Hide the Cloth or Delete it.
This is not the request thread. The right thread are here.

Der Thread für MOD Wünsche ist hier.

Quote:
Originally Posted by daventry View Post
http://img545.imageshack.us/img545/6389/59352319.jpg
How many vertices have the model? To many for XNA ;-) Use Mesh-->Script-->Polyreduce or split some Meshparts.
So sieht ein Modell in XNA aus, welches zu viele Dreiecke hat.

Last edited by XNAaraL; 11-12-10 at 19:05.
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Old 11-12-10, 19:05   #1285
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Doh, i will Fix my Tutorial.

I cant find "Mesh-->Script-->Polyreduce and how do i Split some Meshparts" and by the way, Ola helped Fix the Bycicle for me, go read our VM.

Last edited by daventry; 13-12-10 at 21:02.
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Old 11-12-10, 19:40   #1286
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can anyone make a tutorial about using a rocket launcher or any other weapon as handgunhand/holster left/right etc ?
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Old 11-12-10, 20:06   #1287
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Quote:
Originally Posted by Assasins
Chciałbym połączyć dwa modele z Resident Evil z kośćmi Lary... By powstała taki model:
...I wszystko działało w XNALara.
Chcę by miała nóż z tyłu na plecach i w lewej ręce zamiast lewego pistoletu. Czyli tak jak na zdjęciu.
Potem to co powstanie chciałbym połączyć z moim nowym modelem Lary z TR9
Google translation:
I want to have a knife in the back on his back and his left hand instead of the left gun. So just like in the picture.
The solution (this one is for Blue too! )

It 's very simple, you just have to rename your objects!

Rename them to 'handgunhandleft' and 'handgunhandright' and you are done!

Important: You are NOT allowed to make a render group and name them like ' 4_handgun_0.1_0_0'. Don't do that!!!
Simply name then 'handgunhandleft' and 'handgunhandright'.
Also, they must have 2 textures, just like the handguns. A diffuse texture and a bump..!
(It is suppose to be a render group 4)

For the thorparts:
You will do the same thing, but this time you must have 3 textures to make it work,
a diffuse, a lightmap and a bump (with the same order). This is supposed to be a render group 2.
And, of course, rename them to 'thorgaunletright' and left, or thorbelt1 and thorbelt2.

The glow is the 'thorwireframe' part.
That means that if you rename Lara's eyes to 'thorwireframe' then you will see them lighted up when you load the thor's glow!
Hmmm... You will have to make a tranparent texture first for the eyes!

If you still don't understand, ask and I will update this post!

Last edited by Ol.a; 12-12-10 at 18:16.
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Old 12-12-10, 15:46   #1288
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Quote:
Originally Posted by Monkey 13 View Post
I tried the importer and while it would not import the original model, it would import one made by pressing the 'F11' key, and here are the results



The first picture shows the error message with the new script and the orginal mesh; the second shows the 'F11' model imported, but as you can see, the textures of the rear of the body are scrambled; the third picture shows what appears to be an intact UV map of the rear of the body, but as the fourth picture shows, the faces have been transposed.

I had originally guessed that it might be a face problem; it now seems as though it is processing the first meshes correctly and somehow failing on the last one.


And I thought this would be fairly simple
Quote:
Originally Posted by XNAaraL View Post
Thanks for the reply.
And I thought this would be fairly simple...

Here the link to the .blend file.

BTW: You use the Blender importer with Shift+F11 ??? Why you not install it into the .script folder and use File-->Import?

I FIXED THE WOLF.

Do EXACTLY what My Tutorial tells you to do and Dont touch Blender.
http://www.tombraiderforums.com/show...postcount=1278

I Renamed the Bones the way i wanted to in Notepad and just Followed My Tutorial, thanks to a Little Tip by XNAaral.


Too Bad i Cant Delete the Tree Texture from the Wolf
Quote:
Originally Posted by Monkey 13 View Post
But it seems as though Lara Maniac's Crocodile has caught the mange as well

My Tutorial could Fix That i suppose

Last edited by daventry; 13-12-10 at 21:51.
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Old 12-12-10, 17:28   #1289
LCEF (CA)
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Quote:
Originally Posted by Ol.a View Post
Step 5: Convert your mes.ascii to generic item and load it in XNALara!
Okay, but... I have a problem:
http://img522.imageshack.us/img522/1...nstitre3yo.jpg
(Mesh ASCII to Bin has stopped working)


Last edited by LCEF (CA); 12-12-10 at 17:29.
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Old 12-12-10, 17:36   #1290
Ol.a
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The problem maybe is in your mesh.ascii.
You probably have a wrong render group.
Open your ascii in notepad and check all the render groups.
Render group 1 needs 6 textures.
2 needs 3 textures
3 needs 2 textures
4 needs 2 textures
5 needs 1 texture
6 needs 2 textures
and 7 needs 1 texture.

You had NO warnings when you export it from Blender?
How many meshes do you have?
Check if the number is correct too!

I always recomend to keep it simple, using a render group
Code:
7_meshpart_0.1_0_0
1 # uv layer
1 # textures
whatever.png
0 # uv layer index
I choose render group 7, because you said that you want transparency.
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