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Old 07-09-11, 17:56   #2501
XNAaraL
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Default Invalid vertex normal

Quote:
Originally Posted by TRDaz View Post
I didnt think it would fix it, but I followed what you said and now it says:
Could not load OBJ file.
Invalid vertex normal (line 1358).
XNALara do not support all wavefront .OBJ specifications.
Load you .obj file inside Blender and save it as .obj with this settings:

  • Deselect: Selection Only
  • Select: Triangulate
  • Select: Normals
  • Select: Material Groups


or better: Export it as Generic_Item.mesh.ascii

Last edited by XNAaraL; 07-09-11 at 17:59.
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Old 07-09-11, 18:08   #2502
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Default

Quote:
Originally Posted by XNAaraL View Post
XNALara do not support all wavefront .OBJ specifications.
Load you .obj file inside Blender and save it as .obj with this settings:

  • Deselect: Selection Only
  • Select: Triangulate
  • Select: Normals
  • Select: Material Groups


or better: Export it as Generic_Item.mesh.ascii
Thanks so much!! It worked!!!
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Old 07-09-11, 18:14   #2503
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Default How to add a static or poseable hair to a poseabble character?

How to add a static or poseable hair to a poseabble character?

Quote:
Originally Posted by TRDaz View Post
Croftys Hair pack doesnt have a neck upper bone, only root bone. I didnt want to use the Trishka hair, I wanted to use one of the Sims hair Crofty Extracted.
Read also this: Make a combination with to different sceleton -- Without Blender
Read also this: Add a weapon to another character.

Start XNALara XPS 10.8.5 and hit the File-->Add model(s) ...button to load the models.


Select he sims hair and your poseable model and hit the OK button.


Click on your poseable character and choose the Options-->Make Items optional menu item.


Select the hair part which you will replace.


Negate the dialog box question "Display optional item by default" with No


Now the hair from your poseable character are hidden. Select now the new hair model. In your case the static sims hair.


Choose the menu item "Options-->Add to .."


The wizzard popup a dialog "Attache to". Choose your poseable character.


The next dialog ask you "Select the bone to handle the object ...". Choose the matching bone. The right one for a hair part are "head neck upper". The right for a weapon are "arm right wrist" ...


The next steps are well known and descipt here: Test the workflow pipeline
Hit the F11 function key Selarch your XNALara folder. Hit the right mouse button and choose "create [/B]new--> folder[/B]"


Choose as name for the folder a name different to all models realesed by Dusan. Hint: model_by_YOURname


Enter this new empty folder.


Type Generic_Item as file name!


Use the "windows explorer" and search your new folder.


enter the folder and you find a file called Generic_Item.mesh.ascii Open this with GeMeshAsciiToBinV2 using right mouse button - open with -- GeMeshAsciiToBinV2.exe


Open the result file Generic_Item.mesh with ModPublisherV2


The result is a new folder with your whole MOD . Concrats your MOD is finish and ready for release.


Test it with XNALara XPS 10.3.6 -- File-->Add model(s) ...


The MOD is inside this subfolder.


Test the optional Items. Shortcut A You has now a model with sims hair.


You has now a model without hair.


You has now a model with original hair.


3 hair styles --- 1 model

Last edited by XNAaraL; 05-04-12 at 17:35.
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Old 08-09-11, 05:11   #2504
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Default Mesh part invisible -- missing render group

Quote:
Originally Posted by CloinCroft View Post
Hello everybody! It is I back again with yet another modding problem.

Currently I am modding an outfit for a new render (using Blender). What I am doing is taking Navid's Guardian of Light outfit here: http://www.tombraiderforums.com/show...ostcount=40092 and changing the the belt and holsters to the one from the TRU Lara_Jungle_Shorts.

I have followed the tutorial by xXxImNotOkayxXx on Deviant Art, but I am still having problems. What I have done is:

- Import both mesh.ascii files in blender (Layer 1 GOL) (Layer 2 TRU)
- I deleted the belt in Layer 1 and deleted everything but the belt in Layer 2
- Then I selected the belt in Layer 2 to then click m moving it to Layer 1
- So, it looks good to me. I export it as mesh.ascii convert it and then using Mod Publisher, I get all the textures.
- Then, I test it in XNA Lara. The TRU belt is completly invisible. (Like I deleted the belt on the GOL outfit alone)

Does anyone have any idea on what I'm doing wrong? Any information will be greatly appriciated.
Has you exported Lara_Jungle_Shorts TRU from XNALara using the F11 function key ?
If not, the the belt has no render group number and are invisible.

How to fix this?

Add the missing render group number:
- Open the Generic_Item.mesh.ascii file with notepad and search the belt. Change the line above the texture names from
belts
to
1_belts_0.1_10_20
- Or use Blender and change the "Link and materials -- > Active Object name" from belts to 1_belts_0.1_10_20
1_ is the right render group for mesh parts with 6 textures. The table with all render group numbers and values are here: http://www.tombraiderforums.com/show...postcount=1735



Tutorials:
Links to XNALara Modding Tutorials ==> Basic Tutorials about Mesh-MOD's: Test the Workflow pipeline. -- Step 2


Links to XNALara Modding Tutorials ==> Basic Tutorials about Mesh-MOD's: Frequently Made Mistakes: ==> The MOD are invisible Step 7: Make a render group

Last edited by XNAaraL; 08-09-11 at 07:23.
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Old 08-09-11, 18:48   #2505
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Default

hallo
hab mal ne frage kann mir vielleicht jemand sagen wie man das hinbekommt das es nciht mehr so eigenartig aussieht wenn man den kopf dreht
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Old 08-09-11, 23:53   #2506
CloinCroft
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Default

Quote:
Originally Posted by XNAaraL View Post
Has you exported Lara_Jungle_Shorts TRU from XNALara using the F11 function key ?
If not, the the belt has no render group number and are invisible.

How to fix this?

Add the missing render group number:
- Open the Generic_Item.mesh.ascii file with notepad and search the belt. Change the line above the texture names from
belts
to
1_belts_0.1_10_20
- Or use Blender and change the "Link and materials -- > Active Object name" from belts to 1_belts_0.1_10_20
1_ is the right render group for mesh parts with 6 textures. The table with all render group numbers and values are here: http://www.tombraiderforums.com/show...postcount=1735



Tutorials:
Links to XNALara Modding Tutorials ==> Basic Tutorials about Mesh-MOD's: Test the Workflow pipeline. -- Step 2


Links to XNALara Modding Tutorials ==> Basic Tutorials about Mesh-MOD's: Frequently Made Mistakes: ==> The MOD are invisible Step 7: Make a render group
No, I haven't exported from XNA Lara. I just used the converter. I'll check to see if that is the problem.
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Old 09-09-11, 00:09   #2507
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Quote:
Originally Posted by CloinCroft View Post
No, I haven't exported from XNA Lara. I just used the converter. I'll check to see if that is the problem.
Ok, it still isn't appearing, so I will look at the tutorial.
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Old 09-09-11, 00:49   #2508
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Quote:
Originally Posted by CloinCroft View Post
Ok, it still isn't appearing, so I will look at the tutorial.
I got the belt to work! But not the METAL. What would the Render Group be for the metal? (Better yet, how would I find it? I would like to learn) I looked thourgh the Render Group list, but I'm kinda confused.
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Old 09-09-11, 05:21   #2509
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Default How to use the render group table.

How to use the render group table.
The selection of an appropriate render group.

Quote:
Originally Posted by CloinCroft View Post
I got the belt to work! But not the METAL. What would the Render Group be for the metal? (Better yet, how would I find it? I would like to learn) I looked thourgh the Render Group list, but I'm kinda confused.

Best way:
(In your issue)

If you look the render group table and search for metal or LaraJungleShorts, then you can recognize:

G | Sha | Al | Pos | Spe | b1 | b2 | T | List of texture typ | Ver | First model used this / mesh | Downloadlink
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
4 | Yes | No | Yes | Yes | No | No | 2 | Diffuse, Bumpmap | 1.0 | LaraJungleShorts / metal | http://www.mediafire.com/?gc5cu5dtd2h

  1. Download LaraJungleShorts http://www.mediafire.com/?gc5cu5dtd2h
  2. Open LaraJungleShort with XNALara and hit the F11 key !!!!!!!!!!!!!!!!!!! and generalize it
  3. Open the result file with notepad and search for metal.
  4. You find: 4_metal_0.6_0_0

Use this values


Another way:
(My way)
  1. Examine your MOD: Find the texures applied with the mesh part 'metal'.
    1. Use Blender texture button F6.
    2. Or Look into your MOD folder.
    3. Or open Generic_Item.mesh.ascii with notepad.
  2. You find: metal_diffuse.png and metal_bump.png
  3. Search the render group table to find some render groups having only a diffuse and a bump texture.
  4. You find: 4, 6, 11, 12, 14, 15
  5. Look again into the render group table: Render group 6 has alpha transparency, which you dont need for metal. 11-15 are not poseable, but you want a poseable character. Also use render group 4

BTW: The value 0.6 means the Specular amount -- equals shine or gloss.
Because render group 4 has no mini bump maps, you can also use this mesh part name vor XNALara XPS 10.4:

4_metal_0.6



Another way:
(The safe way.)
  1. Prefix your mesh part name with 7_
  2. Avoid each other underscore '_' in the mesh part name.
  3. Change the values later with notepad text editor.

Last edited by XNAaraL; 09-09-11 at 18:16.
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Old 09-09-11, 17:22   #2510
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Default New XNALara version -- XPS 10.4



XPS 10.4 http://*************************/f4-xnalara-news

New feature:
Each model can be provided with a default pose. When loading the Characters that pose is automatically loaded.
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