07-09-11, 17:56 | #2501 | |
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Joined: Apr 2009
Posts: 3,226
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Invalid vertex normal
Quote:
Load you .obj file inside Blender and save it as .obj with this settings:
or better: Export it as Generic_Item.mesh.ascii Last edited by XNAaraL; 07-09-11 at 17:59. |
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07-09-11, 18:08 | #2502 | |
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Joined: May 2011
Posts: 10,466
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Quote:
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07-09-11, 18:14 | #2503 | |
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Joined: Apr 2009
Posts: 3,226
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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:
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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08-09-11, 05:11 | #2504 | |
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Joined: Apr 2009
Posts: 3,226
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Mesh part invisible -- missing render group
Quote:
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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08-09-11, 18:48 | #2505 |
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Joined: Mar 2008
Posts: 1,733
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08-09-11, 23:53 | #2506 | |
Inactive
Joined: Dec 2009
Posts: 57
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Quote:
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09-09-11, 00:09 | #2507 |
Inactive
Joined: Dec 2009
Posts: 57
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09-09-11, 00:49 | #2508 |
Inactive
Joined: Dec 2009
Posts: 57
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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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09-09-11, 05:21 | #2509 | |
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Joined: Apr 2009
Posts: 3,226
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How to use the render group table.
How to use the render group table.
The selection of an appropriate render group. Quote:
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
Use this values Another way: (My way)
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.)
Last edited by XNAaraL; 09-09-11 at 18:16. |
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09-09-11, 17:22 | #2510 |
Member
Joined: Apr 2009
Posts: 3,226
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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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