20-12-10, 11:45 | #1331 | |
Member
Joined: Apr 2009
Posts: 3,226
|
You are wellcome.
BTW: If you can not wait, $AtlantiB$ have the new ImportXNALaraPose importer already - and now my permission to distribute this version. Danke für die Rückantwort. Quote:
Der Konverter GeMeshAsciiToBin in der version 2.0 löst dieses Mißgeschick automatisch The converter GeMeshAsciiToBin version 2.0 automatically solves this mishap Thanks for the screen from the console. The Problem is maybe this: Converter GeMeshAsciiTobin Blender importer Then open the Generic_Item.mesh.ascii with notepad. Decrement the number in the first line by 1 Or Converter GeMeshAsciiTobin Blender importer Then open the Generic_Item.mesh.ascii with notepad. Increment the number in the first line by 1 A other problem: You have 2 mesh parts without textures !!! (6_hair ). Then the hair are invisible or black inside XNALara. Attach 2 textures (diffuse and bump) and use in the Material Button / Map Input tab the field UV Read also the UV-Map tutorial by Ol.a BTW: 2 mesh parts with the same name Change the name to 6_hairA and 6_hairB for example.) The textures: Read this, but you are right. No problem. You can re import the .mesh.ascii to Blender and post the picture of the console and you can post the picture of the Converter window. (If you use windows vista or w7, the hit the button Details Richtig, die vielen Texture Warnings sind nicht das Problem. Um diese zu vermeiden. lese diese Das Problem sind vermutlich die 2 Mesh-Parts (6_hair_) ohne Texturen Lese hierzu auch dies und das und die Anleitung UV-Map tutorial von Ol.a PS: 2 Mesh-Parts mit gleichen Namen ist nicht wirklich eine gute Idee. Unbedingt umbenennen. Wenn, wie in diesem Fall, der Konverter einen Fehlermeldung erzeugt, dann ist die Konsolen-Asugabe des Konverters hilfreich Unter Windows 7 muss dazu auf den Knopf "Details" gedrückt werden, unter XP geht das automatisch. Last edited by XNAaraL; 08-07-11 at 05:31. |
|
20-12-10, 15:14 | #1332 |
Member
Joined: Jul 2007
Posts: 7,755
|
Hey
I have question. I download neptun rooms made by lara_maniac but it look's oddly... Look: [IMG]http://i52.************/3026l8n.jpg[/IMG] It's wrong... What to do looked so like this ? [IMG]http://i56.************/iyoeh2.jpg[/IMG] In neptun room camer work diffrent than TRL pool... |
20-12-10, 18:08 | #1333 | |
Member
Joined: Apr 2009
Posts: 3,226
|
Quote:
Ich suche den Download-Link, mache einen Download und überprüfen das Modell. Last edited by XNAaraL; 20-12-10 at 18:15. |
|
20-12-10, 18:18 | #1334 | |
Member
Joined: Jul 2007
Posts: 7,755
|
Quote:
TRL Pool: http://www.mediafire.com/?ofzzkl0gmyy |
|
20-12-10, 21:31 | #1335 |
Member
Joined: Oct 2009
Posts: 2,743
|
First of all, the Mesh Modding thread is this one.
Second, I can't believe you guys don't know where is the warning window, but you still use Blender!!!! I really don't understand.. Anyway, please find the black window and send us a screenshot of the warning. See this post, it will help you find the black window. |
20-12-10, 21:45 | #1336 | |
Member
Joined: Sep 2009
Posts: 5,729
|
Quote:
|
|
20-12-10, 23:34 | #1338 |
Member
Joined: Sep 2009
Posts: 5,729
|
Ol.a , i have a problem with the alpha :
On blender the alpha work but on XNA no ....help please |
20-12-10, 23:36 | #1339 |
Member
Joined: Oct 2009
Posts: 2,743
|
Open the .ascii and make the render group
7_hair_0.1_0_0 1 # uv layer 1 # textures blah blah Render group 5 doesn't support Alpha chanel. Render group 7 does! See also here. Last edited by Ol.a; 20-12-10 at 23:40. |
21-12-10, 12:11 | #1340 | |
Member
Joined: Apr 2009
Posts: 3,226
|
Quote:
Unfortunately, there is a different problem: FearEffect used a texture by Kozaburo (http://digitalbabes.jp/) for example. The format is made for Poser (Smith mirco) or DAZ Studio (DAZ3D)! In this format, the diffuse and the alpha channel is separated and saved with two textures. Solution: Load both textures with Photoshop. Hr-45-Brown2.jpg is the normal color channel. Hr-45-tr.jpg is the alpha channel. Save the the texture as one .png file. And use Rendergroup 7. @Ol.a: Danke für die Hilfe. Du hast natürlich Recht mit der Rendergruppe 7. Leider existiert ein weiteres Problem: FearEffect hat eine Texture von Kozaburo ( http://digitalbabes.jp/) benutzt. Das Format ist für Poser (SmithMirco) oder DAZ-Studio (Daz3d) ! Bei diesem Format ist der Diffuse- und der Alpha-Kanal auf zwei Texturen verteilt. Lösung: Mit Photoshop die beiden Texturen laden. Hr-45-Brown2.jpg ist der normale Farbkanal. Hr-45-Tr.jpg ist der Alpha Kanal. Das ganze dann als .png Datei abspeichern. Last edited by XNAaraL; 21-12-10 at 12:30. |
|
Thread Tools | |
|
|