11-05-12, 11:49 | #491 |
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Joined: Sep 2011
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won't that make it so it's not compatible with XNALara though. I'd like to use XPS but it has a large chunk of models, ironically most of the ones that i have, that aren't compatible with XPS
EDIT: Actually i tried using XPS like you said and it just gives me and error message saying it cant load the item Last edited by Ken Murikumo; 11-05-12 at 11:53. |
11-05-12, 11:58 | #492 | |
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2(render group number)_Material26(meshname)_1.0(Specular highlight or in other words shine value)_0_0 1 # uv layers 3 # textures Human_M_Hood_diff.png 0 # uv layer index(this line is mandatory after every listed texture) dirt_null.png 0 # uv layer index Human_M_Hood_norm.png 0 # uv layer index 1122 # vertices This is how your group should look (of course ignore my green lousy explanations). I don't have any link to examples atm, sorry. Last edited by Goha; 11-05-12 at 12:00. |
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11-05-12, 12:02 | #493 | |
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Well Goha nailed it for you, I didn't even notice that xD |
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11-05-12, 12:16 | #494 |
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Actually, yeah, that did work like a charm. Thanks allot Everyone.
But i did get rid of a few "unused" bones so i don't exceed the bone limit on meshgroups and unfortunately they weren't actually unused, so i ended up with a few unassigned verts that went haywire... Oh, how do you make things glow, or remain at full brightness even in the dark (like the omni-tool that was uploaded) Last edited by Ken Murikumo; 11-05-12 at 12:18. |
11-05-12, 12:19 | #495 |
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11-05-12, 12:29 | #496 | |
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11-05-12, 12:36 | #497 | |
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Oh here. Not all of them (lacks 26,27, 28 and 29), but clearly explained. Last edited by Goha; 11-05-12 at 12:42. |
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11-05-12, 12:40 | #498 |
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If I split meshes even more, I have a new error message:
Could not load OBJ file. Face has an unsupported number of vertices(line 75761). |
11-05-12, 13:05 | #499 | |
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11-05-12, 13:12 | #500 | |
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