Tomb Raider Forums  

Go Back   Tomb Raider Forums > Tomb Raider Level Editor and Modding > Tomb Raider Modding > XNALara

Reply
 
Thread Tools
Old 11-05-12, 11:49   #491
Ken Murikumo
Member
 
Joined: Sep 2011
Posts: 54
Default

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.
Ken Murikumo is offline   Reply With Quote
Old 11-05-12, 11:58   #492
Goha
Member
 
Joined: Jul 2011
Posts: 729
Default

Quote:
Originally Posted by Ken Murikumo View Post
This is an example of one of the texture strings:

2_Material26_1.0_0.0_0.0
1 # uv layers
3 # textures
Human_M_Hood_diff.png
0 # uv layer index
dirt_null.png
Human_M_Hood_norm.png # uv layer index
1122 # vertices

Everything before and after are numerical strings

it doesn't look terribly different from what you got
It's completely messed up, that's what mario's plugin does after importing to max and exporting from it again, but it's not much of a problem. One thing about converting models is that you'll have to almost always edit groups in notepad, so it's time to look up and learn about them.

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.
Goha is offline   Reply With Quote
Old 11-05-12, 12:02   #493
rexil
Member
 
rexil's Avatar
 
Joined: Apr 2011
Posts: 3,759
Default

Quote:
Originally Posted by Ken Murikumo View Post
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
Yeah I was wondering how it would load a erroneous file.
Well Goha nailed it for you, I didn't even notice that xD
rexil is offline   Reply With Quote
Old 11-05-12, 12:16   #494
Ken Murikumo
Member
 
Joined: Sep 2011
Posts: 54
Default

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.
Ken Murikumo is offline   Reply With Quote
Old 11-05-12, 12:19   #495
Runa
Member
 
Runa's Avatar
 
Joined: Nov 2011
Posts: 1,065
Default

Quote:
Originally Posted by rexil View Post
@ Runa- removing doubles won't fix that, you'll have to split the meshes.
Meshes should be split already.. gonna check again later.
Runa is offline   Reply With Quote
Old 11-05-12, 12:29   #496
XNAaraL
Member
 
XNAaraL's Avatar
 
Joined: Apr 2009
Posts: 3,226
Default

Quote:
Originally Posted by Goha View Post
It's completely messed up, that's what mario's plugin does after importing to max and exporting from it again, but it's not much of a problem. One thing about converting models is that you'll have to almost always edit groups in notepad, so it's time to look up and learn about them.

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.
I has say the same, one page before http://www.tombraiderforums.com/show...&postcount=490
XNAaraL is offline   Reply With Quote
Old 11-05-12, 12:36   #497
Goha
Member
 
Joined: Jul 2011
Posts: 729
Default

Quote:
Originally Posted by Ken Murikumo View Post
Oh, how do you make things glow, or remain at full brightness even in the dark (like the omni-tool that was uploaded)
Render group 21. It's unaffected by light settings. I include mesh.ascii in my stuff, omniblade should have it too, so take a peek to see how it looks in the notepad.

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.
Goha is offline   Reply With Quote
Old 11-05-12, 12:40   #498
Runa
Member
 
Runa's Avatar
 
Joined: Nov 2011
Posts: 1,065
Default

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)
.
Runa is offline   Reply With Quote
Old 11-05-12, 13:05   #499
XNAaraL
Member
 
XNAaraL's Avatar
 
Joined: Apr 2009
Posts: 3,226
Default

Quote:
Originally Posted by Goha View Post
Render group 21. It's unaffected by light settings. I include mesh.ascii in my stuff, omniblade should have it too, so take a peek to see how it looks in the notepad.

Oh here. Not all of them (lacks 26,27, 28 and 29), but clearly explained.
Here http://www.tombraiderforums.com/show...postcount=1735 are all of them but not clearly explained. And all correct.
XNAaraL is offline   Reply With Quote
Old 11-05-12, 13:12   #500
ST4RG4ZER
Member
 
ST4RG4ZER's Avatar
 
Joined: Mar 2012
Posts: 100
Default

Quote:
Originally Posted by XNAaraL View Post
Here http://www.tombraiderforums.com/show...postcount=1735 are all of them but not clearly explained. And all correct.
Neat! thx
ST4RG4ZER is offline   Reply With Quote
Reply

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off



All times are GMT. The time now is 20:17.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, vBulletin Solutions Inc.
Tomb Raider Forums is not owned or operated by CDE Entertainment Ltd.
Lara Croft and Tomb Raider are trademarks of CDE Entertainment Ltd.