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Old 05-05-12, 20:55   #461
TRDaz
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Quote:
Originally Posted by rexil View Post
Use a higher value for margin
Does that work?
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Old 05-05-12, 21:00   #462
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Originally Posted by TRDaz View Post
Does that work?
Yep, just set it to the max (it doesn't make the rendering take longer as I though in the past) never had any problems with black lines caused by lightmaps.
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Old 05-05-12, 21:01   #463
Runa
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Uhm, so I can change the bg colour from black to white? I will try with margin too, then thanks
It's pretty annoying, have to paint the edges everytime and I never can't find the right part immediatly >_>

EDIT: I love you guys ♥ it worked

Last edited by Runa; 05-05-12 at 21:24.
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Old 06-05-12, 21:11   #464
Blue Knight
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I rigged a model but whenever I try to add it into XNALara I get this message



Does anyone know what I'm doing wrong?
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Old 07-05-12, 05:45   #465
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Default Index was outside the bounds of the array at XNALara.

Quote:
Originally Posted by Blue Knight View Post
I rigged a model but whenever I try to add it into XNALara I get this message



Does anyone know what I'm doing wrong?
Insufficient number of textures assigned for the render group number.

-----> http://www.tombraiderforums.com/show...ostcount=57528
or
-----> http://www.tombraiderforums.com/show...postcount=1709
or
-----> http://www.tombraiderforums.com/show...postcount=2724
or
-----> http://www.tombraiderforums.com/show...postcount=7125
or
-----> http://www.tombraiderforums.com/show...postcount=1849
or
-----> http://www.tombraiderforums.com/show...postcount=1850
or
-----> http://www.tombraiderforums.com/show...postcount=1853

Best way is make this

Last edited by XNAaraL; 07-05-12 at 06:13.
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Old 07-05-12, 17:21   #466
ST4RG4ZER
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So if I join 2 meshes into 1, how do I seperate the two materials applied to it?
I've joined a head(+neck) mesh with an upper body mesh but I can't make the resulting single mesh use 2 different materials in XNAL. In blender it looks just fine. When I export I get a warning and in XNALara both head and upper body have the head texture applied to them.
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Old 07-05-12, 17:25   #467
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Originally Posted by ST4RG4ZER View Post
So if I join 2 meshes into 1, how do I seperate the two materials applied to it?
I've joined a head(+neck) mesh with an upper body mesh but I can't make the resulting single mesh use 2 different materials in XNAL. In blender it looks just fine. When I export I get a warning and in XNALara both head and upper body have the head texture applied to them.
You can't join them in blender and just seperate the materials^^
I guess you want to because of the seams. They are a bug about blender itself. You can't remove them in there without joining the meshes and re-edit the whole uv mapping to one texture^^
The 3ds max script can save the mesh without seams...but well...you need 3ds max for that >_>
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Old 07-05-12, 17:28   #468
ST4RG4ZER
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Quote:
Originally Posted by o0Crofty0o View Post
You can't join them in blender and just seperate the materials^^
I guess you want to because of the seams. They are a bug about blender itself. You can't remove them in there without joining the meshes and re-edit the whole uv mapping to one texture^^
The 3ds max script can save the mesh without seams...but well...you need 3ds max for that >_>
Thanks love.
I have 3ds max 2009. What do I need to do in there. Please share your wisdom
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Old 07-05-12, 17:34   #469
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Quote:
Originally Posted by ST4RG4ZER View Post
Thanks love.
I have 3ds max 2009. What do I need to do in there. Please share your wisdom
this thread contains the script: http://www.tombraiderforums.com/showthread.php?t=181251
and some videos about the usage. The stuff about seams is in this one: http://www.youtube.com/watch?v=rA624...ayer_embedded#!

at about 10 mins =) (when you import the model make sure to import as a single mesh)
I usually use the weld option on 0,01
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Old 07-05-12, 17:40   #470
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OK, I'm on it. Thanks for the links!
Arrrgh, just when I thought the model's done...there's always something to improve.
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