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Old 11-05-12, 11:49   #491
Ken Murikumo
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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.
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Old 11-05-12, 11:58   #492
Goha
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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.
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Old 11-05-12, 12:02   #493
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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
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Old 11-05-12, 12:16   #494
Ken Murikumo
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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.
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Old 11-05-12, 12:19   #495
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@ Runa- removing doubles won't fix that, you'll have to split the meshes.
Meshes should be split already.. gonna check again later.
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Old 11-05-12, 12:29   #496
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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
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Old 11-05-12, 12:36   #497
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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.
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Old 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)
.
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Old 11-05-12, 13:05   #499
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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.
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Old 11-05-12, 13:12   #500
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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
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