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#491 |
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Hobbyist
Join Date: Sep 2011
Location: Sha-la-la?
Posts: 54
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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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#492 | |
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Explorer
Join Date: Jul 2011
Location: GMT+1
Posts: 713
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Quote:
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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#493 | |
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Professor
Join Date: Apr 2011
Location: Bobolendo
Posts: 3,759
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Quote:
Well Goha nailed it for you, I didn't even notice that xD
__________________
Quick! Hide the bacon \o> |
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#494 |
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Hobbyist
Join Date: Sep 2011
Location: Sha-la-la?
Posts: 54
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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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#495 |
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Archaeologist
Join Date: Nov 2011
Location: Milan, Italy *vomits*
Posts: 1,064
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#496 | |
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Professor
Join Date: Apr 2009
Location: The worthwhile problems are the U can really solve, the ones U can really contribute something to
Posts: 3,000
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Quote:
http://www.tombraiderforums.com/show...&postcount=490
__________________
google, google, google, google and google. |
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#497 | |
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Explorer
Join Date: Jul 2011
Location: GMT+1
Posts: 713
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Quote:
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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#498 |
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Archaeologist
Join Date: Nov 2011
Location: Milan, Italy *vomits*
Posts: 1,064
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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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#499 | |
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Professor
Join Date: Apr 2009
Location: The worthwhile problems are the U can really solve, the ones U can really contribute something to
Posts: 3,000
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Quote:
but not clearly explained. And all correct.
__________________
google, google, google, google and google. |
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#500 | |
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Hobbyist
Join Date: Mar 2012
Location: CA
Posts: 99
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Quote:
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