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#121 |
Professor
Join Date: Mar 2009
Location: U&I music video
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1. never happened to me. try to first seleft one of the bones and than open mirror window
2. you can set camera pivots by using AddCameraTargets by XNAaraL, or manually using notepad. find a mesh name, this is example: 7_mesh_0.1_0_0_body upper_spine upper where "body uppers" is a name of cameta target, and spine upper is a bone what camera target is connected. 3- I think its specular map. XNALara read it with big appetite ![]() use render group 22 or 23(with transparent support). It must have six textures: diffuse, lightmap, bump, mask, bump1, bump2, specular map
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U & I Last edited by $AtlantiB$; 17-08-11 at 07:42. |
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#122 | |
Professor
Join Date: Apr 2011
Location: Bobolendo
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#123 |
Archaeologist
Join Date: Nov 2008
Location: Cluj, Romania
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That's a SPEC map, that's how they are in ME2, and why exactly XNALara doesn't read it? You can't see the difference with default light, the SPEC map to be visible you need lights to interact with the body.
Example set the Light#2 to black and max it out slowly and you'll see the difference.
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#124 | |
Professor
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Location: Bobolendo
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#125 |
Inactive
Join Date: Oct 2006
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Yeah. It's a mask channel I believe. The Sims 3 has them so it knows which parts can be customized (you'll know what I mean if you play The Sims 3).
Monday Night Combat has it too. Since the default models are white, they have mask channels to say who is blue and who is orange. |
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#126 | |
Professor
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#127 |
Archaeologist
Join Date: Nov 2008
Location: Cluj, Romania
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Oh or mask also
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"No remorse 'cause I still remember / The smile when you tore me apart" |
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#128 |
Relic Hunter
Join Date: Sep 2009
Location: Germany
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It's both^^
The green channel is the spec channel for mass effect 2 textures. So if you take the green channel only, place it on an new image and save it you have a spec map. Developers do that for saving space. Some models have the spec map on the allpha channel of the normal map. Alice: Madness Returns models store their spec map in either the green or red channel... the rest is some trash or placeholders for emission ones Some even store a AO map on the blue channel of the normal map. (MK9 models do) Then there are also some from The Force unleashed games wich store AO in one channel, spec in one channel and emission in one channel. Yeah xD I always prefer using original textures^^ Damn i really have no hobbies xD Last edited by o0Crofty0o; 17-08-11 at 14:06. |
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#129 |
Inactive
Join Date: Oct 2006
Posts: 11,312
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Just makes me realise how handy/useful/awesome textures are/can be.
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#130 | |
Explorer
Join Date: Jul 2011
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From what I learned, ME2 interprets them by colour: black or blue is matt or near matt, greens and pinks represent reflective shine. Plus that alpha. By adding black grain to it for example I was getting nice results in adding an illusion of texture without playing with a bumpmap. I'd rather use them too. I gave this one only as an example, but many other games have 'em too. As I looked on many models made, nobody seem to use those for xnalara. Right now I struggle with mesh.ascii editing. Or whatever, wherever I make mistake, I don't know. It's all still random to me. By acting analogically to your Unreal models importing tutorial, o0Crofty0o, I managed to successfully port "the little one" (still needs some changes and those missing bones on the list I asked earlier), but I'm getting stuck with more advanced models. I don't like how Blender names meshes, getting lost with it in notepad later, I also don't quite understand in which cases I need to split meshes. Thanks for help with questions guys, will try out other mesh groups too. Last edited by Goha; 17-08-11 at 14:41. |
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