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Old 17-08-11, 07:41   #121
$AtlantiB$
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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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Old 17-08-11, 11:16   #122
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Originally Posted by Goha View Post
Hey guys, I have two quick questions:

1. How do I make bones list visible in "Mirror/Flip pose left/right"?
2. How do I set "camera pivot" point?
http://i52.************/2zf0u8p.jpg

3: XNALara doesn't "read" colored lightmaps like this one? That's kind of a bummer IMO, but can't have everything.
I don't think that's a light map nor a specular map.
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Old 17-08-11, 12:37   #123
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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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Old 17-08-11, 12:50   #124
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Originally Posted by sn00p View Post
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.
That looks more like a mask map for color changes. D:
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Old 17-08-11, 12:57   #125
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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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Old 17-08-11, 13:17   #126
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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.
Yeah, Vindictus textures are all mask channels Nurien also D: spec maps aren't a big problem they can be done more easily than the other maps.
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Old 17-08-11, 13:34   #127
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That looks more like a mask map for color changes. D:
Oh or mask also Staying away so long for these things is...
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Old 17-08-11, 13:52   #128
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Quote:
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Oh or mask also Staying away so long for these things is...
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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Old 17-08-11, 14:01   #129
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Just makes me realise how handy/useful/awesome textures are/can be.
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Old 17-08-11, 14:35   #130
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Quote:
Originally Posted by o0Crofty0o View Post
It's both^^
(...) Some models have the spec map on the allpha channel of the normal map.
Yes, I learned that when I was making texmod recolors of Liara's LotSB coat. When I was changing colour of the diffuse map on darker, suit was glossy as hell, and it took me hours to figure out why, while editing just the colours of that spec-light-map-whatever it's called didn't worked.
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.

Quote:
Originally Posted by o0Crofty0o View Post
Yeah xD I always prefer using original textures^^
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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