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#431 |
Hobbyist
Join Date: Sep 2011
Posts: 5
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Hi
Do you know how to draw models and Scenery from the Dragon Age, Dragon Age II ? How to convert for in to run them in XNALara? Yours |
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#432 |
Hobbyist
Join Date: May 2012
Location: United States
Posts: 60
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I'm having an issue with some models that I've downloaded.
Whenever I try to open the models in XNALara I get this message... "Loading model "data\ModelName\generic_item.mesh" failed. Unable to read beyond the end of the stream. at System.IO._Error.EndOfFile() at System.IO.BinaryReader.ReadString() at XNALara.ModelLoader.LoadArmature(BinaryReaderfile, Model model) at XNALara.ModelLoader.LoadModel(String filename)" Any ideas on how I can fix this? |
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#433 |
Student
Join Date: Sep 2011
Location: The Pigeon Coop, U.S.A.
Posts: 185
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Hey, folks. I've got a couple of questions about textures.
![]() 1. Regarding this seam here. What exactly is this, and how can I go about fixing it? Could this, perhaps, be the dreaded 'double face'? 2. When I import the weapons into Blender, I noticed they don't import with the textures applied. Setting the viewport to "Textured Mode" shows the model as entirely white. I've been reading some tutorials on textures, and I think I understand that you have to actually load in the texture and 'assign' it to the mesh. However, the textures are still not showing up on the model. I know I'm missing something, but I just don't know what. What is the proper procedure for applying textures to the mesh? Any help would be greatly appreciated. And my apologies if I'm not explaining things properly. Thanks! |
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#434 | ||
Professor
Join Date: Apr 2011
Location: Bobolendo
Posts: 3,759
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Edit mode set the value like the picture and hit remove doubles ![]() will solve half of the problem ^^, ît looks like half of her face has flipped normals. Remove the doubles first then press ctrl+N to calculate the normals outside. As for the textures not showing, sometimes you have to apply them into the UV view too, then they will show up. Quote:
I so, use XNALara, XPS has a stupid really easy to circumvent block for my and some other users old conversions (because it's cool to punish your users ![]()
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Quick! Hide the bacon \o> Last edited by rexil; 04-05-12 at 14:41. |
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#435 | |
Tomb Raider
Join Date: May 2011
Posts: 10,458
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![]() 2. Did you load the texture fully on the model with Map to > UV aswell? Well thats fine, even if it doesnt load the model has the texture applied. To load the texture in Blender you need to go to UV mode and add it there to make it load up in Blender. But if you have textured it correctly it will be applied in the mesh.ascii when you export ![]() EDIT: Awww... rexil got to it before me ![]() |
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#436 | |
Professor
Join Date: Apr 2011
Location: Bobolendo
Posts: 3,759
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x'D
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Quick! Hide the bacon \o> |
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#437 |
Student
Join Date: Sep 2011
Location: The Pigeon Coop, U.S.A.
Posts: 185
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Awesome. Thanks, guys.
As for the UV stuff, I'll just have to play around with it some more in Blender. I'll figure it out, eventually! ![]() |
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#438 |
Tomb Raider
Join Date: Nov 2008
Posts: 20,685
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Yeah, about the weapons. Noesis doesn't export the .mtl file for some reason, that's why there aren't any textures on the model. That's no problem, since there aren't that many to assign. You need to load them in the image editor window (just the diffuse) if you want to see them in Blender. The UV also needs to be flipped (forgot X or Y axis
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It’s just an opinion, you don’t have to agree. ¯\_(ツ)_/¯ Last edited by Love2Raid; 04-05-12 at 14:48. |
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#439 | |
Tomb Raider
Join Date: May 2011
Posts: 10,458
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#440 |
Tomb Raider
Join Date: Nov 2008
Posts: 20,685
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That only works if the model is just one piece. ^_^
Pyrrha's sword and shield will be merged in the .psk file. Sharp edges gone, so you need to split parts to get them back. Yuck, better use .obj. ![]()
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It’s just an opinion, you don’t have to agree. ¯\_(ツ)_/¯ |
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