07-04-21, 10:07 | #11 |
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Joined: Aug 2010
Posts: 1,810
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Inverted faces is a common thing to occur, it seems every app's exporter/importer has its own settings for that. As for scale settings, it depends on original model dimensions. In most cases, blender natively uses normalized scale from 0 to 1, so you need to specify scale value of 1024. There is a preset for that called "Normal scale to TR scale".
Importing from other paths than C:\ should work, but probably assimp is having problems again with non-standard symbols in paths. Try to avoid umlauts, accents and other region-specific symbols (although I have no problem with cyrillic symbols in paths). As for installer vs. zip - installer does a few tricks by choosing certain library versions for you (32-bit or 64-bit). Are you by any chance on 32-bit system? Zip package is intended for 64-bit systems (otherwise you need to manually copy dll file from "Native\32 bit" folder to root TE folder). |
07-04-21, 17:39 | #12 | |
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Joined: Dec 2020
Posts: 52
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07-04-21, 18:14 | #13 | ||
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Joined: Sep 2018
Posts: 500
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Quote:
Quote:
Probably why that cat statue worked on Downloads but not in Área de Trabalho |
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08-04-21, 08:37 | #14 |
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Joined: Sep 2018
Posts: 500
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This problem is a little less related, but I think that here remains the best place to ask so.
I'm testing with editing outfits now, but then: In WADTool, I load the outfit's WAD, go to Lara_Skin, select her arm, click on export, scale 1 and invert z axis (sometimes I go for X axis instead). When importing I choose the same specifications, and although I didn't do anything with the meshes, this problem with joints is still here! |
08-04-21, 13:12 | #15 |
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Joined: Aug 2010
Posts: 1,810
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Assimp library messes up vertex order on mesh reimport. Although I tried to deal with this issue, it still doesn't work properly. So unless WT introduces vertex reorder tools, it is not possible to properly import Lara skin (unless you don't use joints) - because tomb4 has hardcoded vertex indices to attach joints to meshes.
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