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Love2Raid
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Re: random question

Post by Love2Raid »

I just use mesh.ascii for everything. :)
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Re: random question

Post by Dazzy »

ProtocolX27 wrote: I have one in a similar vein.... I've imported .obj objects but apparently I don't know how to correctly create a UV Wrap / Material / Texture from scratch...

Every time I attempt to export to mesh.ascii I get "Skipping texture 'xyz' (No UV Mapping)

I go the Texture editor, create a new texture, load the correct .tga file and check the UV / Image editor & select the correct image. In Blender everything looks correct... overlooked setting?
http://i46.tinypic.com/28akieg.png
Do this for every material used :)
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Re: random question

Post by ProtocolX27 »

TRDaz wrote:
ProtocolX27 wrote: I have one in a similar vein.... I've imported .obj objects but apparently I don't know how to correctly create a UV Wrap / Material / Texture from scratch...

Every time I attempt to export to mesh.ascii I get "Skipping texture 'xyz' (No UV Mapping)

I go the Texture editor, create a new texture, load the correct .tga file and check the UV / Image editor & select the correct image. In Blender everything looks correct... overlooked setting?
http://i46.tinypic.com/28akieg.png
Do this for every material used :)
Killer!

I figured it was something simple that I didn't know how to do. Thanks :)
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Dazzy
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Re: random question

Post by Dazzy »

Your Welcome ;D
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Runa
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Re: random question

Post by Runa »

Love2Raid wrote:I just use mesh.ascii for everything. :)
I actually exported it as .mesh.ascii at first... but yeah, when I loaded it in XNALara all the objects came into the same place as in original O_o

Thanks Daz, gonna try that!

EDIT: It was already set like that! D:

EDIT2: Okay, I found the problem. Everything was renamed right... except the materials! :facepalm: Loading the enviroment back in Max I noticed the submaterials shared the same name (such as "material 0", like many UE static meshes) and for this reason they continued to show the same texture.
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Love2Raid
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Re: random question

Post by Love2Raid »

That's weird! I only use mesh.ascii because I don't have a clue about how to work with .obj :fdat:
:P
Good to hear that the problem got solved! :thumbup:
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Re: random question

Post by Runa »

I was quite surprise too! Usually I port enviroments as .obj files because when they are heavy the exportation in mesh.ascii tends to be infinite XD but if they are pretty small like this one I have no problems. The only issue I got this time was that the objects automatically went back to their original position... so the furnishes appeared like a crappy pile :?
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Re: random question

Post by Runa »

Random question: what do you guys use to bake missing normal maps? Crazybump expired and the reg key crack is not working for me, same for Run As Date. I have the Nvidia DDS plugin for Photoshop, which I often use for hair and minor things. But for bodies... meh, I need a very decent normal map and I don't know how to create it :\
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Re: random question

Post by RoxasKennedy »

Crofty made a really good tutorial on that over TRF, but basically you need Blender.

If you don't find it, I will write the instructions here.

Plus, there exist Trail Resetters for CrazyBump :LOL:
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Runa
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Re: random question

Post by Runa »

RoxasKennedy wrote:Crofty made a really good tutorial on that over TRF, but basically you need Blender.

If you don't find it, I will write the instructions here.

Plus, there exist Trail Resetters for CrazyBump :LOL:
The trial reset is that reg key I mentioned that doesn't work :LOL: tried many times, but it keeps telling me to buy a license.

And lol yeah... if someone could kindly write me a quick tutorial would be great... because TRF has so many threads and I don't think it's gonna be an easy hunt...
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