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Mesh Importing


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The issue between DX9 and DX11 is definitely a mesh issue, but if you're only running DX9, then that's not necessarily what's going on here.

 

You can look at the weightmap by setting your viewport to "weight shade" mode, clicking the W in the bottom left corner, and then selecting a bone from the drop-down menu.

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Using tpm's lightwave plugin, i've imported the mesh, and exported it without any edits. Istill get the weird shadows on skin.

I'm asuming your mods are also getting this ? Maybe the shodows aren't noticeable with armor/cloth texture ?

I've posted the mod. Could you, or perhaps get tmp to have a look into it? Thanks.

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Are you checking off the "Use v1.0 Mesh Format" box like the readme says to?

 

Yes. Tried both with, and without.

 

Tried working on mesh file by editing msh file.

Tried working on mesh file by loading mmh file.

 

Is a new matching mmh file neccessary?

When I create and use a mmh file, it doesn't seem to make any difference.

Also, I've noticed that a newly created mmh file cannot be edited by gff4editor. I wonder why ?

 

What commands are you using for the conversions?

I'm using:

..\GraphicsProcessorMSH.exe" D:\arm_nuda.mmh.xml

..\GraphicsProcessorMSH.exe" -platform pc mmdtogff D:\arm_nuda.msh.xml

 

If you intend to help, you need to just quickly write down a quick tutorial of the things you are doing.

That's ONLY if your conversions are not having this display issue.

The shadows aren't noticeable on armor, so maybe you also have these issues ?

 

No disrespect, but so far, you are coming back with 'one liner'' questions of your own. :(

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You may have noticed, I've managed to resolve the issue, with tmp's help.

 

His plugin still seems to create mmh files that gff editor cannot edit, for me.

tmp can edit his converted files, for some reason.

But a workaround is to edit the xml file/s before converting.

 

Job well done! Thanks and respects to tmp7704 ! :)

Edited by Thor925
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