[ QUOTE ] Jogshy: About identical file extensions: Don't you check the file header anyway to avoid loading garbage? And if you do, then users shouldn't have to specify formats/plugins. [/ QUOTE ] Sometimes yes, sometimes nop. I use a lot of 3rd party libraries. Most of them aren't very well designed. Most don't throw…
E-mail received, Motives thx. The problem is that you are not setting well the ray distances. You put 2.50(front) and 0.5(back) in the settings file I received. If you open your file with, for example, 3DSMAX you will see why: Notice the tape I used to measure the distance marks 125... If you specify ray distance = 2.50…
Turn on the "show lowpoly tangents" to see the normals on these vertices... If are unwelded then you must see different normals and tangent basis for them ( like very similar axis in a bunch ). edited: YES, i see that too... When I turn the show tangent basis I see you must weld them better and sure UV's are welded too!…
Hmmmm... strange.... Please, try this: 1. Uninstall xNormal. 2. Delete all the files from Documents\xNormal ( specially the XML and .dat ). 3. Remove the HKCU\Software\Santiago Orgaz\xNormal entry from the registry and see if that helps. 4. Re-install xNormal. Ok, I'll take a look :poly136: A cage is a way to control the…
So i've been meaning to bring this up for a while. I'de like to open the discussion back up on averaging the cage normals, as a feature got implemented(which was cool) but it is a much much slower way of doing the same thing in max or maya. So first off, lets go over what it takes to get an "averaged" projection cage in…
[ QUOTE ] I noticed importing the mesh doesn't use both threads on my cpu, i dont have any idea if its posible to use both cores [/ QUOTE ] To use dual-core to import won't be a good idea I think... because you will gain CPU performance but you will loose it because the hard disk head have to jump from a portion of the…
Wow nice head MoP! You can use basic alpha textures. Let me explain why I said "basic"... The v3.4.1 added alpha blending support. Just make an alpha channel in your base texture to control the opacity. If you need 1-bit alpha just load Photoshop or Gimp or whatever and play with the transparency mask until you use only 1…