That error occurs due to 1) You have not marked as "visible" the meshes. Go to highpoly / lowpoly tab and sure the "visible" checkbox is checked ( it is by default tho ) 2) You are trying to view a void file. For example, the file contains cameras, lights, etc... but no geometry at all. Notice too some programs that use…
The versions prior to the 3.15.3 apply a re-centering mechanism to get a more accurate radius when the objects are not (0,0,0) aligned. That was a problem because if you do a "save meshes" and you then assign only one mesh instead of ALL the save saved meshes, they will be misaligned. That's why the 3.15.3 and above…
[ 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 file to another. Also probably will have to lock/sync too many times the vertex lists so will get too much thread deadlocks. Have to…
Interesting and definately reassuring to hear that jogshy :) Previously I had been using obj's with 12 decimal point precision but if like .tga there is no data lost in translation then .sbm format will be used exclusively from now on. Thankyou :thumbup: ps: just downloaded and installed the latest update to xnormal…
Are you 100% sure the UVs are well welded there and the smoothing groups correct? Well, if you are, then pass to the next point: Each application has its own way to compute and use the tangent space. If you generate the maps in a XXXX application but you preview it in a YYYYY application you need a way to match the tangent…
Erasing any vertex/face/edge will invalidate the topology, yep. So... the initial external cage must be a perfect clone of the lowpoly mesh. The only operation allowed is to move vertices/faces/edges. If you add/erase any face, edge or vertex then the error dialog will appear! xNormal >= 3.12.0 (if I remember well)…
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…
[ QUOTE ] so having to click on each model and manually load textures for each is a bit cumbersome. [/ QUOTE ] Can't you save a XML settings file and load it after? The program is supposed to save the current settings each time you exit and you can load/save your settings manually also. You can set all your meshes the…
[ QUOTE ] hello, is there a simple walkthrough pdf or something for someone who hasn't used xnormal yet? oops. found the tutorials on the site. haha. impatient post. [/ QUOTE ] I recommend you these tutorials before to start to use normal mapping: http://www.bencloward.com/tutorials_normal_maps1.shtml…
I save a .ovb(openGL vertex buffer) XML simple file with the with the data you use in the viewer ( pos+normals+UVs+tangents+binormals+vcache optimized triangle faces+mesh name ). See the documentation and xN_cache directory for more info. You can tell your programer to parse it easy ( I include even a schema called…