Btw Ged.. with a 8800GT and 512Mb just forget all what I told about VRAM. Try to reinstall xNormal... perhaps the ui.png texture was corrupted for some reason and that's why you cannot see the UI well. Also sure you have the latest NVIDIA drivers... the 8800GT is relatively new card so I bet the drivers aren't very mature…
[ QUOTE ] Locks up when trying to enable/disable anything. Also performance is quite poor. 3.11 beta 1 performance was around 60 fps with arsh's diablo and now i'm lucky to get 30fps in a window. My normal res is 1600x1200. I also noticed I was only given the option of my desktop res with 4x, 2x or no AA. [/ QUOTE ] Try to…
The final 3.11.0 has been released! - Added full screen antialiasing support for the DX9 graphics driver. - Solved problems with ALT+TAB and also with the mouse. - Added a checkbox inside the 3D viewer to lock the position of the light to the camera. Notice the shadows dissapear when you enable this mode(which is logical…
[ 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! Lots of questions. Here are some answers: Turn off the "show highpoly meshes" checkbox :P or uncheck the "visible" property on the highpoly list. Btw, the example looks much better if you disable the DX10's gamma correction option ( in the plugin-manager ). Are you using the max2obj exporter that comes with 3dsmax by…
Hey, somebody know why when I load a custom xml some parameters are not read ? Here is my file :<Settings> <HighPolyModel DefaultMeshScale="1.000000"> <Mesh Visible="true" Scale="1" IgnorePerVertexColor="true" AverageNormals="UseExportedNormals" BaseTexIsTSNM="false" File="D:/DESKTOP/mesh_hp.obj" /> </HighPolyModel>…
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…