• Black Rock Shooter model porting help
    4 replies, posted
So, I started to attempt a player model port with XSI Mod Tool v6. I used the urban model from source sdk as a base to match the heads of both models and that went fine. Then I realized that the textures for the Black Rock Shooter model were missing. This was a .obj file converted with XNALara. Since .obj's are broken when converted with XNALara, is there a way to convert .mesh and mesh.ascii to .dae?
[QUOTE=Ven01273;43410836]So, I started to attempt a player model port with XSI Mod Tool v6. I used the urban model from source sdk as a base to match the heads of both models and that went fine. Then I realized that the textures for the Black Rock Shooter model were missing. This was a .obj file converted with XNALara. Since .obj's are broken when converted with XNALara, is there a way to convert .mesh and mesh.ascii to .dae?[/QUOTE] I'm not sure about XSI but mariokart64n wrote a importer for XNALara models into 3dsmax [url]http://www.tombraiderforums.com/showthread.php?t=181251[/url]
[QUOTE=cra0kalo;43412492]I'm not sure about XSI but mariokart64n wrote a importer for XNALara models into 3dsmax [url]http://www.tombraiderforums.com/showthread.php?t=181251[/url][/QUOTE] Well, I'm kinda looking for one around 3dsmax, mainly because I don't have it.
[QUOTE=Ven01273;43413690]Well, I'm kinda looking for one around 3dsmax, mainly because I don't have it.[/QUOTE] For Blender which is free [url]http://xnalara.home-forum.com/t18-gemeshasciitobin-addcameratargets-modpublisher-changebonenames-meshbintouvmap-changescenefile-modprotector-mesh_cleanup-and-autotexture-utility-s[/url]
[QUOTE=cra0kalo;43413998]For Blender which is free [url]http://xnalara.home-forum.com/t18-gemeshasciitobin-addcameratargets-modpublisher-changebonenames-meshbintouvmap-changescenefile-modprotector-mesh_cleanup-and-autotexture-utility-s[/url][/QUOTE] Ah, thank you, this'll probably work.
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