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Beginner Question: Mesh Mod changes reflective appearance

Posted: Sat May 09, 2015 3:16 pm
by WuHT
I'm trying to attach weapons to characters meshes. They came from the same zip package so I assumed there wouldn't be any incompatibilities.
However, the new model I get does not have the reflective shine of the original. Is there a way I can ensure this?
http://imgur.com/2tdA1s7
Image
The one of the left is the new one and the one on the right is the original. You can see the breastplate has the most noticeable difference (the shoulder pad and the helm is also very noticeable).

Here are my steps
I "move" the weapons in place using mode:move rather than changing it's position and add to: the wrist of the characters.
Then I modify/save as generic item.mesh with modify armature according to pose.
Once I reload, the shiny-ness /reflectiveness of the new mesh is absent.

I have even tried copy-pasting all the texture files over from the original folder to no avail.
This particular model by kamson has the texture files conveniently labelled [item] with _diffuse, _spec, _l, _bump, _refl and _mask, which I hope can give some insight to diagnosing this problem.
I've fiddled with the optional items and the most apparant differences are something called 27.fro_fro which appears as follows:
http://imgur.com/HTRv7bI
Image
The right one is the original and the left is the mesh modded one which lacks some of the gold-ish appearance.
I don't really understand what is the issue since i'm only adding weapons which oddly has affected the armor's appearance. Any advice ?

Re: Beginner Question: Mesh Mod changes reflective appearanc

Posted: Sat May 09, 2015 3:27 pm
by thePWA
This isn't a texture problem, its an xps problem. When you attach a model to another model using xps, it defaults the new model's render group "shine" values to 0.1 (i.e. 24_nameofthemeshpart_1_0.0_0.0_0.0 becomes 24_nameofthemeshpart_0.1_0.0_0.0_0.0). Try saving as .mesh.ascii and check the file using notepad if the values got replaced.

Re: Beginner Question: Mesh Mod changes reflective appearanc

Posted: Sat May 09, 2015 5:42 pm
by WuHT
PWA:

I did a search and I've gotten lines such as
24_pads_0.6_1_1
24_top1_0.5_1_1
24_top3_0.5_1_1
27_fro_0.5_1_1

I only have 3 values after the meshpart description rather than 4, and i'm getting 0.6 and 0.5 rather than 0.1.
I searched for "0.1_" and returned nothing either.
It does not appear to to be any different from the ascii file from the original model.

How should i proceed ?

Re: Beginner Question: Mesh Mod changes reflective appearanc

Posted: Sat May 09, 2015 6:34 pm
by iheartibuki
Try removing the _1_1 from the render group. Make a copy first before you save it.

Re: Beginner Question: Mesh Mod changes reflective appearanc

Posted: Sat May 09, 2015 6:49 pm
by WuHT
iheartibuki wrote:Try removing the _1_1 from the render group. Make a copy first before you save it.
I might need a lil bit of hand holding.

So i literally just search for _1_1 and delete them manually ? then save as the new mesh.ascii ?
I suppose its good learning for me

Re: Beginner Question: Mesh Mod changes reflective appearanc

Posted: Sat May 09, 2015 6:55 pm
by iheartibuki
Yep, like I said make a back up first in case XPS doesn't want to load it.

Re: Beginner Question: Mesh Mod changes reflective appearanc

Posted: Sat May 09, 2015 9:51 pm
by WuHT
Didn't seem to make a difference.
While I can't come to any satisfactory solution to fixing, it's an ez work-around to simply create the weapon-holder mesh as the invisible placeholder with only the weapons visible and super impose it over the original shiny/reflective character.

To be safe i should install the latest version of xps.

Is the regular xnalara better at mesh modding ?

Re: Beginner Question: Mesh Mod changes reflective appearanc

Posted: Sun May 10, 2015 12:29 am
by thePWA
WuHT wrote:PWA:

I did a search and I've gotten lines such as
24_pads_0.6_1_1
24_top1_0.5_1_1
24_top3_0.5_1_1
27_fro_0.5_1_1

I only have 3 values after the meshpart description rather than 4, and i'm getting 0.6 and 0.5 rather than 0.1.
I searched for "0.1_" and returned nothing either.
It does not appear to to be any different from the ascii file from the original model.

How should i proceed ?
Are these from the original model before you attached that new model?

Look at this...

Image

Notice the 0.9 value at the ORIGINAL ascii file? That's your shiny. Check out the value at ADDED... big fat 0. That's what happens when you add items with XPS.

Make sure your new mesh.ascii is showing the values like the ORIGINAL screenshot

Re: Beginner Question: Mesh Mod changes reflective appearanc

Posted: Sun May 10, 2015 9:45 pm
by Anx
thePWA wrote:
WuHT wrote:PWA:

I did a search and I've gotten lines such as
24_pads_0.6_1_1
24_top1_0.5_1_1
24_top3_0.5_1_1
27_fro_0.5_1_1

I only have 3 values after the meshpart description rather than 4, and i'm getting 0.6 and 0.5 rather than 0.1.
I searched for "0.1_" and returned nothing either.
It does not appear to to be any different from the ascii file from the original model.

How should i proceed ?
Are these from the original model before you attached that new model?

Look at this...

Image

Notice the 0.9 value at the ORIGINAL ascii file? That's your shiny. Check out the value at ADDED... big fat 0. That's what happens when you add items with XPS.

Make sure your new mesh.ascii is showing the values like the ORIGINAL screenshot
That's what happens when you add items with XPS before version 11.1
Source: http://xnalara.home-forum.com/t303-xna- ... elease-178
...
17.BUG-Fix: Render group parameter (specular maps shine) are now saved, for the new result model, after using "Options-->Add to ..." . Reported there ... Previous workaround
...
;)

Re: Beginner Question: Mesh Mod changes reflective appearanc

Posted: Mon May 11, 2015 12:35 am
by thePWA
You really should post updates here as well since a whole lot of people come to this forum.