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Thread: MeshView

  1. #111
    Yeah you're right it uses the standardwiggleskinned.ssh shader (for the bouncy hair I guess?) tried changing it to the standard shader, Viewer still crashes though.

  2. #112
    Hi,

    What software recommended for multiple files textures conversions ?
    .TEX >>> .TGA >>> .JPG (or .bmp ...)

    My goal is to easily sort the skins.
    Any idea ?

  3. #113
    I've only written a .tex → .dds batch extractor, the download link is in this thread:
    http://www.titanquest.net/tq-forum/t...-Texture-Tools

    It's almost a miracle that the link still works.

  4. #114
    Miracle ? I like it ! ^^

    Thanks for all of your tools about TQ .... !!!!!
    This week, I took the time to create my "own" compilation of skins ...

    http://www.titanquest-fr.com/forum/post88483.html#88483

  5. #115
    Good day, sorry for question, but can i create my own model in 3dmax and import it in game ?

  6. #116
    You can import .obj meshes into MeshView. There's no import for animated meshes from 3dmax.

  7. #117
    So I can make what ever decorations on armor will not be able to do?

  8. #118
    You can only import static meshes from .obj. You can slightly modify animated existing meshes like armor, but you can't change weights or the triangle count.

    You can, however, make static decoration meshes and attach them to armor. The decoration mesh can only be parented to a single bone though.

    This should help you: http://www.titanquest.net/tq-forum/t...-Attach-Meshes

    You can use MeshView instead of the mesh compiler to edit the TextData.

  9. #119
    Olympian God ASYLUM101's Avatar
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    Is there any way to save textures to a msh file with your program?

    I'm messing around with some stuff trying to see if I can figure out how to change glowmaps, something I've never been able to accomplish. So far no luck, I'm starting to think it's the model.
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  10. #120
    Just change the glowTexture field in the Shader tab.
    You can add glow to other meshes by changing the shader type to StandardGlowSkinned or StandardBlendedGlowSkinned depending on whether you're using transparency.

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