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Did you try Delete History / Delete Non-Deformer History before exporting? Um...couldn't think of other solution atm. I'll test this tonight.
Oh, you need to delete history so the deformation is applied to the mesh.
I want to ask some questions about normal map.
I use another game's tex,and normal map to make my mod.but the shader in HS,there is no normal map(the blue one),just bump map(the gray one).
the bump map and normal map is diffrent,in HS can not use without change.
how to change other game's normal map to use in HS?
@Nnezz and Enimaroah
I stuck into a small problem. I have this texture problem and I know it is has to do with UV mapping. But the problem is how to do it? You see this is a single .obj model no split elements So how can I deal with it?
FILE
The file has four submeshes, but the first three have no faces and are therefore ignored. The last submesh would need to be split up into many other submeshes and then the many materials and textures could be used. Probably the UVs for these parts are correct, but of course not when all use the same material.
@Enimaroah, Nneezz and DillDeo
Thanks for the help and really appreciated. I managed to split the files in 38 meshes. I followed both DillDoes and Nneezz method. But the closest fix I find is DilDoes method. But I can't produce the same fix as DillDoe did. When I select the problematic faces and scale the UVs done. It affects the other UVs.
@DillDoe
Can you give me some detail explanation so that I can reproduce same as you did.
P.S
I also mentioned your name in the Honourable section
Alright, I've found a problem with Wideslider, just thought I should report it here, since Hongfire seems to be down.
The cards don't seem to be saving negative slider values.
So the slider can go below 0. But once you save and reload the card, it goes back to 0 automatically.
Did you installed the new Neo? Because the old wide silder will not work. I heard Vrl0ver has released updated version of wideslider in HongFire.
Yeah. When was that Wide Slider update released?
I wish HongFire wasn't down. Does he put his mods somewhere else?
I found it using Google's cache:
http://webcache.googleusercontent.c...-04-28&num=1&client=firefox-b&strip=1&vwsrc=0
Didn't think that'd work.
Thanks regardless.
Lolz. I uploaded in my MEGA account and about to provide the link. Why I didn't think of cached memory myself? It's good you got the file. But in his post he did warn the users that it is still imperfect and may require improvement.
Both methods are pretty much the same. If you choose to rescale each group individually there's a Cut UV Tool in Maya that allows you to cut a UV shell in to pieces. You can find it in the UV Editor menu bar and on the tool shelf (an icon looks like a knife if I remember correctly).