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#1 |
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Hobbyist
Join Date: Feb 2012
Posts: 49
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I tried looking, but I'm trying to find a simple tutorial on how to make a model with bones for XNALara, can someone help? Thanks, I'm hoping that I can learn and make a couple of Dead Space 3 models for XNA
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#2 |
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Historian
Join Date: Jul 2006
Location: Ontario, Canada
Posts: 311
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I think the only options available at the moment are blender and 3dsmax.
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#3 |
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Hobbyist
Join Date: Feb 2012
Posts: 49
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For me Blender is a bit of a headache, I don't have 3DS Max but I do have Milkshape, Metasequoia, and I think I have Wings on this computer.
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#4 |
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Historian
Join Date: Feb 2012
Posts: 430
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if you dont have max your gonna have to muscle it out and learn blender. oh and there is no easy way to learn. if your not up to the headache you wont be able to port. took me nearly 2 years before I finally caught on but some learn faster depending on your experience with 3d modeling.
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#5 |
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Archaeologist
Join Date: Nov 2008
Location: Cluj, Romania
Posts: 1,273
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You can port your first model out in few hours or days, just a matter of how much free time you have and patience, back then I was avoiding trying to learn Blender in order to get models. But took me few hours to get it done, ofc once you get the basics how to do a simple model, after that comes how to make it look good.
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"No remorse 'cause I still remember / The smile when you tore me apart" |
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#6 |
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Hobbyist
Join Date: Apr 2013
Posts: 6
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How do you take the extracted .mesh files from TR 2013 and prepare them for XNALara and/or just use them in 3D Studio Max?
Do you need to import them into Max, and then export them for XNALara? If so, how do you import them into Max? I tried your MaxScript mariokart64n, but it didn't work... I tried MeshBinToAscii.exe in XNALara Utils but that doesn't work. In the XNALara Mesh Modding Tutorials thread: Convert ANY FORMAT TO .MESH.ASCII (XNALara format) - this link is dead How to convert a extracted model for XNALara. - the download link in this thread is dead I don't need an entire tutorial about how to create bones etc, I just want to know how to take TR 2013's .mesh files and get started with them, instead of waiting for other people to release XNALara-specific models... Last edited by Relight; 20-04-13 at 15:56. |
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#7 |
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Hobbyist
Join Date: Mar 2013
Posts: 59
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Oh yeah - good topic - i wanna learn that too - well, not all people hawe time to rig models - specially those from games on ps2 ... - witch is probably not possible to do ... :/. What about those on PC? Like - i was asking on requests for - "Dungeons&Dragons"? Or something from "Sacred2"?
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#8 | |
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Hobbyist
Join Date: Jun 2011
Posts: 66
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Quote:
http://oasis.xentax.com/ Noesis scipt for TR2013 (there's no need to rig the model, the script already supports bones and vertex weights and noesis has a lot of formats to export). http://forum.xentax.com/viewtopic.php?f=10&t=10174 And Mario's script if you're using 3ds max for converting whatever model you want to .mesh.ascii: http://www.tombraiderforums.com/showthread.php?t=181251 The only issue here is to set correctly materials. Also, newest versions of XPS can export to .mesh (binary versio of .mesh.ascii). Last edited by darkosama; 21-04-13 at 04:43. |
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#9 |
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Hobbyist
Join Date: Apr 2013
Posts: 6
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darkosama, thank you very much for taking the time to outline this for a newbie
![]() I really should have known this since I have been following the Xentax discussions ![]() I will give this a try ![]() Hmmm.... I guess I'm still not quite understanding how to setup the materials and the mesh for XNALara. I can get the model into 3DSMax now with PSK or OBJ export from Noesis, so thank you for that, but the bones don't work in that case. I can sort out the diffuse textures in 3DSMax but not sure how 3DSMax handles Normals, but anyway, I get the feeling that this isn't the correct route to go. I will be glad to work on setting up models with the textures for XNALara if you could just provide a couple more hints on what I should be doing. Last edited by Relight; 21-04-13 at 22:11. |
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