www.tombraiderforums.com  

Go Back   www.tombraiderforums.com > Tomb Raider Modding > Tomb Raider Modding > XNALara

Reply
 
Thread Tools
Old 02-04-21, 04:45   #1041
XNAaraL
Professor
 
XNAaraL's Avatar
 
Join Date: Apr 2009
Location: The worthwhile problems are the U can really solve, the ones U can really contribute something to
Posts: 3,210
Thumbs down

Quote:
Originally Posted by perryloo View Post
With XNAlara you do have to import XNAlara models, to get it to work properly. I do not think noesis would be compatible with XNAlara.

...
True, with XNALara, you can only use XNALara models ported by Dusan himself.
The complete white list of available models is here.
XNALara is a real time posing and rendering program written by
Dusan Pvlicek and had been released for the first time on
February, 20, 2009 on tombraiderforums.com.
Dusan, the creator of XNALara, managed to extract Lara Croft's
model from the game Tomb Raider Underworld (TRU), converted it for his program, using the Microsoft XNA framework, and shared it,
letting people play with it and create art.

Dusan has updating his program many times. Dec 31, 2010 he has stoped the development and has released the program source code for using without any restrictions as "Public domain software".


False ... with XNALara / XPS you can import also models from Noesis. I've had written the "Noesis to XNALara/XPS importer/exporter plugin"
You can imported any model (with textures and bones) in "XNALara / XPS" via Noesis, Blender or 3ds Max.


There is a huge -and quickly growing- list of 3d models and characters you can use in XNALara / XPS to render images easily!
XNALara / XPS is not only "Tomb Raider" or "Lara Croft" related. Since version 9.7.8 therfore XNALara has the new name XNALara/XPS (Xna Posing Studio)




Abstract:

XNALara - 3D posing software, free of charge, primarily for Tomb Raider: Underworld model. The first model was Lara Croft, wearing her "jungle shorts".

XPS - XNA Model Viewer and 3D posing software based on XNALara, for any 3D character. With a rather rudimentary way to make a keyframe animation. Free of charge.
__________________
Link removed. - Why ? google, google “Google is your friend!”

Last edited by XNAaraL; 02-04-21 at 04:50.
XNAaraL is offline   Reply With Quote
Old 29-07-21, 20:26   #1042
ozzman
Tomb Raider
 
ozzman's Avatar
 
Join Date: Jun 2007
Location: Butler PA
Posts: 16,415
Default

anyone know how to use the pink normal maps that come with Resident Evil 6 models in Blender? they don't work properly in internal render at all
__________________
the blackest eyes, the devil's eyes.
ozzman is offline   Reply With Quote
Old 31-07-21, 10:23   #1043
XNAaraL
Professor
 
XNAaraL's Avatar
 
Join Date: Apr 2009
Location: The worthwhile problems are the U can really solve, the ones U can really contribute something to
Posts: 3,210
Default

Quote:
Originally Posted by ozzman View Post
anyone know how to use the pink normal maps that come with Resident Evil 6 models in Blender? they don't work properly in internal render at all
If a normal map is bluish, then the Z-axis is stored in the blue channel.
If a normal map is greenish, then the Z-axis is stored in the green channel.
If a normal map is reddish, then the Z-axis is stored in the red channel.

So just swap the RGB channels of the map or change the swizzle coordinates in Blender.

Normal map

Important:
3 RGB Channels

6 Common Swizzle Coordinates

Be aware:
Game engines use for the (blue) Z axis a range from 127 to 255
Blender use for the z axis a range from 127 to 255

Normal maps in Blender store a normal as follows:
Red maps from (0 - 255) to X (-1.0 - 1.0)
Green maps from (0 - 255) to Y (-1.0 - 1.0)
Blue maps from (0 - 255) to Z (0.0 - 1.0)
__________________
Link removed. - Why ? google, google “Google is your friend!”

Last edited by XNAaraL; 31-07-21 at 11:25.
XNAaraL is offline   Reply With Quote
Old 31-07-21, 11:42   #1044
ozzman
Tomb Raider
 
ozzman's Avatar
 
Join Date: Jun 2007
Location: Butler PA
Posts: 16,415
Default

Quote:
Originally Posted by XNAaraL View Post
If a normal map is bluish, then the Z-axis is stored in the blue channel.
If a normal map is greenish, then the Z-axis is stored in the green channel.
If a normal map is reddish, then the Z-axis is stored in the red channel.

So just swap the RGB channels of the map or change the swizzle coordinates in Blender.

Normal map

Important:
3 RGB Channels

6 Common Swizzle Coordinates

Be aware:
Game engines use for the (blue) Z axis a range from 127 to 255
Blender use for the z axis a range from 127 to 255

Normal maps in Blender store a normal as follows:
Red maps from (0 - 255) to X (-1.0 - 1.0)
Green maps from (0 - 255) to Y (-1.0 - 1.0)
Blue maps from (0 - 255) to Z (0.0 - 1.0)
thank you so much, it's infuriating sometimes , i only use internal render so it's not really supported anymore by blender, all i get on blender forums is to learn cycles which is just super complicated
__________________
the blackest eyes, the devil's eyes.
ozzman is offline   Reply With Quote
Old 31-07-21, 14:09   #1045
XNAaraL
Professor
 
XNAaraL's Avatar
 
Join Date: Apr 2009
Location: The worthwhile problems are the U can really solve, the ones U can really contribute something to
Posts: 3,210
Default

Quote:
Originally Posted by ozzman View Post
thank you so much, it's infuriating sometimes , i only use internal render so it's not really supported anymore by blender, all i get on blender forums is to learn cycles which is just super complicated
You only need IrfanView, Gimp or Photoshop.
First swap red with blue ... possibly swap then green with red.

After this ... stretch the blue color range from 128..255 to 0..255
__________________
Link removed. - Why ? google, google “Google is your friend!”

Last edited by XNAaraL; 31-07-21 at 14:14.
XNAaraL is offline   Reply With Quote
Reply

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off



All times are GMT. The time now is 11:18.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2021, vBulletin Solutions Inc.