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#1031 | |
Explorer
Join Date: Mar 2018
Location: Tehran, Iran
Posts: 632
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Egypt has many secrets and mysteries, yet to be discovered...! |
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#1032 | ||||
Professor
Join Date: Apr 2009
Location: The worthwhile problems are the U can really solve, the ones U can really contribute something to
Posts: 3,226
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![]() ![]() (In this particular issue, Sean has used the wrong Ascii2Bin converter to get the Generic file; he used MeshAsciiToBin and not GeMeshAsciiToBin ![]() To make your app stable (prevent a crash with such models) is a good idea. To try to repair every wrong model when try to load it, is in my opinion not a good idea (I know, my XPS try to do this, but this was a wrong design decision by myself). My suggestion is, to make it like Dusan the XNALara creator have done. ![]() This is the original XNALara v9.7.8 error message which appears if you try to load this particular model. If you're trying to make each model loadable, which ignores the specification, then you'll have to deal with models that use a Winword document as texture, an animated GIF, renamed JPEG images (not converted) from .JPG to .PNG ... I can point you to such uploads ![]() And more importantly, you will have to deal with rude porters who request you to fix your app to makes there ports loadable. Some of this porters makes this corrupt files even willful and with intention wrong and claims your app would be buggy. I can point you to such comments ![]() A "Mostly Harmless" version of such comments, you can read in this TRF forum: Quote:
This particular model by Sean, can TheLostSecret fix quickly with XPS:
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Link removed. - Why ? google, google “Google is your friend!” Last edited by XNAaraL; 26-04-18 at 08:27. Reason: typo ... |
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#1033 |
Golden
Join Date: Apr 2006
Posts: 16,751
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Well, those actually were bugs in my program, I just hadn't tested OBJ export and import in a while.
My issue is that I basically have to support every model that can be loaded into XPS, no matter how unusual it might be. The thing is that my users aren't the people who port the things; the only thing my users do is download really horrible models, all day, every day, until they find one that doesn't work. I think. AT least "this model doesn't work" is usually the only thing I hear from any users. Though sometimes they even tell me which one! ![]() I actually do support JPEG images that are renamed to .PNG, and I think also animated GIFs (but only the first frame) and so on, because the framework features in OS X make this really easy. No support for Word or PDF though, maybe I should add that. ![]()
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#1034 |
Hobbyist
Join Date: Feb 2019
Location: Germany
Posts: 6
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This concerns only the XNALara to Blender import add-on:
I'm trying to import an .ascii model into Blender (one of the environment meshes) via the latest Blender 2.79 version of the XNALara to Blender add-on, and because the usual .obj import ignores secondary UV maps as well as Vertex colors, I would really like to import via .ascii only. For some reason though, slightly larger .ascii files tend to make the importer prompt an error traceback message which pretty much always looks like this: https://drive.google.com/open?id=1KE...mRhUpSi7z_pWLW [for example: I tried importing files from 'Tomb Raider: Underworld' file folder 7FD9706D_0_233F and 9444BC19_0_238D which didn't work, while files from folder DAD54B33_0_2066 or E429C76E_0_23F8 worked perfectly.] Do you have any idea what I can do to make the importer work on these files? ![]() This concerns XNALara in general: Looking at the XNALara data, I saw that Normal Maps are provided with each model (except models that don't have them in the game files as well). Unpacking 'Tomb Raider: Underworld's game files, I stumbled upon .dds textures which seem to be Normal Maps in some kind, yet they are all yellowish/green with an alpha channel on it. I tried to invert the color and/or underlay white/black colors to make it appear close to a Normal Map, but didn't succeed. Searching for this online wasn't succesful, for I wasn't even able to find this very kind of yellowish/green map. ![]() I put a comparison table below (note that every try with yellowish/green maps results in a heavy middle seam and sometimes noticeable flat-shaded geometry, while the XNALara Normal Map is perfectly fine): https://drive.google.com/open?id=1M2...OYoDZvcInDnwCF Is there a wa on how to convert the yellowish/green maps into actual, usual Normal Maps that you are aware of? And if not, how did you manage to get the perfectly fine Normal Maps out of the game? If you would be able to answer one or both of my questions, I would be really happy about it! I apologize for my request, for I'm quite decent at modeling, but have no clue about add-on coding (and the obvious weird texture thing). ![]() |
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#1035 | ||
Professor
Join Date: Apr 2009
Location: The worthwhile problems are the U can really solve, the ones U can really contribute something to
Posts: 3,226
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2) How to convert green bump maps to blue ones. (Writen by Dusan himself)) https://www.tombraiderforums.com/sho...&postcount=826 However, I do not recommend to fill BLUE channel with white color ! (The XNALara Normal Map is NEVER EVER perfectly fine) For Dusan's XNALara, it do not matter how the Normal map looks, because XNALara do not support Normal mapping. A Normal map is not just flat 2D RGB image. The RGB color channels (red, green, and blue) in a normal map correspond to the respective X, Y, and Z coordinates of surface normals. You could calculate the Z coordinate (blue) back from the red and green channel (After the coordinate expansion to the -1..1 range) the blue z component can be computed with this formula: z = sqrt(1 - x*x + y*y). There are some apps for do that. BTW: I never convert the Normal Maps. I just set the right swizzle coordinates: XPS: https://www.tombraiderforums.com/sho...postcount=2999 Blender: Map the map to the low-poly model using a common coordinate system. When using a Normal map, map the texture to Normal. The coordinate systems of the two objects must match! https://blender.stackexchange.com/qu...al-map-texture Normal Map Technical Details - polycount - Common Swizzle Coordinates https://www.nvidia.com/object/real-t...mpression.html Notes: https://blender.stackexchange.com/qu...al-map-texture "Interestingly, Blender Doc:2.4/Bump_and_Normal suggests that Blender uses the full range of the blue channel for the range of 0.0 to 1.0" the same for Blender 2.8: https://docs.blender.org/manual/nb/d...mp_normal.html Quote:
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Link removed. - Why ? google, google “Google is your friend!” Last edited by XNAaraL; 19-02-19 at 08:59. |
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#1036 | ||
Hobbyist
Join Date: Feb 2019
Location: Germany
Posts: 6
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Thanks again very much! ![]() For my .ascii import problem: As I said, I can't code at all and never did (horray, a newbie!), but I tried to use some common sense on my error traceback: • The very first error produced says "list index out of range" for the Z position of the imported mesh (for the 'read_ascii_xps.py' file). I don't know it for sure, but maybe the model itself is too large or out of a limited scene range (Underworld's environment models are always NOT centered, but off-centered to their ingame location which makes them compatible with other environment files without having them to reposition), yet I have no idea how to "fix" this issue on those files. I think two of the other errors might build up on this, for module 'readXYZ(file)' and 'readMeshes' produce errors after that as well. • The importer seems to be unable to read the imported file's mesh names; several errors are linked to module 'readXpsModel(filename)', building up to 'loadXpsFile(xpsSettings.filename)','import_xnalar a_model.getInputFilename(xpsSettings)' and 'xpsImport()'. Again, I'm not sure how to prevent this to be honest. If there happens to be a experienced coder who knows what might be the solution to my problem, I'm grateful (again) for any advice! And I apologize for my ignorance and possible annoyance caused by this beforehand. ![]() |
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#1037 | ||||||
Professor
Join Date: Apr 2009
Location: The worthwhile problems are the U can really solve, the ones U can really contribute something to
Posts: 3,226
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![]() Read more About the error message(s), you interpret the error message incorrectly. It is a "Stack Trace" and show only one error (and his call history). So the error is just the first line(s). Quote:
so funcion readXYZ(file) is invoked by readMeshes(file, hasBones) readMeshes(file, hasBones) is invoked by readXpsModel(filename) readXpsModel(filename) is invoked by loadXpsFile() loadXpsFile() is invoked by xpsImport() xpsImport() is invoked by getImputFilename() How to interpret the error: line 29 of read_ascii_xps.py is Quote:
The vertex position in .mesh.ascii must have 3 floating-point values, separated by a blank. "IndexError: list index out of range" by getFloat(values[2]) say, that this tuple has not a index [2] (The third value is missing. Counting starts at offset 0!) Line 25 Quote:
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Also, if line 29 of read_ascii_xps.py try to resolve values[2] (index '2'), this produce a "IndexError: list index out of range". That's all. Perhaps your .mesh.ascii file is corrupt. I have already asked you the "key question" here "How did you extract the TRU data ? (with which program)". Maybe, the right thread (to ask) can be this one ? Blender 2.7x requires Python 3.x. In Python 3.x a integer maximum is unlimited (Not so in Python 2.x!) The size of the model should therefore make no difference in Python version 3. Since Python 3.0 there is no longer a limit to the value of integers. Again:
Read more Especially: Before You ask When You ask Be precise and informative about your problem Be explicit about your question Don't rush to claim that you have found a bug -- unless you are very, very sure of your ground. Giving hackers the ability to reproduce the problem in a controlled environment is especially important if you are reporting something you think is a bug in code. Simon Tatham has written an excellent essay entitled How to Report Bugs Effectively. I strongly recommend that you read it. Describe the problem's symptoms, not your guesses Follow up with a brief note on the solution Now RTFM
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Link removed. - Why ? google, google “Google is your friend!” Last edited by XNAaraL; 21-02-19 at 12:37. Reason: Adding some links |
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#1038 |
Hobbyist
Join Date: Dec 2012
Posts: 7
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I am not attempting to spam, hopefully this question is in the right place.
I am very new to this scene and have started to learn XNALara. I have little to no experience with 3d modeling. I have downloaded, posed some models and made some scenes. When I am importing a new model through noesis, I do not see textures, I see a blank model, its very large, and there are no bones. What thread should I be reading or posting to learn or get this information? thank-you, again, I am not attempting to spam and I hope this question is in the right place. If not, I am sorry |
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#1039 |
Hobbyist
Join Date: Jun 2020
Posts: 6
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Can u reupload this model , her autor is inactif please ?
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#1040 | |
Explorer
Join Date: Jan 2021
Location: Sunny UK
Posts: 909
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There are many websites with XNAlara models available, characters, backgrounds, etc. You can ask on here, for a specific model you are looking for, and someone may find it for you, or even make it for you. |
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