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Old 23-09-11, 14:50   #2621
TRDaz
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Ok And about the Aeleus model, I am sooo sorry I forgot to add your credit It must have slipped right out of my mind I hope you can forgive me I will edit the post and add your credit
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Old 23-09-11, 18:05   #2622
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Old 23-09-11, 18:07   #2623
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Old 23-09-11, 18:19   #2624
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Lightbulb Make a model Generic with XPS 10.6

Make a model Generic with XPS 10.6

Add a model made by Dusan.
Step 1: Invoke File-->Add...
Schritt 1: Den Menüpunkt File-->Add... aufrufen.


Step 2: Choose a model.
Schritt 2: Ein Modell mit der linken Maustaste auswählen und OK drücken.


Step 3: Ignore the warning about the missing eyeballs_diffuse texture.
Schritt 3: Die Warnung über die fehlende eyeball_diffuse Texture können wir ignoriere. Richtig, XPS hilft uns durch mehr Informationen und einen "Auto-Korrektur" Mechanismus beim Modden


Step 4: Invoke the menu item Modify-->Save generic item and choose this settings (default settinngs and unmark convert textures and mark copy textures )
Schritt 4: Den Menüpunkt Modify-->Save generic item aufrufen. den Haken bei Feld convert textures entfernen und für das Feld copy textures setzen.


Step 5: Make a new folder inside the XNALara\data folder. Press the right mouse button and choose New-->Folder
Schritt 5: Ein neues Direktory unterhalb von XNALara\data anlegen. Nach dem Drücken der rechten Maustaste im Popup Fenster Neu-->Ordner auswählen.


Step 6: Choose a folder name which are different to all models made by Dusan. In this case, I use the original name with a postfix _ge
Schritt 6: Daran denken, keinen Ordner Namen verwenden, welcher von Dusan für seine Modelle reserviert ist. Ich hänge einfach ein _Ge wie "Generic" an, dann muss ich mir darüber keine Gedanken machen. Jetz wisst ihr auch warum meine Uploads meistens ein _XL enthalten.


Step 7: Enter this new folder and hit the Save button.
Schritt 7: In den neuen Ordner wechseln und die Datei speichern. Der richtige Name ist bereits automatisch angegeben, also einfach die "Speichern" Schaltfläsche drücken.


Step 8: Finish The destination folder include the Generic_Item.mesh file and all textures converted to .PNG
If you want also a .mesh.ascii file with relative pathnames, then you can now invoke the menu item Modify-->Save generic item and mark only save as Generic_Item.mesh.ascii and overwrite selected item







---------------------------- EDIT ---------------------
An alternative way to generalize a proprietary mesh,
If you want to make everything complicated, than you can also use this tutorial ... written by myself
http://comments.deviantart.com/4/12302224/3160965973
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Last edited by XNAaraL; 29-08-13 at 05:40. Reason: Adding an alternative way
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Old 24-09-11, 17:40   #2625
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Thanks
----------------

Hello...
In Blender, how to fixe the "Zero Sized Bones" problem (Eyelid both (left and right) and Eyeballs (left and right))

Thanks
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Old 25-09-11, 13:23   #2626
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Default Blender Zero Sized Bones -- No se hizo la miel para la boca del asno

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Originally Posted by LCEF (CA) View Post
Thanks
----------------

Hello...
In Blender, how to fixe the "Zero Sized Bones" problem (Eyelid both (left and right) and Eyeballs (left and right))

Thanks
Use the latest Blender importer version 1.7 http://************************/t171...ng-studio-1061
The importer fix this problem automatically.

Or resize your model inside XPS with a factor of 100x before you export the Modell with Modify-->Save_Generic_Item (F11) and after you has finished the model scale the model down with the factor 0.01

Or Links to XNALara Modding Tutorials --> Frequently Made Mistakes --> Blender removed some bones






BTW: New XPS version 10.9.3
Pereza, llave de pobreza.
All new features here
[IMG]http://i56.************/apfmrq.jpg[/IMG]
Download Link

What is new ?
- Modify-->flags can used to choose flags which are stored inside the model if Modify-->Save generic item are used.
If somebody load this model inside XPS, then this menu items are automatically invoked.
Usefull if a model looks better with some special settings.
- Export wavefront .obj files with bump maps


[IMG]http://i54.************/v3n6zs_tn.gif[/IMG]
Change log:
XPS 9.8.x
- Unlimited number of 'optional accessories' with the support of all the 'Render groups'.
- 'Optional accessories' can consist of several mesh parts, even with different rendering groups.
- Possibility for visualizing an 'Optional Accessories' by hide others.
- New Generic_Item file format.
XPS 9.9.x
- Weld objects with a poseable character to causing them to move along with the bone when the position is changed in pose mode. The automaticly the same like How to combine 2 Models with different sceletons? -- without using Blender
- If a model has wrong render parameter, only a warning pop up and XNALara try to find the best values.
- If a model a made with wrong converter, then XNALara try to load the model even if a conflict exist.
- If a model are sunken , now it is correctly automatically to standing on the ground plane.
- Works now even for models that have not worked with XNALara-9.7.7.
- Better support for render groups 24 and 25, which are deprecated.
- XNALara export now textures with fullpath by using the shortcut F11 -- important for combinations and ModPublisher
XPS 10
- Realtime animation possible by using .pose sequences.
XPS 10.1
- New animation dialog.
XPS 10.2
- Slider for animation speed
XPS 10.3.x
- Information dialog with auto correct for models which are not center to the ground. Make the same like Modding with XNALara version 8.8 -- automaticly
- Dynamic menu items to show/hidde mesh parts. Makes mesh parts automaticly as 'optional accessories' Make the same automaticly like the No gear tutorial - without using Blender.
- Animation with "Run all" button. You can choose to animate all character or only the selected character.
- Animation Dialog extended. "Select all" works now also for "Goto first/last frame".
- Different pose sequences possible if "Select all" are checked.
- Button "Start/Stop animation" is now a toggle button.
- Menu button to enable or disable the metallic shader.
- A warning appears if a model has missing textures.
- New Options-->Save settings toggle button to disable or enable to save the settings into XNALara.cfg
- Some internal optimizations for virtual machines. Requested by ArigatoGozymas
XPS 10.4
- Models can be loaded with any default pose - Not only the T-bone pose!
XPS 10.5.x
New modify dialog with this options:
- Save as Generic_Item.mesh.ascii
- Save as Generic_Item.mesh
- freeze pose as new modified mesh and armature.
- save only all visible mesh parts and remove the hidden parts.
- Store current pose inside the model and load this pose automatically if somebody load the model.
- Save all changes by overwrite the selected model.
- Hide all bones, which do not move a mesh part.
XPS 10.6
- New menu item Modify-->Export scene as .obj ... Create a wavefront .obj file and copy all textures, automatically converted to .png !
- The menu item Options-> Add .. can now make invisible, the hidden bones.
- The shortcut <Ctrl> H inside the Control window hide the selected bone.
- The shortcut <Ctrl> H inside the Control window can hide also a whole bone tree.
- Well known BUG's are fixed automatically.
- 'Non unique' mesh names (token 2 from mesh part name) are fixed automatically.
- Automatically fixed models can saved persistent.
- The Modify-->Save Generic Item dialog has a option to copy the texture images into the destination folder.
- The Modify-->Save Generic Item dialog has a option to copy the texture images into the destination folder and convert the images automatically to the .png format.
- The Modify-->Save Generic Item dialog has a option to create the old Generic_Item format.
- The Modify-->Save Generic Item dialog has a option to generalize 'Non Generic Items'.
XPS 10.6.1
- Modify-->flags can used to choose flags which are stored inside the model if Modify-->Save generic item are used. When this model are loaded inside XPS, then this menu items are automatically invoked !
XPS 10.6.2
- Export wavefront .obj files with bump maps
XPS 10.6.3
- it is now possible to move/translate bones further than the three XYZ sliders would allow: you can now use the text boxes below the sliders to manually enter values beyond the default range of +/-180.
XPS 10.7.1
- Modify-->Rename bone names allow to use the "Control Window" bone tree to edit the bone names.
XPS 10.8
Option->Display Shadows
XPS 10.8.1
- Save animation as image frames into XNALara/images
XPS 10.8.2
- Light dialog changed. For each light source you can choose : Light caust lshadows on/off.
- Modify-->Flags dialog changed. New flag Model cast shadows on/off
- Modify-->Save Generic_Item dialog changed. The new flag Model cast shadows on/off are stored inside the header of the new Generic format.
XPS 10.8.3
- Modify-->Load GenericItem menu item can import .mesh.ascii and .mesh files
- repair "root ground" bones persistent
XPS 10.8.4
- Improved Mesh.Ascii Importer with AutoTexture feature.
XPS 10.8.5
- new, safer way of reset the application using the menu File >
+ There's a new confirmation dialog when Remove the selected model.
+ There's a new confirmation dialog when Reset the scene.
+ There's a new confirmation dialog when Reset the selected pose.
XPS 10.8.6
- Multiple mesh files. A MOD folder can now contains a mesh using the old Generic format and a other mesh using the new Generic format,
- Support of models with mesh parts consist of zero vertices
XPS 10.8.7b
- BLOOM post-process effect
- Save/Load scene files store/restore the Bloom post-processing parameters
- bug fix: XNALara to no longer crash when the window is reduced in size of the title bar.
- bug fix: Before, if you go to another program, and have XNA open, and use a scrollbar on this program, the camera moves around. This really annoying BUG are now fixed.
- improved 3d controls:
-- Select a bone (by clicking on it), then press Shift Q, Shift W or Shift E and drag with left mouse button to move the bone along the X, Y or Z axis. This way you can control the skeleton entirely from the 3D window and move a bone more then 180 units.
-- Without the shift key, the bone rotate around the X, Y or Z axis, since XNALara 1.5. This feature still exists.
XPS 10.8.8
- Real bump mapping support
- New Modify-->Flags dialog with flags to change the tangent space for normal maps
- No warnings if a wrong .mesh file are loaded. The warnings appear only for wrong .mesh.ascii files
- Models using a buggy and outdated MeshAsciiToBin converter are auto corrected now. These models are shown with proper shading.
- Character models by Dusan, using a non matching normal map, are auto corrected now.
XPS 10.8.9
- support for custom OBJ MTL static models with sub folders. Modify-->Load static .OBJ
XPS 10.9
- support for wrong .mesh.ascii files, created with 3ds max. Modify-->Load GenericItem
- Internal changes to break some limits (Venus Edition ...)
XPS 10.9.1 -- Release date 15/10/2012 07:00 p.m.
- Break the 59 bones per mesh part Limit. New Limit are now greather then 32000
http://xnalaraitalia.deviantart.com/...tion-332550717
XPS 10.9.2 -- Release date 05/11/2012
- Support for deprecated render groups 24-25-26-27 (Specular and metallic maps) an the same way like the old classic XNALara
- XPS now restore again the last position of the Render Window.
- Quick save-pose like the quick save image. "F9 ... pose quick-save". Usefull for animation sequences
- Static wavefront .OBJ files cast now per default no shadows - usefull for enviroments
- Auto add camera pivot to familiar bone name, if this pivot are missing inside the model data.
- New camera pivot to zoom at the selected bone.
- BUG fix for .scene files.
- XPS support now "emissions maps". Made available by zCochrane
--- true emission shader, supported by new mesh groups 30 and 31
--- the shader expects three textures on its input: diffuse, bump and emission texture
Pre version XPS 10.9.3a3 Version 3 -- Broadway Edition Release
- New Lighting dialog. XPS supports now a screen resulution with 1024 x 600
- Light 4 -- "Spotlight" as soon
- Support for "texture packs" without mesh file
- Modify-->Save UV Face Layout" menu item to save the UV Layout for all mesh parts from the selected model.
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Last edited by XNAaraL; 16-11-12 at 10:00.
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Old 28-09-11, 17:06   #2627
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Default New XNALara version -- XPS 10.6.3

New Version 10.6.3

Download link: XNALara_10.6.3.zip (666.88 KB) http://*************************/t170-x...latest-version

- it is now possible to move/translate bones further than the three XYZ sliders would allow: you can now use the text boxes below the sliders to manually enter values beyond the default range of +/-180.
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Old 29-09-11, 14:09   #2628
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Thanks for reply
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Old 01-10-11, 18:19   #2629
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Is there way to move this blade straight like in Z axis? It moves in every other way except in right one
[IMG]http://i54.************/2uj04dg.png[/IMG]
Thanks in advance
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Old 01-10-11, 18:21   #2630
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Is there way to move this blade straight like in Z axis? It moves in every other way except in right one
[IMG]http://i54.************/2uj04dg_tn.png[/IMG]
Thanks in advance

You know, you can use Gz to move the blade global (world space) and Gzz to move something local ?


BTW:

XNALara - Xna Posing Studio version 10.6.4
DOWNLOAD link: XNALara_10.6.4.zip (667.81 KB) http://*************************/t174-x...ng-studio-1064



- Bone name edit

Modify-->Rename bone names allow to use the "Control Window" bone tree to edit the bone names.
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Last edited by XNAaraL; 01-10-11 at 18:50.
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