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Old 15-09-10, 18:53   #1
XNAaraL
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Exclamation Links to XNALara Modding Tutorials - 3D models and more

Recently updated:

Community modder codex


removals/copyright






If you are new to modding, and want to learn how to get started in either creating mods forXNALara , or if you have some special trouble with XNALara Modifications:
The following pages contains download links for Mesh Modding tutorials and tools on how to use them.


Modding Tips, Tricks and Tutorials, FAQ's
Use this Thread, if you have any questions.



Code:
The essence of Christianity is told to us in the Garden of Eden history.
The fruit that was forbidden was on the Tree of Knowledge. The subtext is,
All the suffering you have is because you wanted to find out what was
going on.

You could be in the Garden of Eden if you had just kept your damn mouth
shut and hadn't asked any questions.

Issues of the Day:

[Noesis] Tomb Raider / Lara Croft Importer Plugins [W.I.P] ..."Lara Croft and the Temple of Osiris" -- "Rise of the Tomb Raider"


Noesis v 4.12 exporter plugin for XPS 11


XNALara Tutorials und Hilfethread [SammelThread]


Quote:
Originally Posted by Zayr Croft View Post
Creating Donut in Blender for XnaLara
WIP

Quote:
Originally Posted by Ol.a View Post
Making a logo for XNALara in Blender
(covers modeling, uv mapping, texturing, converting and testing to XNALara)

In this tutorial you will also learn how to convert any 3d model to XNLara format.
It's in High Quality, you can even watch it in Full Screen Mode.

More information from Ol.a here http://www.tombraiderforums.com/show...63#post6807363
Text by Daventry http://www.tombraiderforums.com/show...postcount=3087

See also

Quote:
Originally Posted by Ol.a View Post
Hi, I made my first modeling tutorial!
It's in high quality, you can see it even in full screen mode!



http://www.megafirewall.info/browse....&b=0&f=norefer
How to convert Tomb Raider 2013 models to XNALara/XPS
Quote:
Originally Posted by darkosama View Post
You need noesis:

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 version of .mesh.ascii).
.OR. Blender 2.49 import/export MeshAsciiExt scripts, Importer v1.7 .. exporter version 2.3, for converting whatever model you want to .mesh.ascii


[IMG]http://i34.************/dqoutl.gif[/IMG][IMG]http://i34.************/dqoutl.gif[/IMG][IMG]http://i34.************/dqoutl.gif[/IMG]
Error Message: list.index(x): x not in list Thanks @Goha
Error Message: list.index(x): x not in list by XNAaraL -- and
Error Message: list.index(x): x not in list by XNAaraL -- and
Error Message: list.index(x): x not in list by XNAaraL -- and
Error Message: list.index(x): x not in list by XNAaraL -- and
Error Message: list.index(x): x not in list by daventry --
and the best
Error Message: list.index(x): x not in list


[IMG]http://i34.************/dqoutl.gif[/IMG][IMG]http://i34.************/dqoutl.gif[/IMG][IMG]http://i34.************/dqoutl.gif[/IMG]
Emissive maps in XNALara - tutorial. Thanks @Goha
MMD to Blender
How to fix a wrong 'Weight Painting'


If you are new to modding, and want to learn how to get started in either creating mods forXNALara , or if you have some special trouble with XNALara Modifications:
The following pages contains download links for Mesh Modding tutorials and tools on how to use them.


Modding Tips, Tricks and Tutorials, FAQ's
Use this Thread, if you have any questions.




scorpion model by krycek24
Video and poseable model by $AtlantiB$



Basic Tutorials about poseable Mesh-MOD's without Blender -- using XPS
  1. Add a weapon to another character.
  2. How to add a static or poseable hair to a poseabble character?
  3. Make a combination with to different sceleton -- Without Blender
    1. Make a model Generic
    2. Remove mesh parts (noGear) model 1 and model 2
    3. Resize a model
    4. Combining two models
    5. Optimize the model



Basic Tutorials about poseable Mesh-MOD's with Blender 2.49b:




Necessary tools to create MOD's:
Links to all tools.

Test the Workflow pipeline.

Making no gear models

Make a combination - Merge 2 different outfits

XNALara+Blender - Combinations Thanks @Mrs_Bean

Attache a static object, and make this poseable

Make a complete static model poseable.

Frequently Made Mistakes

[IMG]http://i34.************/dqoutl.gif[/IMG] Table with all Render Groups[IMG]http://i34.************/dqoutl.gif[/IMG] - XNALara/XPS 10.9.4 -- 12-03-12


How to use the render group table. The selection of an appropriate render group.

Description RENDER GROUPS by Ol.a
THE MESH FILE. - thanks Miss WolF

New XNALara 9.8.1 features "Optional Items" Thanks @$AtlantiB$

Making new MOd's with XPS 9.9.4 -- Neue Modelle erstellen - ohne Blender

Additional Informations:

How to "weight paint" a human body - part 1 and part 2 Thanks @Love2Raid
How to make poseable eyeballs
How to add Camera pivots with AddCameraTarget
Camera Ziele mit AddCameraTargets hinzufügen

Making a static model poseable - with face expression's

A list of Lara´s bones (as named by Dusan), to be used as a reference for renaming bones or custom rig: - - Useful in conjunction with my ChangeBoneNames tool. Thanks @Love2Raid
XNALara + Blender - Lightmaps Thanks @Mrs_Bean

Making Lightmaps with Blender Thanks @AtlantiB

How to convert green bump maps to blue ones.
How to convert a bump-map into the purple color space? Thanks @AtlantiB

How to use a texture with transparency in Blender 2.5. part 1 and part 2 Blender - UV/Face & Edit Mode-- Merged
Scale, rotate or move a poseable model inside Blender - without messing up in XNALara
Scale or rotate a poseable model inside XNALara - without messing up.

Making a UV-map by Ol.a Thanks @Ol.a for making this tutorial.

How to create lightmaps

[IMG]http://i34.************/dqoutl.gif[/IMG] Emissive maps in XNALara - tutorial. Thanks @Goha [IMG]http://i34.************/dqoutl.gif[/IMG]

How to combine 2 Models with different sceletons? Thanks @o0Crofty0o for making the translation.

Modding with XNALara version 8.8 Thanks @Dusan for XNALara
[IMG]http://i34.************/dqoutl.gif[/IMG]Making a logo for XNALara in Blender[IMG]http://i34.************/dqoutl.gif[/IMG] Thanks @Ol.a

...

Blender not only for beginners. Helpful Links posted by Ol.a
Blender 3D: Noob to Pro Thanks @fuzzycroft
Blender Basics - 3rd Edition - PDF A good reference for the Blender (2.49) interface. - Thanks @Monkey 13
3DS MAX only - no importer for XNALara available Skinning a Model - Part 1 - Thanks @shaded
3DS MAX only - no importer for XNALara available Skinning a Model - Part 2 - Thanks @shaded
3DS MAX only - no importer for XNALara available Kung Fu Panda Skinning And Rigging - Thanks @shaded
How to get a Unreal model File (and other game character) work in XNALara - Thanks @o0Crofty0o
Fix the wrong hair shading
XNALara show some mesh parts - or the skeleton - on a wrong positon - Thanks @Monkey 13
Change bone names - Thanks @daventry
XNALara - How to make shadow on the ground (Tutorial) - Thanks James-Croft
Convert ANY FORMAT TO .MESH.ASCII (XNALara format) - Posted by Ol.a
*How to fix a model that appears black (or transparency - only with bones) in XNALara - Posted by Ol.a
Working with mass effect 2 textures. - Thanks @o0Crofty0o
How to convert a extracted model for XNALara.
How to make Specular maps in Photoshop: -- thanks @o0Crofty0o

Additional converter
Lara Croft and the Temple of Osiris extractor ... still a WIP written by Gh0stBlade
Noesis v 4.12 exporter plugin for XPS 11
MMD to Blender
Converter and Publisher for the new XNALara version 9.8.1
All the necessary tools
.sm3 Blender importer for some characters from Castlevania (fairy,claudia ,maria,belmont and others...). - Posted by TR619VS
.smd Blender importer/exporter for "Source (game engine)" models like 'Half-Life 2' or 'Counter-Strike'
Blender MeshAsciiExt -- Generic_Item
Blender 2.49 importer/exporter by Dusan, sephirostoy and XNAaraL - required Python 2.62
Blender 2.57 importer by Dusan, sephirostoy, XNAaraL and FigureSculptor - Python 3.2
Blender 2.63 importer by Dusan, sephirostoy, XNAaraL and FigureSculptor - required Python 3.2 -- Alternate download link: http://www27.zippyshare.com/v/27747054/file.html
Blender 2.69 importer by Dusan, sephirostoy, XNAaraL and FigureSculptor
Blender 2.7x importer/exporter by johnzero7

3dsmax8 - 3dsmax2012 importer/exporter by mariokart64n
Improved 3dsmax8 - 3dsmax2012 importer/exporter by sunnydavis
3ds Max 2013 importer/exporter by sunnydavis
Some tools and tutorial for Resident Evil: Darkside Chronicles (Wii game) Thanks @RoxasKennedy to managed to find a tutorial


Basis know how:
Blender to XNA Tutorial – Quick and Easy

XNALara to other 3D packages
A short tutorial to import objects from xnaLara to 3DsMax Thanks @Lara_maniac
XNALara to Cinema 4D Thanks @robbie_rawr
General Blender Render Thread - Tutorials and Help Thanks @Love2Raid
XNALara to Blender Thanks @Mrs_Bean

================================================== ===========
New Generic_ITem format support:
  • 'Optional accessories' can consist of several mesh parts with any 'mesh part name', even with different rendering groups. Not only handgun and thorgear.
  • Any pose can stored inside the Generic_Item.mesh file. After loading the model it's pose automatically from the T-Bone pose to this pose.
  • The header of the new Generic_Item format can store some flags to turn on the "backface culling", caust shadows, change bimp maps ...
================================================== ===========


New XNALara Xna Posing Studio features
-- Modding with XNALara only
-- without using any 3D package
-- without using notepad
-- without prior knowledge

http://************************/f4-xnalara-news
[IMG]http://i54.************/v3n6zs_tn.gif[/IMG]

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. This menu items are automatically invoked when this model are loaded inside XPS.
XPS 10.6.2
- Export wavefront .obj files with bump maps
- 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.
[IMG]http://i53.************/2qxq7iq.gif[/IMG]
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
XPS 10.9.3
- Support for "outfit texture packs" without mesh file.
- New Lighting parameter dialog. XPS supports now a screen resulution with 1024 x 600
- Modify-->Save UV Face Layout" menu item to save the UV Layout for all mesh parts from the selected model.
- Recovery of the last scene, after System Crashes -- the latest scene is loaded automatically - no user action required
- New menu item "Config-->Auto save interval"
- New meu item "Commands-->Restore latest scene" to manually load the scene which was displayed as XPS was left the last time.
- XPS could not load some few models. For example: NOLF2 Cate Archer http://www.tombraiderforums.com/show...postcount=4690 -- This BUG is fixed now.
- Auto Camera pivot "head" -- even if the model has no poseable "jaw"
- Autotexture feature
- Same images as .BMP and .TIF or .TGA
- Some BUG fix
XPS 10.9.4 -- Wardrobe Edition Release
  • Wardrobe feature. XPS supports now conforming clothes. The clothing model, named Outfit.mesh, requires only the necessary bones and snap to the matching bones from the character model, named Character.mesh. Load first the character. After this load the clothes. The clothes move and pose now following the Character.
  • ChangeBoneNames feature. XPS can now rename bone names on the fly by loading a model which contains the original game bone names. Put a file called BoneDict.txt inside the same folder like XNALara XPS.exe. The content of this dictionary are the "original bone name". a 'semicolon' and the "XNALara naming convention" bone name. For every bone a new line.
    Example Blender http://wiki.blender.org/index.php/Do...ing/Properties to XNALara/XPS http://www.tombraiderforums.com/show...1&postcount=93 :
    Code:
    Upper_arm.L;arm left shoulder 2
    Lower_arm.L;arm left elbow
  • Reported by :SumireHaikuXNA: A rare crash when renaming a bone is fixed now.
  • Reported by :Goha7777: A click to "Close window" icon X works now on the same way like File--]Exit
  • Reported by :KiNASuki: "Restore scene" and "Load scene" refresh now the "optional item" list correctly
  • Reported by Hongfire skeev: "Auto Texture" feature with proper flat "Bump map's" for easy "render group" renaming without changing the texture section
  • Reported by :Utopian56: Result image saved as a .png file works now fine with BLOOM effect
  • XPS can now save images using the formats .BMP and .TGA or .TIF for the images
  • BUG fix for "load scene" without "loading models" marked
  • Requested by :KiNASuki: "Make items optional" with preview feature.
  • New render group 32 -- the shader expects one diffuse texture on its input and supports a specular highlight parameter as value. Example: 32_metal_20.6
  • New render group 33 -- the shader expects one diffuse texture on its input and supports transparency and a specular highlight parameter as value. Example: 33_silck_13.2
  • More information by loading/converting a .mesh.ascii file to .mesh
  • The "Modify" menu contains many new functions for modder. Even feature which are missing inside Blender.
    • New menu item "Remove seams between mesh parts" to smooth mesh's. Not available in Blender.
    • New menu item "Fixing moving gaps between mesh parts" to fix the Blender "Bone weight copy" BUG
    • New menu item "Flip face normals" to toggle the "Normals"
    • New menu item "change backface culling behavior" to flip faces clockwise/ anticlockwise
    • New menu item "Swap Y-Z normals" to convert a model between right and left handed coordinate system
    • New menu item "Negate Y normale" to convert a model between right and left handed coordinate system
    • New menu item "Fixing moving gap inside a mesh part" to repair wrong weight paintings
    • New menu item "Smooth mesh part" like the Blender feature "Remove double vertices"
    • Requested by :atlantib: New menu item "removing seams inside of mesh (on the borders of UV map)" Not available in Blender.
XPS 10.9.5 -- Anniversary Edition -- release 165
- New menu item Options-->Speech-Bubble parameters ...

XPS 10.9.6 -- Reboot Edition -- release 166

- No expiration date. XPS 10.9.5 eq. 10.9.6a3 stops working on 30 September 2013.
- Save as 'old Generic_Item' as an option, although this is not always possible.
- New menu item Settings-->Show warnings
- New publisher.

XPS 10.9.7 -- Ultimate UVEdition -- release 167

- Support for 'multiple UV sets'

XPS 10.9.8 -- Manolo Manolis Edition -- release 168

- New posing feature: You can now select bone groups and pose them!
- New Tab 'Shader' has been added and includes three test shading add-ons.
- Shadows will change intensity according to the lightning (previously there were only three different brightness levels of shadows)
- Bones can now be renamed with the shortcut F2 (you have to be in bone rename mode like usual)
- Hiding bones will hide them in both, the viewer and control window now.
- Double bone names will be prefixed with 'duplicate' on import
- Modify -> Save UV Layout will also save the second UV layer as .svg
- XPS will rename bones based on BoneDict.txt in the program folder on .mesh.ascii import now (previously a .mesh needed to be loaded)
- Models without a render group (but otherwise usual generic_item parameters) will load with the diffuse only

XPS 10.9.8.7 -- Countdown Cel Edition -- release 169

- Cel toon shader
- The Bump map edge shader now supports transparency
- The window size will not be too small to see the ''modify'' button
- There's a small ''Easter Egg'' included! ... search it

XPS 10.9.8.7.6 -- Countdown Toon Edition -- release 170

- Cel toon shader map as part of any MOD possible
- Some small improvements

XPS 10.9.8.7.6.5 - Countdown Scale Edition -- release 171

- You can scale bones now. Switch to scale mode the same way you switch between rotate and move. This feature works as normal poses, therefore can be saved, reset and controlled with bone groups.
- new .scene (version 1.19, old scenes still work)
- Load Scene has a new option to replace models with others (The flag is ''Use different models'', when the scene was saved with this XPS version or higher you can replace models with different bones aswell)
- the "Bump specular gloss amount" can be linked to any model now with "Modify-->Flags-->Save current bump specular gloss". This way it is possible to have different settings for other models on the screen. Clicking OK in the box is enough and these models will ignore the globally set amount of this shader. You can reset it of course by just deleting the tick and press OK again.

XPS 10.9.8.7.6.5.4 - Countdown Script Edition -- release 172

- XPS supports user made scripts now. There's a extra menu part for that ''Commands'' has two new options to run scripts. Examples are in the scripts folder and a .fbx test model can be found in the data folder.
- country specific signs in bone names do not cause crashes anymore. They are displayed as non ASCII characters.
- Models with an alpha value of 0 are now reset to one and therefore displayed.

XPS 10.9.8.7.6.5.4.3 - Countdown Sepia Edition -- release 173

- New Sepia Shader that does a sepia tone, which makes the texture look kind of like an old photograph. Exists in two variations: "Options-->Post-processing parameters" (affects the whole scene), "Shader-->Sepia Tone default shader" (affects only 3d models (not background image) This can be adjust using the "Post-processing parameters" like the ''Saturation'' slider
- Default pose stored into the .xps mesh file with scale informations
- After load a scene with different models, the scene can be saved with the names of the replaced items
- Easter Egg can now also inkoked if the Control Window is active
- Script API extended (scale and HUD message) ... Posing sript "XpsPosingScript.cs" include a demo (new Easter Egg)
- Import/Export script has a new shortcut Ctrl+S because F2 was already used for "Rename Bones"
- The shortcut F2 toggle now also the "rename bones" button to a sensitive state.
- If the "Bone Mode" scale is active, then inside the Control Window the right slider is labeled as "Scale" ( and not "Height")
- New shortcut to scale (resize) the bones inside the Render Window ... "(NumPad8 or S) + LMB drag ... scale selected bone around all axis"
- Undo Feature Ctrl+Z for the new scale bones feature.
- render group x_ will be invisible and meshes using it deleted when the file is saved again

XPS 10.9.8.7.6.5.4.3.2 -- Countdown Axis Edition -- release 174

- Bone axis can be visualized. The Config Menu has a new option to display a coordinate cross along with the feature to turn on/off x-ray.
- The ground plane can be customized by expanding the directory "data\Floor". These variations can then be activated with "Config->swap ground".
- The Control window isn't as wide anymore.
- Some Options from the ''Options'' tab are now in the ''Config'' tab.
- Minimizing the Render Window will also minimize the Control Window.
- Options> Add now shows a warning if an item changes in size.
- A few error messages for previous and changed functions are disabled.
- Ctrl+ F11 saves the old generic format. Waning though, the old format does not support things like optional items, XPS specific render groups, etc. Use only when sure you don't have any of that and you want to open your model in XNALara.
- This error: comments.deviantart.com/1/4120… is fixed now.
- Also there's a second easter egg now ;D
Hint: You can Control the Game with a X-Box Gamepad, the keyboard or with the mouse.
XPS 10.9.8.7.6.5.4.3.2.1 - Countdown Lock Edition
- "Lock bone selection" "Commands-->Lock bone" Strg+L to disable/enable the ability to select bones in the 3d window
- "Lock position" prevents the model to move by using ctrl+LMB. (It locks the position xD)
- New render groups 36/37, just like 30/31 but with the ability to have mini emission maps (you can scale them just like mini bumps)
- Save Animation/Image now has a cancel button
- Bone values are now shown with a more precise value (this can be typed but also moved with the mouse by holding the Ctrl key down.)
- T cel-shader has been improved

XPS 10.9.8.7.6.5.4.3.2.1.0 - Countdown Preview

- The "Add Iem(s) ..." window now has a preview image function!
- New render groups 38 (no alpha) and 39 (with alpha): They require 4# textures: diffuse bump specular emission in this order. The value usage stays the same for the global intensity of the specular effect.
- The menu item "Window-->3D canvas size ..." has a new item "Preview image size" to set the best size and background color for making the preview images (for the mouse over effect explained above under 1.)

XPS 11.0 -- Osiris Lara Edition

- 8 Lara Outfits from "Lara Croft and the Temple of Osiris" have been added as non- generic item models, just like models from previous Tomb Raider games
- New Render Groups (RG) 40/41. They need Diffuse, Normal/Bump and Specular maps in this order. RG 40/41 needs the "Normal map coordinate system" RGB X+Y-Z-" (Modify-->Flags...)
- Default folders for poses, scenes and images ... developed by bondlaw from DeviantArt ... The old behavior can be set with "Config-->Always default folders OFF"
- New shader "Shader-->Display Normals" for porters to test models
- Some small BUG-fixes
•Load Scene BUG-Fix to load scene files with "Wardrobe Character and posed Outfits" ... reported by bondlaw
•XNALara has never loaded or saved the "Scene Background Image" ... this is fixed now.

XPS 11.1 -- Osiris Isis Edition

- All 5 Isis outfits from "Lara Croft and the Temple of Osiris" (ToO) --- State: full tested by tombraider4ever
- Preference Dialog (Config-->Preferences) for customizing the settings ... written by D1m0s
- Amazing Drag and Drop feature ... written by D1m0s ... for poses, scenes, models and background image. Ctrl+DragRelease apply the pose to the model under the Cursor (Without Holding down the Ctrl Key, the pose apply to the "Selected Item"
- Customizing of the "Default" folders for poses, scenes und images, using Config-->Preferences-->Folders
-ToO models use now the swizzle coordinates (Modify-->Flags) +Z
- New Shader "Show FPS" (useful test option for modder and porter)
- New shader "Blur image"
- New Particle effect shader and with 2 different particle textures
- Turntable camera" feature (Shader-->Turntable)
- 3D Stereo image feature "Stereocopy" (Shader->Stereocopy) ... Ctrl+F12 ... with 2 different camera settings "Toed-in cameras" and "Parallel cameras"
------ 1) cross-eyed viewing method (default)
------ 2) parallel viewing method (Sdie by side)
------ 3) Red-Cyan method (anaglyph) ... normal and alternate the Dubois algorithm
- Some Performance tunings
- New menu item "Modify-->Create bone name list" to save the bone names as BoneDict.txt. _useful for renaming bones, using the Wardrobe Editon "ChangeBoneNames feature" --- State: Strg+Shift+S cannot works ... will be changed
- New Pose script (Commands-->Run pose script) to determinate the missing bones (Saved as file MissingBones.txt inside the .exe folder)
- Closing the 3D render window (x) invoke now the File-->Exit dialog
- For wavefront .OBJ file, if the Material Template Library file (. MTL@ ) is missing, there is a dialog to search the file. This feature is only available using "Modify-->Load static obj ..." Test model .
- If the wavefront .obj file not refer a MTL (usemtl MTL_file), then a white texture is assigned. Test model
- BUG-Fix: Render group parameter (specular maps shine) are now saved, for the new result model, after using "Options-->Add to ..." . Reported there ... Previous workaround
- A rare issue with a 2nd Control Window is solved. Reported there and there
- BUG fix for "Modify-->Fixing moving gaps between mesh parts" to prevent wrong vertex group assignment
- BUG-Fix: Some small Bug fixes for "File-->Reset scene"
- BUG-Fix: The shader Celmap for ToO models works now without shading issues (Bumpmap enable/disable)
- BUG-Fix: "Bubble head puppet" are now related to the "selected Item" ... and not the "Global game"

XPS 11.2 Wild Hunt Edition

- "Commands-->Run Import script ..." to load TW3 .w2mesh files
- "Modify-->Save Scene as .mesh (Merge all visible items into a single file)
- "Modify-->Change mesh part color"
- "Modify-->Recalculate normals"
- "Modify-->Material Editor"

XPS 11.3 Wolf Bane Edition

- BUG fix for models with mesh parts (previous) splited with more than 2 parts.
- "Material Editor" can rename mesh parts
- "Material Editor" can create/rename or group "Optional Items"
- "Material Editor" with Tool-Tips
- Commands-->Save/Load optional item state ... requested here http://comments.deviantart.com/1/333144557/3976579460
- Options-->Display accessories-->Display/Hide all optional items ... requested here http://comments.deviantart.com/1/333144557/3966273167
- Config-->Preferences-->Display HUD-Messages ... requested here http://comments.deviantart.com/1/565974774/3977597229
- WASD control ... two speeds configurable with Config-->Preferences ... requested here http://comments.deviantart.com/1/565974774/3988009617
- "Commands->Mirror pose" and "Commands-->Flip pose" now notice the bone-scale values ... requested here
- New shortcuts ... see XPS-->Help-->3d controls
"Ctrl + A ... Show optional item menu"
"V ... Show all Optional Items"
"Alt + V ... Hide all Optional Items"

"Ctrl + I ... Add Item(s)"
"Ctrl + X ... Remove selected Item"

"Alt + X ... Reset pose"
"Ctrl + Alt + X ... Reset scene"

"(Shift +)WASD (mouse drag) ... Move camera trought the scene Forward/Left/Backward/Right (two speeds)"
[b]
XPS 11.4 Bone Cruncher Edition[/b|
-> WASD camera control can be enabled/disabled in Config-->Preferences-->General
-> '+' and '-' keys now control the horizontal camera field of view
-> two speeds for changing the Field of View using the Shift key
-> Field of View Speed can be edited in the Preferences Dialog (ranges from 4 to 3000, 150 on default)
-> 'Far Plane' distance can now be edited in the Preferences aswell
-> Modify-->Save Generic_Item has been extended with an option to remove unused bones (this will delete unused bones that have no weight on the model. Weighted bones will still remain)
-> New Shortcut ctrl+P to load a pose
-> 'unused' bones do not appear in mirror pose and swap pose commands anymore
-> Material Editor Window is now always on top
-> different Name for a function in the Save Generic Item menu

11.5 Seven Anniversary Edition

-->View and Camera Controls:
-> The field for bone rotation and movement can be operated with the mouse wheel in 4 speeds. Typed in values for rotation will be +-180° (type in 270° and it will be converted to -90°)
Operating Speeds:
Precision: Mouse Wheel + Ctrl (or Right Mouse Button)
Normal: Mouse Wheel
Fast: Mouse Wheel + Shift
Very fast: Mouse Wheel + Shift + Ctrl
-> Move multiple models at the same time by pressing Ctrl+LMB, the new shortcut for positioning them on the ground is Ctrl+Alt+LMB
-->New Features:
-> Optional Items can now be grouped into Sub Menus.
Example: 22_Head|Glasses.frame_0.3_40_40 will result in the menu Head->Glasses. This is useful for models with many optional items that you can now sort by type.
(The '|' sign seperates it. You can do this sign by holding Alt and pressing 124 on your numPad)
-> User written shaders written in the HLSL language can be added now!
Three demo shaders, with eight Techniques (example for developers), are included inside the new shader folder "XNALara_XPS\shaders" and are called "XL GrayScale.fx" , "XL Sepia.fx" and "XL Shading"
When started, XPS read this shader source files and compile the source code. The menu items in the "Shader" menu will be added.
Be aware, the "demo" shaders ignore all settings inside the mesh (RGs and parameter) and all Control GUI Settings (like the light Settings) except the "Postprocessing Parameters". Otherwise, the demo is to complex to be a example.
-->Additional Updates:
-> New Menu item 'Modify>Clean Armature' deals with errors that can occur when using features like 'Options->Add to ...', 'Modify->Save scene as .mesh (Merge models)' or 'Save Generic_Item->Remove unused bones'. Here is what it does:
- Fix missing or wrong root ground bone
- rename duplicated bone names
- rename 'wrong' bone names like bones ('_' in name or upper case letters)
- remove unused bones
- correct the bone counter
- convert texture images to .png format
-> A new Vignette shader has been added in the Post Processing Window
-> Optional Items and User Written Shader Menus stay sticky (opened) now. This will allow you to quickly switch between Optional Items and Shaders without the need of opening the menu everytime again.
--> Fixes:
-> Images with 'Bloom' and 'Vignette' Effects can be saved with resolutions bigger than 100% now!
-> The following Dialogs now support longer item names:
File->Save pose
Commands->Mirror
Commands->Flip
Options->Add to
Options->Make item optional
Modify-> (All Features)
-> 'Cast shadow' settings are now saved inside the .scene files
-> Bugfix for 'File-> Reload Textures (F8)' where it would crash when reloading textures on a secondary model in the scene

11.6 Outline Edition

-> Adjust the background image in 4 different modes
-> Adjust the speed of zoom when using RMB or mouse wheel. Ctrl+RMB/Ctrl+Wheel for 10x speed, Q+RMB/Q+Wheel for 20x speed
-> Shortcut for storing bone position coordinates: Ctrl+C. To move a model to those saved coordinates select the model and press Ctrl+V
-> Assign/Remove HUD image
-->New Features:
-> Support for multi passes shaders and a new one which adds Cel Shading and Outline
-> First implementation of a new Format, which gives possibilities to future versions. I will add a explanation on how to use this format once it's more finalized. For now you can already:
---> Save any model in this format: Modify:Save NGFF...
---> For each material you can specify the following attributes:
--------->map_Kd diffuse.png
map_Ka lightmap.png
map_Kn bump.png
map_Ks specular.png
--------->Backface Culling mode: None, ccw or cw
--------->Opaque (this is auto detected on export): Yes or No
--------->User shader;UsedTechnique from this shader
--------->Store Swizzle Coordinates for normal maps
With this format you can apply any of the above textures, meaning Diffuse and Specular if you want or just Diffuse, Ao and Specular. All combinations of these textures are supported without the need of a render group. For each mesh part you can use a different shader and/or change the backface culling behaviour. The format will replace the usual .mesh format in the future, because the above attributes are not possible to implement to the old format.
The NGFF consists of 3 files: .obj, .mtl and .arl. The OBJ stores the mesh data, the MTL has all material info, easy to edit in notepad just like the .mesh.ascii format, and the ARL has the Bone info. xnaaral.deviantart.com/journal…
As of now there isn't a blender importer available to import this format with bones intact. Also many features do not work with it yet so use it only for testing now.
-> All fields in ''Options->Camera parameters'' can now be operated with the mouse wheel in 4 speeds. Values are now typed in +-180°
--> Precision speed: RMB/Mouse Wheel+CTRL
-->Normal speed: Mouse Wheel
--> Fast: Shift+Mouse Wheel
--> Very fast: Shift+Ctrl+Mouse Wheel
-> Undo Item movement with Ctrl+Z
-> Modify-Change Mesh Part Color supports multiple mesh part selection now
-> Modify->Recalculate All Normals and Modify->Smooth Model have been added. They apply the effect to all mesh parts.
-->Fixes:
-> The Wavefront .obj importer does not require the model to have 'Face Normals' anymore. Now the .obj loader accepts "face normals", "vertex normals" and even models without having normals. If the Normals are missing, XPS calculates the Normals using 'Modify-->Recalculate Normals'.
-> A typing error on the shaders menu
-> A bug regarding all shaders when Saving images with Alpha Channel on

11.7 Shadow and Reflection Edition

-> Realtime self shadows!
-> Real Reflections: These depend on a mesh with the new render groups 34/35. The second parameter defines the strenght of reflection from only textures = 0.0 to only reflection = 1.0
-> "RMB open with" or double click to open .scen.mesh files with XPS
-> The environment map render groups 26/27 and 28/29 now support a mask, which defines where the environment texture should be displayed. The info is taken from a black and white mask (white = environment texture, black = normal shine) inluded in the alpha channel of a texture.



Download link XNALara XPS the XNA model viewer http://xnalaraitalia.deviantart.com/




Latest Mac OS X 10.7.5 and higher version GLLara 0.2.4
developed by ZCochrane
GLLara does the same as XNALara and tries to be as compatible as possible, but runs only on Mac OS X. The entire project is under the GPL, version 2. This software does not directly share code with XNALara, but it does share a lot of ideas, structures and implementation details. So consider this a derivative work of that. Models (generic and native), "texture packs" and 'outfit features' from the newest versions of XNALara/XPS are supported.


XNAStraightPose

A other nice tool are XNAStraightPose [link] by TRF written by Crid, based on the XNALara source code
The tool can load Models from XNALara and generate a simple key frame animation sequence based on start pose and end pose.


My current status:

Your questions and concerns in this thread please


A lot of tutorials, written by daventry

Last edited by XNAaraL; 15-06-16 at 07:31. Reason: permission to post web site links required more then 100 post --- 3000 is not enough :(
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Old 15-09-10, 19:29   #2
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I'd love to try, but I don't know German.
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Old 16-09-10, 05:55   #3
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Default Make your posts please only in the FAQ thread- link above

Do not worry. All the links are here for English tutorials. In future, all texts are multilingual. DarkRed is English.

If you make a question in the FAQ Mesh Modding thread http://www.tombraiderforums.com/showthread.php?t=154890 , you can use any language (yes german are wellcome :-). I make then a translation to german language and a multi language response.

If you find links to some other tutorials about mesh modding, then post a link in this thread.

Thanks.
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Old 17-09-10, 15:42   #4
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cool
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Old 20-09-10, 17:48   #5
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cool, thanks!
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Old 27-09-10, 22:58   #6
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I have a question!
The ExportMeshAsciiExtended.py and ImportMeshAsciiExtended.py work in Blender 2.54 Beta??
How I have to do for enable the import-export options?
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Old 27-09-10, 23:10   #7
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Last time I checked they didn't work.
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Old 28-09-10, 13:06   #8
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Hope someone can fix...

I open the script as text and run, I have this error:

IMPORT


EXPORT:
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Old 30-09-10, 05:26   #9
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Quote:
Originally Posted by XNAaraL View Post
...
Modding Tips, Tricks and Tutorials, FAQ's
Use this FAQ (Frequently Asked Questions) Thread, if you have any questions.
Quote:
Originally Posted by XNAaraL View Post
If you make a question in the FAQ Mesh Modding thread http://www.tombraiderforums.com/showthread.php?t=154890 , you can use any language (yes german are wellcome :-). I make then a translation to german language and a multi language response.

If you find links to some other tutorials about mesh modding, then post a link in this thread.

Thanks.
BTW: I am working on new import/export script version for Blender 2.5 ! And I'm working on a blender 2.5 extensions to prevent a automatical 'recalculate normals' at the 'texture seams'. (Sharp edges)
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Old 01-10-10, 16:18   #10
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Quote:
Originally Posted by XNAaraL View Post
BTW: I am working on new import/export script version for Blender 2.5 !...

Nice!
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