XNALara -- Xna Posing Studio -- latest version -- ПОСЛЕДНЯЯ ВЕРСИЯ ПРОГРАММЫ
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XNALara -- Xna Posing Studio -- latest version -- ПОСЛЕДНЯЯ ВЕРСИЯ ПРОГРАММЫ
XNA Model Viewer
What is XNALara/XPS
Latest MS Windows XNALara version: XPS 11.8.9 -- View Mode Edition -- release 189
Available here: XPS
Model pack with all 8 Lara Croft and the Temlpe of Osiris outfits temple of osiris
Latest MAC version GLLara 0.2.5
Download link https://github.com/cochrane/GLLara/releases ... works also on OS X 10.10 and 10.11
Available here: hhttp://xnalara.home-forum.com/t235-gllara-0-2#2371
Request forum http://xnalaraitalia.deviantart.com/journal/Vi-domando-un-parere-XPS-LAB-333144557
How to install?
Tutorials
Online tutorial
http://www.tombraiderhub.com/tr8/modding/xna/download/xnalara_manual.pdf
Download tutorials
Tutorial english by LaraRules81 here: http://www62.zippyshare.com/v/pZveOS7K/file.html
Tutorial spain http://xnaaral.deviantart.com/favourites/?offset=48#/d5k9ptq
Tutorial russian http://preview.423796.setup.ru/service
Russian site https://sites.google.com/site/xnalaracom/
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XNALara/XPS
XNALara pre version 0.98 -- 18. Februar 2009
What is new?
XPS 11 -- Osiris Lara Edition -- release 177
- Lara Croft and the Temple of Osiris models ... all 8 Lara outfits
- 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
- 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 10.9.8.7.6.5.4.3.2.1.0 - Countdown Preview Edition -- release 176
- The "Add Item(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.)
- New feature: "Options-->Camera Parameters ... -->Rotation roll" allows you to create more dynamic camera angles. Roll, which we usually don't experience is when you tilt your head (rotation around Z-axis).
XPS 10.9.8.7.6.5.4.3.2.1 - Countdown Lock Edition -- release 175
- "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.)
- The Cel-shader has been improved
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 -- 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 -- Countdown Script Edition -- release 172
- 2 new menu items in "Commands" to run user made scripts
- country specific signs in bone names do not cause crashes anymore. They are labeld inside the "render window" as "non ASCII character".
- Models with an "vertex color alpha" value of 0 are now reset to 255 and therefore displayed.
- Some small improvements
XPS 10.9.8.7.6.5 -- Countdown Scale Edition -- release 171
- Bones can be resized (scale). 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 format (version 1.19, old scenes still work) which support the "bone mode Scale" feature.
- "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 -- Countdown Toon Edition -- release 170
- Cel toon shader map as part of any MOD possible
- Cel shader now with normal map support. To use the effect of the previous version disable the bumps (using the Options menu).
- Optional Items displayed without the #ffffff Color Edition string inside the menu name
- XPS does not crash if your folder path contains non ASCII character
- XPS does not crash if you try to load a "non generic item" with Modify-->Load Generic_Item
- Some small improvements
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!
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 10.9.7 -- Ultimate UVEdition -- release 167
- Support for 'multiple UV sets'
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 10.9.5 -- Anniversary Edition -- release 165
- Speech Bubbles (menu Options)
XPS 10.9.4 -- Wardrobe Edition Release -- release 164
[*]
XPS 10.9.3 -- release 163
- Support for "outfit texture packs" without mesh file.
- New Lighting parameter dialog. XPS supports now a screen resulution with 1024 x 600
- New menu item Modify-->Save UV Face Layout
- 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/showpost.php?p=4841479&postcount=4690 -- This BUG is fixed now.
- Auto Camera pivot "head" -- even if the model has no poseable "jaw"
XPS 10.9.2 -- release 162
- 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 10.9.1 -- release 161
- A mesh part can now refer more than 59 bones.
XPS 10.9 -- release 160
- support for wrong .mesh.ascii files, created with 3ds max. Modify-->Load GenericItem
- Internal changes to break some limits (Venus Edition ...)
XPS 10.8.9 -- release 159
- support for custom OBJ MTL static models with sub folders. Modify-->Load static .OBJ
XPS 10.8.8 -- release 158
- 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 10.8.7b -- release 157
- 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 10.8.6 -- release 156
- Multible mesh files
- Support of models with parts of zero vertices
XPS 10.8.5 -- release 155
- 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 10.8.4 -- release 154
- Improved Mesh.Ascii Importer with AutoTexture feature.
XPS 10.8.3 -- release 153
- Import -generic_Item.mesh.ascii files
- repair "root ground" bones persistent
XPS 10.8.2 -- release 152
- 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 10.8.1 -- release 151
- Save animation as image frames into XNALara/images
XPS 10.8 -- release 150
"Option->Display Shadows" cast real time shadows on the ground.
XPS 10.7.1 -- release 149
- Modify-->Rename bone names allow to use the "Control Window" bone tree to edit the bone names.
XPS 10.6.3 -- release 148
- 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 10.6.2 -- release 147
- Export wavefront .obj files with bump maps
XPS 10.6.1 -- release 146
- 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 -- release 145
- 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 10.5.x -- release 144
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 10.4 -- release 143
- Models can be loaded with any default pose - Not only the T-bone pose!
XPS 10.3.x -- release 142
- 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 10.2 -- release 141
- Slider for animation speed
XPS 10.1 -- release 140
- New animation dialog.
XPS 10 -- release 139
- Realtime animation possible by using .pose sequences.
XPS 9.9.x -- release 138
- Weld objects with a poseable character to causing them to move along with the bone when the position is changed in pose mode.
- Save the weld items as new characterby making a combination of to different character. Even with different skeletons.
- 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 9.8.x -- release 137
- 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.
- 'Optional accessories' can have any names. Not only thorsgear or handgun ...
- Possibility for visualizing an 'Optional Accessories' by hide others.
- New Generic_Item file format.
9.7.8 -- release 136
- 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
9.7.7 -- release 135
- new camera control: press both left AND right mouse buttons and drag to pan the camera (the older Shift LMB also works)
- should fix the "bone selector bug"
9.7.5 -- release 134
new menu option: Options > Always force culling
- if both Back-face culling AND Always force culling are ON, then even the transparent meshes/faces appear one-sided (back-face culling is applied to them as well)
9.7 -- release 133
- extended Camera parameters window where it is now possible to manually change/edit all parameters of the camera:
the location of the camera target/pivot, the distance from it, the angles of horizontal and vertical rotation (around the target/pivot) and the field of view
9.6.1 -- release 132
- bug fix: XNALara no longer crashes when exporting meshes with no textures applied to them
- untextured meshes are still unsupported by XNALara
- two new aliases/synonyms for the map_Kn keyword in .MTL files are now supported/recognized: map_bump and bump
9.6 -- release 131
- some models could not be loaded with versions 9.5.x - this is fixed now.
- new mesh groups #28 (opaque) and #29 (transparent) which support metallic reflections AND full bump mapping including mini bump maps
- the new mesh groups expect 6 textures: diffuse, bump, mask, mini bump1, mini bump2, enviroment texture and 3 numeric parameters: the intensity of the metallic/reflective effect (0.0-1.0), intensity of the bump effect, scale of the mini bumps maps (a single value for both textures)
9.55 -- release 130
- new mesh group #27: metallic shader which supports transparency
- the "random" dark/bright pixels in the reflection image can be removed by disabling mipmaps (automatically generated low resolution versions of the environment texture), but then the reflection image looks very aliased (pixelated/noisy) -- so I added a new menu option "Use alternative reflection" which toggles a less accurate, yet anti-aliased AND artefact-free metallic shader; so you can choose whichever of the two possible behaviors of the metallic shader you prefer. Note that if you toggle that option, you need to reload the scene (textures) for the effect to be fully applied.
- the recent problem concerning the parsing of generic item files should be solved now. I didn't have the time to check it myself, though....Well, now the correct entry "2_body_0.7" no longer works
9.5.1 -- release 129
- fix: improved math behind the metallic shader
9.5 -- release 128
- true metallic shader: supported by new mesh group #26
- the shader expects three textures on its input: diffuse, bump and environment texture (a spherical panoramic image of the 3D environment which will be reflected by the surface); plus one numeric parameter which defines the intensity of the metallic/reflective effect (ranging from 0.0 to 1.0)
9.4.3 -- release 127
- the program will now "remember" not only the particular size and position of the two main windows but also whether the windows were maximized/minimized
9.4.2 -- release 126
- bug fix: OBJ meshes were not rendered correcly (too bright) when the bump texture (map_Kn) was not specified
9.4.1 -- release 125
- Lara's handguns now support transparency (so it's possible to make their custom mods with transparency) :(The better way is XPS 9.8
9.4 -- release 124
- A major bug fix. For 2 years there had been a very serious bug in bump mapping shaders] - bump mapping on posed models had never been rendered correctly at all! I spent basically the whole weekend rewriting everything related to bump mapping from scratch. Now it's hopefully corrected...
- OBJ models now support specular maps (the map_Ks keyword in .mtl files)
9.3.1 -- release 123
- bug fix (the new mesh groups #22 and #23 didn't show in renders with enabled alpha channel)
9.3 -- release 122
1) Specular maps:
- new mesh groups #22 (opaque models) and #23 (with transparency) which expect the following 7 textures on input:
diffuse, lightmap, bump, mask, bump1, bump2 and specular map
- specular maps are textures which define (per pixel) the color and intensity of the light reflected off the given surface
- the global intensity (multiplier) of the gloss/specular effect for the whole mesh part is the same as before: the floating point value in the mesh name, for example 22_jacket_1.0_16_16; so set this value to 1.0 (or even higher) and then modify the per-pixel intensity of the effect with the brightness of pixels in the specular map/texture
- you can use this effect to increase realism of your images, or even to produce crazy effects as shown below
- this effect requires shaders v3.0 (or just a single-light setup with shaders v2.0)
2) Multi-bone reset:
The Reset selected bone button now works not only for individual bones: when you click on a group node in the bone tree-view of the left, such as "arm" etc., the entire hierarchy of bones grouped underneath this node will be reset when you press the button. This way you can reset all fingers on one hand, the whole arm, or even both arms etc. - with just a single click.
9.2 -- release 121
- new command: File > Reset scene (requested by Sharon_14); removes all models, resets all lights, restores the original window size etc.
9.1.5 -- release 120
- texture reloading on the fly (hotkey F8) didn't work when there were multiple copies of the same model in the scene; the program would actually crash (reported by Navid); this is fixed now.
9.1 -- release 119
- the color of glow around Lara's gauntlets can be changed (menu Options > Display accessories > Thor's gear glow > Glow left/right color); the color can be set for each hand and also for each model independently; the settings are saved into a .scene file along with the model(s)
- new mesh group #21 which is poseable (supports bones), supports transparency and is shadeless (i.e. not affected by lights)
9.0 -- release 118
- if on your computer all bump maps disappeared when you turned the second light on, then this update should fix that (I optimized the pixel shaders)
8.9.1 -- release 117
- bug fix release
8.9 -- release 116
- new logo -> new icon, new splash screen, new "About..." window
- it is also possible to automatically render the new logo into every saved image (there is a new checkbox in the "Save image..." window)
8.8.6 -- release 115
- Lara's modded models will no longer crash if they don't contain the standard accessories: guns, gauntlets etc. (requested by BlueJ97)
- $AtlantiB$ reported that the multi-selection of added models doesn't work for him. So now there's an option to switch back to the old single-selection mode (menu Window > AddModel multi-select). However, I didn't get any feedback from $AtlantiB$ so I don't know if it helped solve his original problem...
8.8.5 -- release 114
- it is now possible to add multiple models into the scene at once (use Ctrl click to multi-select)
8.8 -- release 113
- new function: export of posed .mesh.ascii files (a new command in the File menu) - requested by XNAaraL for modding purposes
8.7.6 -- release 112
- a minor fix: the program no longer crashes when the Thor's gauntlets are selected in the menu, yet the two bones (called unused072 and unused097) that define the positions of the gauntlets' glow do not exist in the model (pointed out to me by daventry)
8.7.5 -- release 111
- another batch of Guardian of Light models
- this release was made possible thanks to H4RR7H and sephiroth99
TRex
Skeleton
Poison Minion
Poison Gatekeeper
Shield Demon (new)
Shield Gatekeeper (previously called Shield Demon)
Lara (default outfit)
Lara Biker
Lara Jungle Heavy
Lara Jungle Shorts
Lara Legend
Doppelganger
8.7 -- release 110
- a batch of 10 Guardian of Light models (data extracted from GoL by H4RR7H):
Brute Minion, Fire Shaman, Fire Lizard, Chompy, Poison Shaman, Poison Lizard, Shield Demon, Small Minion, Totec, and Xolotl
download the models here: http://www.mediafire.com/?0d2t08ranr03n
and the updated XNALara program here: http://www.mediafire.com/?4fgfa6aaq0a66tp
8.6.2 -- release 109
- fixed a bug related to the maximum number of bones per mesh part and alpha-channel rendering; bug reported by Sharon_14
8.6.1 -- release 108
- the maximum number of bones per any mesh part has been increased from 52 to 59 (actual hardware limit)
- this might be useful for model creators
- also, XNALara will now display a warning when the bone limit is exceeded (up till now it just crashed...)
8.6 -- release 107
several minor improvements requested by CarbinT:
- when loading a scene, XNALara no longer crashes if you accidently provide a different file type
- new command: Commands > Flip pose; it swaps the pose of selected pairs of bones from left to right and vice versa
- I fixed a problem with the background color leaking into semi-transparent parts of a mesh which occured in rendered images with transparency enabled
- the numbering of quick-saved images is now more intuitive - a new image always uses such an ID so that it goes after all existing saved images (in the earlier versions, it would use any available slots/gaps as well).
- by default, the rotation of eyeballs controlled by the button Look into camera is constrained in order to look natural; if you want to bypass these constraints and be able to apply any rotation at all, press the Shift key while you click on the button
8.5.1 -- release 106
- displays a more detailed error message when the loading of a .mesh model fails
8.5 -- release 105
- I fixed this issue (flipped mesh faces when the model is mirrored around one of more axes and the backface culling is enabled)
8.4.2 -- release 104
- fixes two issues reported by Navid (a problem with pixel shaders on older graphic cards) and Matty-Croft (a problem involving meshes with no vertices)
8.4.1 -- release 103
- enables the split-Thor-gear functionality introduced in v8.4 also for generic meshes
- missing sub-meshes should no longer cause the loading of the entire model to fail
8.4 -- release 102
- visibility of Thor's gauntlets and belt as well as of the corresponding glow around them can now be controlled independently for each of them
8.3.7 -- release 101
- bug fix: the OBJ models can be rotated and moved... again
8.3.6 -- release 100
- I added a shortcut (F8) for the dynamic reloading of textures
8.3.5 -- release 099
- new menu command: File > Reload textures of selected model
- this should make life a lot easier for all texture modders (dynamic reload/refresh of textures)
8.3 -- release 098
- external static OBJ models now support vertex colors (including vertex color transparency); vertex colors are used in TR Legend for example for static lighting of environments
8.2 -- release 097
- two new global rendering options: menu Options > Enable light maps and Options > Enable bump maps
- (the bump map part was motivated by amaris' technical problems on his computer, the light map part I added for the sake of completeness)
- they are probably not directly useful for rendering as such but together with the existing Options > Display textures these three can serve as helpful "debugging" tools
8.1.5 -- release 096
- three new commands: menu Commands > Mirror model X/Y/Z
- this is just a convenience "shortcut", the same can be achieved by entering the appropriate values into the Scale textbox...
8.1.1 -- release 095
- bug fix: the mirroring of bones' relative movements (translations) was broken (while rotations have been fine)
8.1 -- release 094
- new command: menu Commands > Mirror pose left/right which allows to mirror the pose of the left arm to the right arm, copy the pose of fingers on the right hand to the left hand etc.
- in a dedicated dialog window you select the bones FROM which to copy the pose and the mirroring of their pose to the bones on the opposide side of the body is done automatically
- only the bones for which the left/right mirroring makes sense are listed in the dialog window and the bones are sorted in such a way that it is easy to multi-select all bones belonging to the left arm, right leg, left-hand fingers etc.
- multi-selection is done in a standard way by Shift-clicking or Ctrl-clicking
8.0.1 -- release 093
- there is a new checkbox at the bottom of the Lighting parameters window called "force shaders v3.0"
- anyone experiencing problems when the 2nd light source is ON and the 3rd light source is OFF should check this checkbox
- the program will remember your settings (it is stored in the file XNALara.cfg)
8.0 -- release 092
- XNALara now supports up to 3 independent light sources
- note that for all 3 lights to work, your graphic card must support vertex and pixel shaders v3.0
7.9.1 -- release 091
- the 3D window and the control window now remember their positions (they are stored in the file XNALara.cfg) unless the windows are maximized or minimized
7.9 -- release 090
- a cool new feature: Look into camera button in the control window
- when clicked, both eyes of the currently selected model (works for Lara, Natla, Amanda, ...) will be automatically adjusted to look into the camera; I put constraints on the eye rotation angles so that the result looks natural
- make sure that the camera is far enough from the model when you click the button, otherwise you're likely to produce a cross-eyed effect
7.8.6 -- release 089
- reset buttons added to the Pos and Scale text boxes (for convenience)
7.8.5 -- release 088
- editable Position text box - the model's position can now be set precisely
- cloned models didn't have correctly enabled/disabled accessories (guns etc.) - this is now fixed
7.8 -- release 087
- two new DLC outfits/models:
Data_LaraDLCBikiniYellow.zip
Data_KnightThrall.zip
7.7 -- release 086
- four new DLC outfits:
Data_LaraDLCClassic.zip
Data_LaraDLCLegend.zip
Data_LaraDLCWetSuitBlue.zip
Data_LaraDLCDrySuitRed.zip
7.6 -- release 085
- seven new DLC outfits:
Data_LaraDLCBikiniBlackWhite.zip
Data_LaraDLCBikiniBlue.zip
Data_LaraDLCBikiniCamo.zip
Data_LaraDLCCasualExplorer.zip
Data_LaraDLCDesignerFashionWinner.zip
Data_LaraDLCDesignerPeoplesChoice.zip
Data_LaraDLCJungleShortsGrey.zip
7.5 -- release 084
- Undo command: the shortcuts are Ctrl Z and NumPad5
- it only works for bone transforms
7.4.2 -- release 083
- another bug fix: assigning the background image didn't work
7.4 -- release 082
- four image post-processing filters/parameters implemented: Brightness, Gamma, Contrast, Saturation accessible through the menu Options > Post-processing parameters.
They influence the whole image (in realtime) and can be used to tweak the rendered image or to create interesting visual effects.
7.3.1 -- release 081
- a bug fix: movement transformations of bones were imported incorrectly when loading a scene. It's fixed now. Thanks to Phenyx who pointed out this bug to me.
7.3 -- release 080
- new menu command Clone selected model: it will create a clone of the currently selected/active model; the clone will be created on the exactly same position as the original model (use Ctrl click on the ground to place it somewhere else), with the same scale and pose applied to it
7.2.5 -- release 079
Using the Scale textbox, scale of models can now be defined for axes X, Y and Z independently:
If only one scale value is provided, it is applied to all 3 axes:
Scale: 1.5
If three values are provided (separated by a space or a semicolon), they are applied to the corresponding axes:
Scale: -1 1 1
Scale: -1.0; 1.0; 1.0
This can be particularly useful for flipping a model along a particular axis using a negative scale (as in the example above).
7.2 -- release 078
- added new options to the Load Scene command, it is now possible to load various components of the scene separately (models, lights, camera etc.)
- some internal changes were made to speed up the process of creating mods (made by XNAaraL)
- XNAaraL implemted a Generic_Item format which allows to load any customer model.
7.16 -- release 077
- XNALara normalize the bone weights by loading a model.
7.15 -- release 076
- the camera no longer gets unlocked automatically when a model is added to or removed from the scene (requested by Navid)
7.1 -- release 075
- new image quick-save command: dramatically speeds up the process of saving series of screenshots. Saving an image is now only a matter of pressing a single key: F5.
All images are saved into the folder "XNALara\images". When the first image is being saved, a dialog window will pop up, allowing the user to set image parameters. These settings will then be used for any subsequently saved images.
7.0 -- release 074
- new 3D control: Shift right mouse drag moves the camera forward/backward, i.e. moves the pivot point around which the camera rotates
6.9 -- release 073
- new textbox has been added to the control window which displays the current XYZ coordinates of the selected model
6.86 -- release 072
- bug fix release: .mesh.ascii export threw an exception when exporting OBJ models
- "place model in front of camera" option is turned off by default
6.85 -- release 071
- models exported in .mesh.ascii format are now exported in the currently set scale
- XNALara now "remembers" the setting of the option "place new models in front of the camera" between different runs of the program
6.8 -- release 070
- new menu command: File > Export selected mesh (to the mesh.ascii format)
- the mesh.ascii format can either be converted to binary .mesh format with the MeshAsciiToBin utility or imported to Blender (ignoring the bones) using the ImportMesh.py script. Both the converter and the script can be downloaded through the links above (see Utilities).
6.7 -- release 069
- newly added models are placed in front of the camera (on the ground plane), but you can still use the old behavior (i.e. place models at [0,0,0]) by unticking the checkbox at the bottom of the "Add model" dialog box
6.62 -- release 068
- the Dummy object now behaves just like any other object, which means it does appear in the rendered images and it is exported to OBJ files as well.
6.61 -- release 067
- fixed the problem with bone dots not positioned properly in some cases, now it works for all scales and all camera field-of-view values
6.6 -- release 066
- OBJ export uses the same coordinate system as OBJ import
- texture filenames exported to MTL files don't include full paths
- item combo box in the Control window displays only the type of the currectly selected model instead of the full path (much shorter)
6.56 -- release 065
- another bug fix: solves a problem with the skybox
6.55 -- release 064
- bug fix: it wasn't possible to load old scenes even if you didn't change the folder structure at all; this is now fixed.
But note that once you change the folder structure, you still won't be able to load the old scenes...
6.5 -- release 063
- you can group data folders into subdirectories (e.g. animals, characters, weapons, ...), items being added are no longer displayed as a list but as a tree with the same hierarchical structure as the folders. Note that if you do this, you won't be able to load old scene files any more (they won't be compatible with the new folder structure).
- added a new command Append scene (same as Load scene but doesn't remove all existing models), it can be used to merge multiple scenes together
6.4 -- release 062
- new functionality: it's now possible not only to rotate but also to move any bone
- there's no longer the separate Extended Bone Control window, instead there's a new grey button called 'Mode' in the main Control Window which toggles the meaning of the three X/Y/Z sliders: either rotation (X/Y/Z angles) or translation (X/Y/Z distances)
6.3 -- release 061
- new model: the back of the Croft Manor from TRA (Data_CroftManorBack.zip)
6.2 -- release 060
- four new models:
Natla's wings (Data_Wings.zip)
Alister's hair (Data_HairAlister.zip)
Amanda's hair (Data_HairAmanda.zip)
Natla's hair (Data_HairNatla.zip)
6.61 -- release 059
- fixed the problem with bone dots not positioned properly in some cases, now it works for all scales and all camera field-of-view values
6.1 -- release 058
- four new models: different types of trees (data pack Data_FoliageTrees.zip)
6.0 -- release 057
- new model: Amanda's Ship (data pack Data_Ship.zip)
Note: The ship is huge (200 meters long) so please scale it download to something like 0.2 together with all other models otherwise you won't be able to place the models on the deck correctly (the required height values would be out of supported range).
5.91 -- release 056
- addresses bug/crash related to texture internal format (only occurs with some gfx cards)
5.9 -- release 055
- models in OBJ format can now use PNG textures with alpha/transparency and XNALara will display they correctly
5.86 -- release 054
- fixed a bug in the OBJ importer (mesh triangles flipped the other way round) - back-face culling will now finally work correctly even for OBJ models
5.85 -- release 053
- toggle-able back face culling (menu Options)
- extended debug info when the folder Content or the BoneSelector font cannot be found
5.8 -- release 052
- new models: albino spider (at the bottom of this post), TRU mirror/fan statues from Thailand
- enabled back face culling
5.7 -- release 051
- new models: stand-alone Lara's ponytail (requested) and Shark Greenland
- fixed bug: one part of the glass cage (specimen jar) didn't move together with the rest of the model; you DON'T need to download that data pack again
5.6 -- release 050
- new models: Natla's glass cage (glass_cage) plus the entire room (ship_natla_room), they're both packed together in data pack Data_ShipNatlaRoom.zip
5.5 -- release 049
- new model: the Scion from TRA (3 separate parts)
- the .scene file now also contains the 3D window size (save and restore)
- new keyboard shortcuts to switch between camera targets (look-at):
1, 2, 3, 4, 5, 6, 7, 8, 9, 0
5.4 -- release 048
- new model: Lara's glasses from TRA
- new menu command Window > Set 3D canvas size
- new option in the list of rendered image sizes: 50% of the current window size
5.3 -- release 047
- fixed two issues with rendering images with alpha channels
(namely the Kraken)
- new link to download all data packs in two self-extracting archives (fileqube.com only, I haven't been able to upload the same files to mediafire.com for several days...)
5.2 -- release 046
- new model: the braid (alone), I also changed its color to match the color of Lara's hair; datapack Data_Braid.zip
- program configuration (menu checkboxes) is automatically saved to and restored from a file XNALara.cfg.
- fixed a bug with ground checkbox not updated correctly after a scene is loaded
5.1 -- release 045
- new data packs:
Data_Nagas.zip (Naga Red, Naga Green)
Data_PDA.zip
Data_WraithStone.zip (I finally located the model in the bigfiles)
5.05 -- release 044
- added support for non-triangular OBJ meshes as well (no need to manually triangulate the meshes before exporting them).
5.0 -- release 043
- displays bone names in 3D window
- support for custom OBJ MTL static models:
- sample OBJ MTL model provided: Data_Laptop.zip, unzip this to folder data as usual
(material parameters explained in file model.mtl)
- OBJ MTL features: diffuse maps, normal/bump maps, adjustable specular highlights, shadeless (self-illuminating) materials
- texture transparency is currently not supported
4.95 -- release 042
- new models: Jellyfish and Helicopter.
4.9 -- release 041
- new model: Kraken
- fixed a minor issue with the 3D bone selector rendering even bones behind the camera
4.85 -- release 040
- the yacht model has been updated (you need to re-download the data pack again), it now has one bone and therefore can be rotated
- this also solved the null pointer bug when exporting the yacht meshes
- solved a problem with saving images (incompatible pixel format) that one forum member reported
4.8 -- release 039
- new model: Data_LaraBathingSuitNoGear.zip (lightmaps edited by tarcairion).
- it's now possible to save images as JPEGs as well (only when alpha channel is disabled).
4.7 -- release 038
- new model: the yacht, package Data_Yacht.zip
- 3D skydome (coastal Thailand), you need to download package Data_SkydomeThailandSea.zip, parameters adjustable via menu Options > Skydome parameters
4.6 -- release 037
- new model: Viking Thrall together with viking_thrall.pose for its cloth bones
- added finger (1-5)a extended controls
4.5 -- release 036
- new model: Mercenary
- fixed a bug in pose loading
4.4 -- release 035
- new outfit: Lara Bathing Suit
- more descriptive error messages and warnings when adding a model or loading a scene fails
4.35 -- release 034
- new/updated models:
Amanda_Heavy, Amanda_Light (now moddable)
Natla, Natla_NoWings (now moddable)
Yetti_Thrall_NoChains
4.3 -- release 033
- new outfit: Lara Snow Light
- updated models:
Data_MayanThrall.zip
Data_PantherThrall.zip
Data_Poacher.zip
Data_Tigers.zip
Data_YetiThrall.zip
(I removed the redundant lower-resolution meshes buried beneath the surface so everything is much cleaner now).
- new, safer way of quitting the application: either using the 'X' button of the Control Window, or the menu File > Exit. There's also a new confirmation dialog when exiting the application.
4.2 -- release 032
- new models: shark, panther, grenade (you have to re-download data pack Data_Weapons for this one) and Croft Manor Hall LQ (the original low-end model for those who have problems with the next-gen manor)
- movable jaw (in Extended Face Controls)
- and good news for the modding community:
You can now place your mods to your own custom folders (inside XNALara\data\) and the program will detect them as long as the original .mesh file is preserved and has the original name).
4.1 -- release 031
- next-gen Croft Manor Hall (now reacts to lights) -- you need to re-download the Croft Manor data pack again
- movable tongue
4.0 -- release 030
- two light sources instead of one
- custom light colors
3.7 -- release 029
- two new models: panther thrall and the poacher, plus poacher_cloth.pose.
- new 3D window shortcut: (Shift )Alt arrows: moves model vertically
- fixed the problem of rotating one bone and accidentally selecting another (in 3D window)
3.65 -- release 028
- it's now possible to use multiple models of the same type
3.6 -- release 027
- new weapon pack (Data_Weapons.zip) containing the following: AK rifle, assault rifle, handgun, shotgun, speargun, tranquilizer gun, uzi.
- another new model: the camera (Data_Recorder.zip) with movable display panel.
3.55 -- release 026
- new keyboard shortcuts:
F2: camera quick save
F3: camera quick load
- bugfix: background image is now rendered/saved correctly
- extended error message when rendering/saving images
3.5 -- release 025
- now it should be possible to save high-resolution images even on low-end graphics cards (the program internally renders a mosaic of many 256x256 pixel image tiles and assembles them in RAM so the graphics card as such should not be overloaded at any moment).
3.0 -- release 024
- new pose file format
- it's possible to load/save not only the pose of the entire body but also the pose of selected parts of the body (selected bones), such as the face, hands etc.
- bones are referenced internally by their names so its for instance possible to apply Lara's pose to the Doppelganger and vice versa
- the old pose file format is still supported for loading (for backward compatibility)
- several bug fixes 3.0
2.95 -- release 023
- bug fix release
2.9 -- release 022
- new model: Mayan thrall
- adjustable scale of models
- new, alternative version of Natla without wings (but with a hole in her back) - re-download Natla's data pack
2.8 -- release 021
- use Shift left mouse drag to pan camera
- controllable light direction and intensity
- new models: Diver captain (the mercenary), AK rifle
- updated Doppelganger: now has teeth
2.75 -- release 020
- fixed problem with resizable Control window
- added toggle Options > Always on top
2.7 -- release 019
- new items: motorcycle and Excalibur
- resizable control window
- Lara Jungle Shorts is now a separate data pack
2.6 -- release 018
- new Lara's outfit: Casual
- new models: two tigers (both the same)
- new shortcut: (Shift ) arrow keys: precise positioning of characters on the ground plane (two speeds)
2.5 -- release 017
- added Lara's DrySuit outfit
- updated Lara's WetSuit outfit (added one normal map).
- extended range of the vertical position slider from -2 to 4 meters.
2.45 -- release 016
- added Thor's gauntlets and belt (the artifacts)
2.4 -- release 015
- new models: Zip, Mjolnir and Thor's gauntlets and belt glowing "wireframe"
- fixed some minor GUI issues
2.3 -- release 014
- new model: Alister
- it's now possible to save and load entire scenes
- it's possible to toggle visibility of individual models
- it's possible to remove individual models
- added gloves to Amanda's "heavy" outfit (you DON'T have to download Amanda's data pack again, though)
- fixed (hopefully) the error that occured with some gfx cards when assigning the background image
2.2 -- release 013
- new model: Amanda (two outfits: Heavy and Light)
-wireframe display mode does not effect the background image any more
2.1 -- release 012
- new model: Amelia
- program distribution split into one main plus multiple optional data packs for convenience
- added support for custom background image
- fixed transparency bug with Doppelganger's irises
- enabled numeric input of angles via textboxes
2.0 -- release 011
- multiple characters in one scene
- GUI/3D controls apply to the selected character
- possible to position each character in the scene (Ctrl LMB click/drag on the ground)
- new GUI slider: vertical position of the selected character
- new Dummy object (can be used as custom camera target)
- lockable camera and character selection
1.85 -- release 010
- new character: Doppelganger
- important: I changed the way the ponytail/braid works - I re-linked the bones and the ponytail/braid now behaves like a chain
- improved shaders: metallic materials are now shiny
1.8 -- release 009
- new character: Natla
- it's now possible to export screenshots with alpha channel
1.7 -- release 008
- new outfit (again): wetsuit
- guns can be put in holsters too
- improved shaders (glossy surfaces are even glossier )
- several problems fixed
1.6 -- release 007
- new outfit (jungle heavy)
- crashes no more when rotating bones past -180 deg.
- keys Q, W, E now have the same function as Numpad 1,2,3
1.5 -- release 006
- we've got handguns! (toggle each one individually from the menu)
- improved 3d controls:
select a bone (by clicking on it), then press Numpad1, 2 or 3 AND drag with left mouse button to rotate the bone around the X, Y or Z axis. This way you can control the skeleton entirely from the 3D window.
- all display options and now accessible through the menu
- added help window that lists the 3D controls
1.4 -- release 005
- custom background color (menu Options)
- press B to switch bones in 3D view on/off
- custom image sizes available when saving the screenshots
1.35 -- release 004
- resizable 3D window
- minor GUI changes, set always-on-top
- fixed problem incorrect aspect ratio of hi-res images
1.2 -- release 003
A number of new features added:
- visual bone selector in 3D window
- export of high-resolution screenshots (1800x2100 pixels)
- export of posed 3D model in OBJ (Wavefront) format.
- fixed program freezing when importing/exporting poses under Windows Vista
1.1 -- release 002
- fixed the problem with program freezing when loading/saving poses on Vista
1.0 -- release 001
--------------------------------
New Generic_Item format which support:
[*]
Planed:
[/list]
What is XNALara/XPS
- Spoiler:
- XNALara is a real time posing and rendering program written by
Dusan Pavlicek 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".
I've extended the program for the use of non-TRU character with the version 7.2
From that time, XNALara gained a lot of new fans, as it is not
"Tomb Raider" or "Lara Croft" related only anymore, as every single 3d model can
be imported in XNALara via Blender or 3ds Max
There is a huge -and quickly growing- list of 3d models and
characters you can use in XNALara and create wonderful renders! 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.
Latest MS Windows XNALara version: XPS 11.8.9 -- View Mode Edition -- release 189
Available here: XPS
- Code:
-->
http://core-design.com/community_xps.html
<--
Model pack with all 8 Lara Croft and the Temlpe of Osiris outfits temple of osiris
- Code:
-->
Download ToO Data Packs:
too_lara_legend: www.sendspace.com/file/h9kiuh
too_lara_deusex: www.sendspace.com/file/plgh88
too_lara_icydeath: www.sendspace.com/file/adubh4
too_lara_tr2013: www.sendspace.com/file/249k4g
too_lara_croft: www.sendspace.com/file/t7jxjt
too_lara_default: www.sendspace.com/file/teos28
too_lara_hitman: www.sendspace.com/file/iex228
too_lara_1996: www.sendspace.com/file/16rbc4
All 8 Lara outfits as one package www.sendspace.com/file/jdrte2
<--
Latest MAC version GLLara 0.2.5
Download link https://github.com/cochrane/GLLara/releases ... works also on OS X 10.10 and 10.11
Available here: hhttp://xnalara.home-forum.com/t235-gllara-0-2#2371
- Spoiler:
Request forum http://xnalaraitalia.deviantart.com/journal/Vi-domando-un-parere-XPS-LAB-333144557
How to install?
- Spoiler:
Read the file !ReadMe.txt
Tutorials
Online tutorial
http://www.tombraiderhub.com/tr8/modding/xna/download/xnalara_manual.pdf
Download tutorials
Tutorial english by LaraRules81 here: http://www62.zippyshare.com/v/pZveOS7K/file.html
- Code:
http://www62.zippyshare.com/v/pZveOS7K/file.html
Tutorial spain http://xnaaral.deviantart.com/favourites/?offset=48#/d5k9ptq
Tutorial russian http://preview.423796.setup.ru/service
Russian site https://sites.google.com/site/xnalaracom/
[/size]
XNALara/XPS
XNALara pre version 0.98 -- 18. Februar 2009
What is new?
XPS 11 -- Osiris Lara Edition -- release 177
- Lara Croft and the Temple of Osiris models ... all 8 Lara outfits
- 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
- 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 10.9.8.7.6.5.4.3.2.1.0 - Countdown Preview Edition -- release 176
- The "Add Item(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.)
- New feature: "Options-->Camera Parameters ... -->Rotation roll" allows you to create more dynamic camera angles. Roll, which we usually don't experience is when you tilt your head (rotation around Z-axis).
XPS 10.9.8.7.6.5.4.3.2.1 - Countdown Lock Edition -- release 175
- "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.)
- The Cel-shader has been improved
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 -- 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 -- Countdown Script Edition -- release 172
- 2 new menu items in "Commands" to run user made scripts
- country specific signs in bone names do not cause crashes anymore. They are labeld inside the "render window" as "non ASCII character".
- Models with an "vertex color alpha" value of 0 are now reset to 255 and therefore displayed.
- Some small improvements
XPS 10.9.8.7.6.5 -- Countdown Scale Edition -- release 171
- Bones can be resized (scale). 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 format (version 1.19, old scenes still work) which support the "bone mode Scale" feature.
- "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 -- Countdown Toon Edition -- release 170
- Cel toon shader map as part of any MOD possible
- Cel shader now with normal map support. To use the effect of the previous version disable the bumps (using the Options menu).
- Optional Items displayed without the #ffffff Color Edition string inside the menu name
- XPS does not crash if your folder path contains non ASCII character
- XPS does not crash if you try to load a "non generic item" with Modify-->Load Generic_Item
- Some small improvements
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!
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 10.9.7 -- Ultimate UVEdition -- release 167
- Support for 'multiple UV sets'
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 10.9.5 -- Anniversary Edition -- release 165
- Speech Bubbles (menu Options)
XPS 10.9.4 -- Wardrobe Edition Release -- release 164
- 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. Poseable sticklove demo model (73.97KB ) : http://www.sendspace.com/file/x2umgh
- 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/Doc:2.4/Manual/Rigging/Armatures/Editing/Properties to XNALara/XPS http://www.tombraiderforums.com/showpost.php?p=5497161&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 10.9.3 -- release 163
- Support for "outfit texture packs" without mesh file.
- New Lighting parameter dialog. XPS supports now a screen resulution with 1024 x 600
- New menu item Modify-->Save UV Face Layout
- 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/showpost.php?p=4841479&postcount=4690 -- This BUG is fixed now.
- Auto Camera pivot "head" -- even if the model has no poseable "jaw"
XPS 10.9.2 -- release 162
- 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 10.9.1 -- release 161
- A mesh part can now refer more than 59 bones.
XPS 10.9 -- release 160
- support for wrong .mesh.ascii files, created with 3ds max. Modify-->Load GenericItem
- Internal changes to break some limits (Venus Edition ...)
XPS 10.8.9 -- release 159
- support for custom OBJ MTL static models with sub folders. Modify-->Load static .OBJ
XPS 10.8.8 -- release 158
- 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 10.8.7b -- release 157
- 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 10.8.6 -- release 156
- Multible mesh files
- Support of models with parts of zero vertices
XPS 10.8.5 -- release 155
- 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 10.8.4 -- release 154
- Improved Mesh.Ascii Importer with AutoTexture feature.
XPS 10.8.3 -- release 153
- Import -generic_Item.mesh.ascii files
- repair "root ground" bones persistent
XPS 10.8.2 -- release 152
- 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 10.8.1 -- release 151
- Save animation as image frames into XNALara/images
XPS 10.8 -- release 150
"Option->Display Shadows" cast real time shadows on the ground.
XPS 10.7.1 -- release 149
- Modify-->Rename bone names allow to use the "Control Window" bone tree to edit the bone names.
XPS 10.6.3 -- release 148
- 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 10.6.2 -- release 147
- Export wavefront .obj files with bump maps
XPS 10.6.1 -- release 146
- 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 -- release 145
- 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 10.5.x -- release 144
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 10.4 -- release 143
- Models can be loaded with any default pose - Not only the T-bone pose!
XPS 10.3.x -- release 142
- 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 10.2 -- release 141
- Slider for animation speed
XPS 10.1 -- release 140
- New animation dialog.
XPS 10 -- release 139
- Realtime animation possible by using .pose sequences.
XPS 9.9.x -- release 138
- Weld objects with a poseable character to causing them to move along with the bone when the position is changed in pose mode.
- Save the weld items as new characterby making a combination of to different character. Even with different skeletons.
- 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 9.8.x -- release 137
- 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.
- 'Optional accessories' can have any names. Not only thorsgear or handgun ...
- Possibility for visualizing an 'Optional Accessories' by hide others.
- New Generic_Item file format.
9.7.8 -- release 136
- 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
9.7.7 -- release 135
- new camera control: press both left AND right mouse buttons and drag to pan the camera (the older Shift LMB also works)
- should fix the "bone selector bug"
9.7.5 -- release 134
new menu option: Options > Always force culling
- if both Back-face culling AND Always force culling are ON, then even the transparent meshes/faces appear one-sided (back-face culling is applied to them as well)
9.7 -- release 133
- extended Camera parameters window where it is now possible to manually change/edit all parameters of the camera:
the location of the camera target/pivot, the distance from it, the angles of horizontal and vertical rotation (around the target/pivot) and the field of view
9.6.1 -- release 132
- bug fix: XNALara no longer crashes when exporting meshes with no textures applied to them
- untextured meshes are still unsupported by XNALara
- two new aliases/synonyms for the map_Kn keyword in .MTL files are now supported/recognized: map_bump and bump
9.6 -- release 131
- some models could not be loaded with versions 9.5.x - this is fixed now.
- new mesh groups #28 (opaque) and #29 (transparent) which support metallic reflections AND full bump mapping including mini bump maps
- the new mesh groups expect 6 textures: diffuse, bump, mask, mini bump1, mini bump2, enviroment texture and 3 numeric parameters: the intensity of the metallic/reflective effect (0.0-1.0), intensity of the bump effect, scale of the mini bumps maps (a single value for both textures)
9.55 -- release 130
- new mesh group #27: metallic shader which supports transparency
- the "random" dark/bright pixels in the reflection image can be removed by disabling mipmaps (automatically generated low resolution versions of the environment texture), but then the reflection image looks very aliased (pixelated/noisy) -- so I added a new menu option "Use alternative reflection" which toggles a less accurate, yet anti-aliased AND artefact-free metallic shader; so you can choose whichever of the two possible behaviors of the metallic shader you prefer. Note that if you toggle that option, you need to reload the scene (textures) for the effect to be fully applied.
- the recent problem concerning the parsing of generic item files should be solved now. I didn't have the time to check it myself, though....Well, now the correct entry "2_body_0.7" no longer works
9.5.1 -- release 129
- fix: improved math behind the metallic shader
9.5 -- release 128
- true metallic shader: supported by new mesh group #26
- the shader expects three textures on its input: diffuse, bump and environment texture (a spherical panoramic image of the 3D environment which will be reflected by the surface); plus one numeric parameter which defines the intensity of the metallic/reflective effect (ranging from 0.0 to 1.0)
9.4.3 -- release 127
- the program will now "remember" not only the particular size and position of the two main windows but also whether the windows were maximized/minimized
9.4.2 -- release 126
- bug fix: OBJ meshes were not rendered correcly (too bright) when the bump texture (map_Kn) was not specified
9.4.1 -- release 125
- Lara's handguns now support transparency (so it's possible to make their custom mods with transparency) :(The better way is XPS 9.8
9.4 -- release 124
- A major bug fix. For 2 years there had been a very serious bug in bump mapping shaders] - bump mapping on posed models had never been rendered correctly at all! I spent basically the whole weekend rewriting everything related to bump mapping from scratch. Now it's hopefully corrected...
- OBJ models now support specular maps (the map_Ks keyword in .mtl files)
9.3.1 -- release 123
- bug fix (the new mesh groups #22 and #23 didn't show in renders with enabled alpha channel)
9.3 -- release 122
1) Specular maps:
- new mesh groups #22 (opaque models) and #23 (with transparency) which expect the following 7 textures on input:
diffuse, lightmap, bump, mask, bump1, bump2 and specular map
- specular maps are textures which define (per pixel) the color and intensity of the light reflected off the given surface
- the global intensity (multiplier) of the gloss/specular effect for the whole mesh part is the same as before: the floating point value in the mesh name, for example 22_jacket_1.0_16_16; so set this value to 1.0 (or even higher) and then modify the per-pixel intensity of the effect with the brightness of pixels in the specular map/texture
- you can use this effect to increase realism of your images, or even to produce crazy effects as shown below
- this effect requires shaders v3.0 (or just a single-light setup with shaders v2.0)
2) Multi-bone reset:
The Reset selected bone button now works not only for individual bones: when you click on a group node in the bone tree-view of the left, such as "arm" etc., the entire hierarchy of bones grouped underneath this node will be reset when you press the button. This way you can reset all fingers on one hand, the whole arm, or even both arms etc. - with just a single click.
9.2 -- release 121
- new command: File > Reset scene (requested by Sharon_14); removes all models, resets all lights, restores the original window size etc.
9.1.5 -- release 120
- texture reloading on the fly (hotkey F8) didn't work when there were multiple copies of the same model in the scene; the program would actually crash (reported by Navid); this is fixed now.
9.1 -- release 119
- the color of glow around Lara's gauntlets can be changed (menu Options > Display accessories > Thor's gear glow > Glow left/right color); the color can be set for each hand and also for each model independently; the settings are saved into a .scene file along with the model(s)
- new mesh group #21 which is poseable (supports bones), supports transparency and is shadeless (i.e. not affected by lights)
9.0 -- release 118
- if on your computer all bump maps disappeared when you turned the second light on, then this update should fix that (I optimized the pixel shaders)
8.9.1 -- release 117
- bug fix release
8.9 -- release 116
- new logo -> new icon, new splash screen, new "About..." window
- it is also possible to automatically render the new logo into every saved image (there is a new checkbox in the "Save image..." window)
8.8.6 -- release 115
- Lara's modded models will no longer crash if they don't contain the standard accessories: guns, gauntlets etc. (requested by BlueJ97)
- $AtlantiB$ reported that the multi-selection of added models doesn't work for him. So now there's an option to switch back to the old single-selection mode (menu Window > AddModel multi-select). However, I didn't get any feedback from $AtlantiB$ so I don't know if it helped solve his original problem...
8.8.5 -- release 114
- it is now possible to add multiple models into the scene at once (use Ctrl click to multi-select)
8.8 -- release 113
- new function: export of posed .mesh.ascii files (a new command in the File menu) - requested by XNAaraL for modding purposes
8.7.6 -- release 112
- a minor fix: the program no longer crashes when the Thor's gauntlets are selected in the menu, yet the two bones (called unused072 and unused097) that define the positions of the gauntlets' glow do not exist in the model (pointed out to me by daventry)
8.7.5 -- release 111
- another batch of Guardian of Light models
- this release was made possible thanks to H4RR7H and sephiroth99
TRex
Skeleton
Poison Minion
Poison Gatekeeper
Shield Demon (new)
Shield Gatekeeper (previously called Shield Demon)
Lara (default outfit)
Lara Biker
Lara Jungle Heavy
Lara Jungle Shorts
Lara Legend
Doppelganger
8.7 -- release 110
- a batch of 10 Guardian of Light models (data extracted from GoL by H4RR7H):
Brute Minion, Fire Shaman, Fire Lizard, Chompy, Poison Shaman, Poison Lizard, Shield Demon, Small Minion, Totec, and Xolotl
download the models here: http://www.mediafire.com/?0d2t08ranr03n
and the updated XNALara program here: http://www.mediafire.com/?4fgfa6aaq0a66tp
8.6.2 -- release 109
- fixed a bug related to the maximum number of bones per mesh part and alpha-channel rendering; bug reported by Sharon_14
8.6.1 -- release 108
- the maximum number of bones per any mesh part has been increased from 52 to 59 (actual hardware limit)
- this might be useful for model creators
- also, XNALara will now display a warning when the bone limit is exceeded (up till now it just crashed...)
8.6 -- release 107
several minor improvements requested by CarbinT:
- when loading a scene, XNALara no longer crashes if you accidently provide a different file type
- new command: Commands > Flip pose; it swaps the pose of selected pairs of bones from left to right and vice versa
- I fixed a problem with the background color leaking into semi-transparent parts of a mesh which occured in rendered images with transparency enabled
- the numbering of quick-saved images is now more intuitive - a new image always uses such an ID so that it goes after all existing saved images (in the earlier versions, it would use any available slots/gaps as well).
- by default, the rotation of eyeballs controlled by the button Look into camera is constrained in order to look natural; if you want to bypass these constraints and be able to apply any rotation at all, press the Shift key while you click on the button
8.5.1 -- release 106
- displays a more detailed error message when the loading of a .mesh model fails
8.5 -- release 105
- I fixed this issue (flipped mesh faces when the model is mirrored around one of more axes and the backface culling is enabled)
8.4.2 -- release 104
- fixes two issues reported by Navid (a problem with pixel shaders on older graphic cards) and Matty-Croft (a problem involving meshes with no vertices)
8.4.1 -- release 103
- enables the split-Thor-gear functionality introduced in v8.4 also for generic meshes
- missing sub-meshes should no longer cause the loading of the entire model to fail
8.4 -- release 102
- visibility of Thor's gauntlets and belt as well as of the corresponding glow around them can now be controlled independently for each of them
8.3.7 -- release 101
- bug fix: the OBJ models can be rotated and moved... again
8.3.6 -- release 100
- I added a shortcut (F8) for the dynamic reloading of textures
8.3.5 -- release 099
- new menu command: File > Reload textures of selected model
- this should make life a lot easier for all texture modders (dynamic reload/refresh of textures)
8.3 -- release 098
- external static OBJ models now support vertex colors (including vertex color transparency); vertex colors are used in TR Legend for example for static lighting of environments
8.2 -- release 097
- two new global rendering options: menu Options > Enable light maps and Options > Enable bump maps
- (the bump map part was motivated by amaris' technical problems on his computer, the light map part I added for the sake of completeness)
- they are probably not directly useful for rendering as such but together with the existing Options > Display textures these three can serve as helpful "debugging" tools
8.1.5 -- release 096
- three new commands: menu Commands > Mirror model X/Y/Z
- this is just a convenience "shortcut", the same can be achieved by entering the appropriate values into the Scale textbox...
8.1.1 -- release 095
- bug fix: the mirroring of bones' relative movements (translations) was broken (while rotations have been fine)
8.1 -- release 094
- new command: menu Commands > Mirror pose left/right which allows to mirror the pose of the left arm to the right arm, copy the pose of fingers on the right hand to the left hand etc.
- in a dedicated dialog window you select the bones FROM which to copy the pose and the mirroring of their pose to the bones on the opposide side of the body is done automatically
- only the bones for which the left/right mirroring makes sense are listed in the dialog window and the bones are sorted in such a way that it is easy to multi-select all bones belonging to the left arm, right leg, left-hand fingers etc.
- multi-selection is done in a standard way by Shift-clicking or Ctrl-clicking
8.0.1 -- release 093
- there is a new checkbox at the bottom of the Lighting parameters window called "force shaders v3.0"
- anyone experiencing problems when the 2nd light source is ON and the 3rd light source is OFF should check this checkbox
- the program will remember your settings (it is stored in the file XNALara.cfg)
8.0 -- release 092
- XNALara now supports up to 3 independent light sources
- note that for all 3 lights to work, your graphic card must support vertex and pixel shaders v3.0
7.9.1 -- release 091
- the 3D window and the control window now remember their positions (they are stored in the file XNALara.cfg) unless the windows are maximized or minimized
7.9 -- release 090
- a cool new feature: Look into camera button in the control window
- when clicked, both eyes of the currently selected model (works for Lara, Natla, Amanda, ...) will be automatically adjusted to look into the camera; I put constraints on the eye rotation angles so that the result looks natural
- make sure that the camera is far enough from the model when you click the button, otherwise you're likely to produce a cross-eyed effect
7.8.6 -- release 089
- reset buttons added to the Pos and Scale text boxes (for convenience)
7.8.5 -- release 088
- editable Position text box - the model's position can now be set precisely
- cloned models didn't have correctly enabled/disabled accessories (guns etc.) - this is now fixed
7.8 -- release 087
- two new DLC outfits/models:
Data_LaraDLCBikiniYellow.zip
Data_KnightThrall.zip
7.7 -- release 086
- four new DLC outfits:
Data_LaraDLCClassic.zip
Data_LaraDLCLegend.zip
Data_LaraDLCWetSuitBlue.zip
Data_LaraDLCDrySuitRed.zip
7.6 -- release 085
- seven new DLC outfits:
Data_LaraDLCBikiniBlackWhite.zip
Data_LaraDLCBikiniBlue.zip
Data_LaraDLCBikiniCamo.zip
Data_LaraDLCCasualExplorer.zip
Data_LaraDLCDesignerFashionWinner.zip
Data_LaraDLCDesignerPeoplesChoice.zip
Data_LaraDLCJungleShortsGrey.zip
7.5 -- release 084
- Undo command: the shortcuts are Ctrl Z and NumPad5
- it only works for bone transforms
7.4.2 -- release 083
- another bug fix: assigning the background image didn't work
7.4 -- release 082
- four image post-processing filters/parameters implemented: Brightness, Gamma, Contrast, Saturation accessible through the menu Options > Post-processing parameters.
They influence the whole image (in realtime) and can be used to tweak the rendered image or to create interesting visual effects.
7.3.1 -- release 081
- a bug fix: movement transformations of bones were imported incorrectly when loading a scene. It's fixed now. Thanks to Phenyx who pointed out this bug to me.
7.3 -- release 080
- new menu command Clone selected model: it will create a clone of the currently selected/active model; the clone will be created on the exactly same position as the original model (use Ctrl click on the ground to place it somewhere else), with the same scale and pose applied to it
7.2.5 -- release 079
Using the Scale textbox, scale of models can now be defined for axes X, Y and Z independently:
If only one scale value is provided, it is applied to all 3 axes:
Scale: 1.5
If three values are provided (separated by a space or a semicolon), they are applied to the corresponding axes:
Scale: -1 1 1
Scale: -1.0; 1.0; 1.0
This can be particularly useful for flipping a model along a particular axis using a negative scale (as in the example above).
7.2 -- release 078
- added new options to the Load Scene command, it is now possible to load various components of the scene separately (models, lights, camera etc.)
- some internal changes were made to speed up the process of creating mods (made by XNAaraL)
- XNAaraL implemted a Generic_Item format which allows to load any customer model.
7.16 -- release 077
- XNALara normalize the bone weights by loading a model.
7.15 -- release 076
- the camera no longer gets unlocked automatically when a model is added to or removed from the scene (requested by Navid)
7.1 -- release 075
- new image quick-save command: dramatically speeds up the process of saving series of screenshots. Saving an image is now only a matter of pressing a single key: F5.
All images are saved into the folder "XNALara\images". When the first image is being saved, a dialog window will pop up, allowing the user to set image parameters. These settings will then be used for any subsequently saved images.
7.0 -- release 074
- new 3D control: Shift right mouse drag moves the camera forward/backward, i.e. moves the pivot point around which the camera rotates
6.9 -- release 073
- new textbox has been added to the control window which displays the current XYZ coordinates of the selected model
6.86 -- release 072
- bug fix release: .mesh.ascii export threw an exception when exporting OBJ models
- "place model in front of camera" option is turned off by default
6.85 -- release 071
- models exported in .mesh.ascii format are now exported in the currently set scale
- XNALara now "remembers" the setting of the option "place new models in front of the camera" between different runs of the program
6.8 -- release 070
- new menu command: File > Export selected mesh (to the mesh.ascii format)
- the mesh.ascii format can either be converted to binary .mesh format with the MeshAsciiToBin utility or imported to Blender (ignoring the bones) using the ImportMesh.py script. Both the converter and the script can be downloaded through the links above (see Utilities).
6.7 -- release 069
- newly added models are placed in front of the camera (on the ground plane), but you can still use the old behavior (i.e. place models at [0,0,0]) by unticking the checkbox at the bottom of the "Add model" dialog box
6.62 -- release 068
- the Dummy object now behaves just like any other object, which means it does appear in the rendered images and it is exported to OBJ files as well.
6.61 -- release 067
- fixed the problem with bone dots not positioned properly in some cases, now it works for all scales and all camera field-of-view values
6.6 -- release 066
- OBJ export uses the same coordinate system as OBJ import
- texture filenames exported to MTL files don't include full paths
- item combo box in the Control window displays only the type of the currectly selected model instead of the full path (much shorter)
6.56 -- release 065
- another bug fix: solves a problem with the skybox
6.55 -- release 064
- bug fix: it wasn't possible to load old scenes even if you didn't change the folder structure at all; this is now fixed.
But note that once you change the folder structure, you still won't be able to load the old scenes...
6.5 -- release 063
- you can group data folders into subdirectories (e.g. animals, characters, weapons, ...), items being added are no longer displayed as a list but as a tree with the same hierarchical structure as the folders. Note that if you do this, you won't be able to load old scene files any more (they won't be compatible with the new folder structure).
- added a new command Append scene (same as Load scene but doesn't remove all existing models), it can be used to merge multiple scenes together
6.4 -- release 062
- new functionality: it's now possible not only to rotate but also to move any bone
- there's no longer the separate Extended Bone Control window, instead there's a new grey button called 'Mode' in the main Control Window which toggles the meaning of the three X/Y/Z sliders: either rotation (X/Y/Z angles) or translation (X/Y/Z distances)
6.3 -- release 061
- new model: the back of the Croft Manor from TRA (Data_CroftManorBack.zip)
6.2 -- release 060
- four new models:
Natla's wings (Data_Wings.zip)
Alister's hair (Data_HairAlister.zip)
Amanda's hair (Data_HairAmanda.zip)
Natla's hair (Data_HairNatla.zip)
6.61 -- release 059
- fixed the problem with bone dots not positioned properly in some cases, now it works for all scales and all camera field-of-view values
6.1 -- release 058
- four new models: different types of trees (data pack Data_FoliageTrees.zip)
6.0 -- release 057
- new model: Amanda's Ship (data pack Data_Ship.zip)
Note: The ship is huge (200 meters long) so please scale it download to something like 0.2 together with all other models otherwise you won't be able to place the models on the deck correctly (the required height values would be out of supported range).
5.91 -- release 056
- addresses bug/crash related to texture internal format (only occurs with some gfx cards)
5.9 -- release 055
- models in OBJ format can now use PNG textures with alpha/transparency and XNALara will display they correctly
5.86 -- release 054
- fixed a bug in the OBJ importer (mesh triangles flipped the other way round) - back-face culling will now finally work correctly even for OBJ models
5.85 -- release 053
- toggle-able back face culling (menu Options)
- extended debug info when the folder Content or the BoneSelector font cannot be found
5.8 -- release 052
- new models: albino spider (at the bottom of this post), TRU mirror/fan statues from Thailand
- enabled back face culling
5.7 -- release 051
- new models: stand-alone Lara's ponytail (requested) and Shark Greenland
- fixed bug: one part of the glass cage (specimen jar) didn't move together with the rest of the model; you DON'T need to download that data pack again
5.6 -- release 050
- new models: Natla's glass cage (glass_cage) plus the entire room (ship_natla_room), they're both packed together in data pack Data_ShipNatlaRoom.zip
5.5 -- release 049
- new model: the Scion from TRA (3 separate parts)
- the .scene file now also contains the 3D window size (save and restore)
- new keyboard shortcuts to switch between camera targets (look-at):
1, 2, 3, 4, 5, 6, 7, 8, 9, 0
5.4 -- release 048
- new model: Lara's glasses from TRA
- new menu command Window > Set 3D canvas size
- new option in the list of rendered image sizes: 50% of the current window size
5.3 -- release 047
- fixed two issues with rendering images with alpha channels
(namely the Kraken)
- new link to download all data packs in two self-extracting archives (fileqube.com only, I haven't been able to upload the same files to mediafire.com for several days...)
5.2 -- release 046
- new model: the braid (alone), I also changed its color to match the color of Lara's hair; datapack Data_Braid.zip
- program configuration (menu checkboxes) is automatically saved to and restored from a file XNALara.cfg.
- fixed a bug with ground checkbox not updated correctly after a scene is loaded
5.1 -- release 045
- new data packs:
Data_Nagas.zip (Naga Red, Naga Green)
Data_PDA.zip
Data_WraithStone.zip (I finally located the model in the bigfiles)
5.05 -- release 044
- added support for non-triangular OBJ meshes as well (no need to manually triangulate the meshes before exporting them).
5.0 -- release 043
- displays bone names in 3D window
- support for custom OBJ MTL static models:
- sample OBJ MTL model provided: Data_Laptop.zip, unzip this to folder data as usual
(material parameters explained in file model.mtl)
- OBJ MTL features: diffuse maps, normal/bump maps, adjustable specular highlights, shadeless (self-illuminating) materials
- texture transparency is currently not supported
4.95 -- release 042
- new models: Jellyfish and Helicopter.
4.9 -- release 041
- new model: Kraken
- fixed a minor issue with the 3D bone selector rendering even bones behind the camera
4.85 -- release 040
- the yacht model has been updated (you need to re-download the data pack again), it now has one bone and therefore can be rotated
- this also solved the null pointer bug when exporting the yacht meshes
- solved a problem with saving images (incompatible pixel format) that one forum member reported
4.8 -- release 039
- new model: Data_LaraBathingSuitNoGear.zip (lightmaps edited by tarcairion).
- it's now possible to save images as JPEGs as well (only when alpha channel is disabled).
4.7 -- release 038
- new model: the yacht, package Data_Yacht.zip
- 3D skydome (coastal Thailand), you need to download package Data_SkydomeThailandSea.zip, parameters adjustable via menu Options > Skydome parameters
4.6 -- release 037
- new model: Viking Thrall together with viking_thrall.pose for its cloth bones
- added finger (1-5)a extended controls
4.5 -- release 036
- new model: Mercenary
- fixed a bug in pose loading
4.4 -- release 035
- new outfit: Lara Bathing Suit
- more descriptive error messages and warnings when adding a model or loading a scene fails
4.35 -- release 034
- new/updated models:
Amanda_Heavy, Amanda_Light (now moddable)
Natla, Natla_NoWings (now moddable)
Yetti_Thrall_NoChains
4.3 -- release 033
- new outfit: Lara Snow Light
- updated models:
Data_MayanThrall.zip
Data_PantherThrall.zip
Data_Poacher.zip
Data_Tigers.zip
Data_YetiThrall.zip
(I removed the redundant lower-resolution meshes buried beneath the surface so everything is much cleaner now).
- new, safer way of quitting the application: either using the 'X' button of the Control Window, or the menu File > Exit. There's also a new confirmation dialog when exiting the application.
4.2 -- release 032
- new models: shark, panther, grenade (you have to re-download data pack Data_Weapons for this one) and Croft Manor Hall LQ (the original low-end model for those who have problems with the next-gen manor)
- movable jaw (in Extended Face Controls)
- and good news for the modding community:
You can now place your mods to your own custom folders (inside XNALara\data\) and the program will detect them as long as the original .mesh file is preserved and has the original name).
4.1 -- release 031
- next-gen Croft Manor Hall (now reacts to lights) -- you need to re-download the Croft Manor data pack again
- movable tongue
4.0 -- release 030
- two light sources instead of one
- custom light colors
3.7 -- release 029
- two new models: panther thrall and the poacher, plus poacher_cloth.pose.
- new 3D window shortcut: (Shift )Alt arrows: moves model vertically
- fixed the problem of rotating one bone and accidentally selecting another (in 3D window)
3.65 -- release 028
- it's now possible to use multiple models of the same type
3.6 -- release 027
- new weapon pack (Data_Weapons.zip) containing the following: AK rifle, assault rifle, handgun, shotgun, speargun, tranquilizer gun, uzi.
- another new model: the camera (Data_Recorder.zip) with movable display panel.
3.55 -- release 026
- new keyboard shortcuts:
F2: camera quick save
F3: camera quick load
- bugfix: background image is now rendered/saved correctly
- extended error message when rendering/saving images
3.5 -- release 025
- now it should be possible to save high-resolution images even on low-end graphics cards (the program internally renders a mosaic of many 256x256 pixel image tiles and assembles them in RAM so the graphics card as such should not be overloaded at any moment).
3.0 -- release 024
- new pose file format
- it's possible to load/save not only the pose of the entire body but also the pose of selected parts of the body (selected bones), such as the face, hands etc.
- bones are referenced internally by their names so its for instance possible to apply Lara's pose to the Doppelganger and vice versa
- the old pose file format is still supported for loading (for backward compatibility)
- several bug fixes 3.0
2.95 -- release 023
- bug fix release
2.9 -- release 022
- new model: Mayan thrall
- adjustable scale of models
- new, alternative version of Natla without wings (but with a hole in her back) - re-download Natla's data pack
2.8 -- release 021
- use Shift left mouse drag to pan camera
- controllable light direction and intensity
- new models: Diver captain (the mercenary), AK rifle
- updated Doppelganger: now has teeth
2.75 -- release 020
- fixed problem with resizable Control window
- added toggle Options > Always on top
2.7 -- release 019
- new items: motorcycle and Excalibur
- resizable control window
- Lara Jungle Shorts is now a separate data pack
2.6 -- release 018
- new Lara's outfit: Casual
- new models: two tigers (both the same)
- new shortcut: (Shift ) arrow keys: precise positioning of characters on the ground plane (two speeds)
2.5 -- release 017
- added Lara's DrySuit outfit
- updated Lara's WetSuit outfit (added one normal map).
- extended range of the vertical position slider from -2 to 4 meters.
2.45 -- release 016
- added Thor's gauntlets and belt (the artifacts)
2.4 -- release 015
- new models: Zip, Mjolnir and Thor's gauntlets and belt glowing "wireframe"
- fixed some minor GUI issues
2.3 -- release 014
- new model: Alister
- it's now possible to save and load entire scenes
- it's possible to toggle visibility of individual models
- it's possible to remove individual models
- added gloves to Amanda's "heavy" outfit (you DON'T have to download Amanda's data pack again, though)
- fixed (hopefully) the error that occured with some gfx cards when assigning the background image
2.2 -- release 013
- new model: Amanda (two outfits: Heavy and Light)
-wireframe display mode does not effect the background image any more
2.1 -- release 012
- new model: Amelia
- program distribution split into one main plus multiple optional data packs for convenience
- added support for custom background image
- fixed transparency bug with Doppelganger's irises
- enabled numeric input of angles via textboxes
2.0 -- release 011
- multiple characters in one scene
- GUI/3D controls apply to the selected character
- possible to position each character in the scene (Ctrl LMB click/drag on the ground)
- new GUI slider: vertical position of the selected character
- new Dummy object (can be used as custom camera target)
- lockable camera and character selection
1.85 -- release 010
- new character: Doppelganger
- important: I changed the way the ponytail/braid works - I re-linked the bones and the ponytail/braid now behaves like a chain
- improved shaders: metallic materials are now shiny
1.8 -- release 009
- new character: Natla
- it's now possible to export screenshots with alpha channel
1.7 -- release 008
- new outfit (again): wetsuit
- guns can be put in holsters too
- improved shaders (glossy surfaces are even glossier )
- several problems fixed
1.6 -- release 007
- new outfit (jungle heavy)
- crashes no more when rotating bones past -180 deg.
- keys Q, W, E now have the same function as Numpad 1,2,3
1.5 -- release 006
- we've got handguns! (toggle each one individually from the menu)
- improved 3d controls:
select a bone (by clicking on it), then press Numpad1, 2 or 3 AND drag with left mouse button to rotate the bone around the X, Y or Z axis. This way you can control the skeleton entirely from the 3D window.
- all display options and now accessible through the menu
- added help window that lists the 3D controls
1.4 -- release 005
- custom background color (menu Options)
- press B to switch bones in 3D view on/off
- custom image sizes available when saving the screenshots
1.35 -- release 004
- resizable 3D window
- minor GUI changes, set always-on-top
- fixed problem incorrect aspect ratio of hi-res images
1.2 -- release 003
A number of new features added:
- visual bone selector in 3D window
- export of high-resolution screenshots (1800x2100 pixels)
- export of posed 3D model in OBJ (Wavefront) format.
- fixed program freezing when importing/exporting poses under Windows Vista
1.1 -- release 002
- fixed the problem with program freezing when loading/saving poses on Vista
1.0 -- release 001
--------------------------------
New Generic_Item format which support:
- Magic byte to identify the format. There are many other 3D formats with the same extension. .mesh ! OGRE, DirectX Mesh File, Medit,
- .mesh file contains are version number.
- MOD creator field
- '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 many information and flags like: "backface culling" on/off, "Cast shadows" on/off, "Is wardrobe character or outfit" true/false
- ...
[*]
Planed:
- Drag and drop.
- DOF
- Preview tumbnail image inside the .mesh file. Should be displayed by File-->Add character
- "Mesh part's cast shadows on/off
- Different models can have different backface culling settings
- Cell shader
- Gamepad support
- ...
[/list]
Last edited by XNAaraL on Mon May 18, 2020 9:14 am; edited 171 times in total (Reason for editing : New Update 11.8.9)
XNAaraL- XNALara teacher
- Сообщения : 766
Location : Аргентина
Re: XNALara -- Xna Posing Studio -- latest version -- ПОСЛЕДНЯЯ ВЕРСИЯ ПРОГРАММЫ
I love the New Forum layout
Guest- Guest
Re: XNALara -- Xna Posing Studio -- latest version -- ПОСЛЕДНЯЯ ВЕРСИЯ ПРОГРАММЫ
i have at least several xnalara applications on my computer and haven't even tryed the last versoin yet and with so many models in my data folder i'm having trouble keeping up here i mean the manditory virus scans before extracting, and then copying all of the data models and converters i don't want to unzip into the old directory with out deleting all of that other stuff
nitehawk- XNALara guest
- Сообщения : 26
Re: XNALara -- Xna Posing Studio -- latest version -- ПОСЛЕДНЯЯ ВЕРСИЯ ПРОГРАММЫ
If you unzip a new version ito the old directory, nothing are deleted Your data folder, or whatever, still exists.nitehawk wrote:i don't want to unzip into the old directory with out deleting all of that other stuff
XNAaraL- XNALara teacher
- Сообщения : 766
Location : Аргентина
Re: XNALara -- Xna Posing Studio -- latest version -- ПОСЛЕДНЯЯ ВЕРСИЯ ПРОГРАММЫ
oh... ok, i was told by someone it wouldn't work allrighty then
nitehawk- XNALara guest
- Сообщения : 26
Re: XNALara -- Xna Posing Studio -- latest version -- ПОСЛЕДНЯЯ ВЕРСИЯ ПРОГРАММЫ
No problem. There are always those people .Self-appointed experts.. Unfortunately, this spread her smattering as so-called truths.
http://kb.winzip.com/help/help_extract.htm
On this way, you add new files into your old directory. For example needed new files from the data\common folder.
An you overwrite the old version files with the new changed version. For example XNALara.exe
Your pose files and data\...\...mesh files and all the other stuff ... still exists.
http://kb.winzip.com/help/help_extract.htm
The Overwrite existing files checkbox determines whether you are prompted before existing files are overwritten with files from the archive.
On this way, you add new files into your old directory. For example needed new files from the data\common folder.
An you overwrite the old version files with the new changed version. For example XNALara.exe
Your pose files and data\...\...mesh files and all the other stuff ... still exists.
XNAaraL- XNALara teacher
- Сообщения : 766
Location : Аргентина
Re: XNALara -- Xna Posing Studio -- latest version -- ПОСЛЕДНЯЯ ВЕРСИЯ ПРОГРАММЫ
The download doesn't work. Where can I get the current XPS version?
Re: XNALara -- Xna Posing Studio -- latest version -- ПОСЛЕДНЯЯ ВЕРСИЯ ПРОГРАММЫ
Thanks for this information.
Link fixed now.
Link fixed now.
XNAaraL- XNALara teacher
- Сообщения : 766
Location : Аргентина
Re: XNALara -- Xna Posing Studio -- latest version -- ПОСЛЕДНЯЯ ВЕРСИЯ ПРОГРАММЫ
Can you direct me to another download link, because it is not working.
Morferos- XNALara guest
- Сообщения : 1
Re: XNALara -- Xna Posing Studio -- latest version -- ПОСЛЕДНЯЯ ВЕРСИЯ ПРОГРАММЫ
When I'm meshmodding with XPS, sometimes I have the following issue: I try to assign a hair mesh to Lara's "head neck upper" but it sometimes assigns to "head neck lower".
I do recheck to see if I made a mistake but didn't. This just keeps happening and is very annoying. What can I do about it?
I do recheck to see if I made a mistake but didn't. This just keeps happening and is very annoying. What can I do about it?
Nevananxa- XNALara guest
- Сообщения : 1
Re: XNALara -- Xna Posing Studio -- latest version -- ПОСЛЕДНЯЯ ВЕРСИЯ ПРОГРАММЫ
This has never happened to me. Maybe the model has a few bones, which have the same name. I've seen models that had 5 bones with the unused name. Each name must be unambiguous and unique.
XNAaraL- XNALara teacher
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Location : Аргентина
Re: XNALara -- Xna Posing Studio -- latest version -- ПОСЛЕДНЯЯ ВЕРСИЯ ПРОГРАММЫ
where i have source of XPS 10.9.3 ore XPS 10.9.4 a9?
4rt8mi5- XNALara guest
- Сообщения : 8
Re: XNALara -- Xna Posing Studio -- latest version -- ПОСЛЕДНЯЯ ВЕРСИЯ ПРОГРАММЫ
If you want to join our team :hug:4rt8mi5 wrote:where i have source of XPS 10.9.3 ore XPS 10.9.4 a9?
[link]
[link]
XNAaraL- XNALara teacher
- Сообщения : 766
Location : Аргентина
Re: XNALara -- Xna Posing Studio -- latest version -- ПОСЛЕДНЯЯ ВЕРСИЯ ПРОГРАММЫ
I think about this but on codeplex exists model viwer for 4.0
4rt8mi5- XNALara guest
- Сообщения : 8
Re: XNALara -- Xna Posing Studio -- latest version -- ПОСЛЕДНЯЯ ВЕРСИЯ ПРОГРАММЫ
Right. I know Kane's Model Viewer for XNA and I like it, and
I love this XNA Model Viewer It allows you to view the entire bone tree, all meshes, and all
animation clips (one one now, thanks to XNA 4.0) for a model. Animations
can be previewed and directed to models.
Unfortunately, I have not the time to port XPS for XNA 4.0
In order to have XNA 4.0 work uniformly across all its target platforms
(Xbox, PC and Windows Phone 7) many breaking changes are made. One of the breaking changes in XNA Game Studio 4.0 is the extermination of the DepthStencilBuffer class, GraphicsDevice no longer has a RenderState property ...
It's a shame.
I love this XNA Model Viewer It allows you to view the entire bone tree, all meshes, and all
animation clips (one one now, thanks to XNA 4.0) for a model. Animations
can be previewed and directed to models.
Unfortunately, I have not the time to port XPS for XNA 4.0
In order to have XNA 4.0 work uniformly across all its target platforms
(Xbox, PC and Windows Phone 7) many breaking changes are made. One of the breaking changes in XNA Game Studio 4.0 is the extermination of the DepthStencilBuffer class, GraphicsDevice no longer has a RenderState property ...
It's a shame.
XNAaraL- XNALara teacher
- Сообщения : 766
Location : Аргентина
Re: XNALara -- Xna Posing Studio -- latest version -- ПОСЛЕДНЯЯ ВЕРСИЯ ПРОГРАММЫ
Now i'm trying to port Xps to xna 4
4rt8mi5- XNALara guest
- Сообщения : 8
Re: XNALara -- Xna Posing Studio -- latest version -- ПОСЛЕДНЯЯ ВЕРСИЯ ПРОГРАММЫ
http://blogs.microsoft.co.il/blogs/grozen/archive/2010/10/23/converting-a-3d-xna-3-0-game-to-xna-4-0-an-example.aspx
4rt8mi5- XNALara guest
- Сообщения : 8
Re: XNALara -- Xna Posing Studio -- latest version -- ПОСЛЕДНЯЯ ВЕРСИЯ ПРОГРАММЫ
http://msdn.microsoft.com/en-us/library/ff827883.aspx
http://nelxon.com/resources/xna-3-1-to-xna-4-0-cheatsheet.php
http://xboxforums.create.msdn.com/forums/t/107234.aspx
http://nelxon.com/resources/xna-3-1-to-xna-4-0-cheatsheet.php
http://xboxforums.create.msdn.com/forums/t/107234.aspx
4rt8mi5- XNALara guest
- Сообщения : 8
Re: XNALara -- Xna Posing Studio -- latest version -- ПОСЛЕДНЯЯ ВЕРСИЯ ПРОГРАММЫ
http://www.hexworld.co.uk/blog/?p=111
4rt8mi5- XNALara guest
- Сообщения : 8
Re: XNALara -- Xna Posing Studio -- latest version -- ПОСЛЕДНЯЯ ВЕРСИЯ ПРОГРАММЫ
http://lmgtfy.com/?q=how+to+convert+xnA+3.0+to+XNA+4.0
XNAaraL- XNALara teacher
- Сообщения : 766
Location : Аргентина
Re: XNALara -- Xna Posing Studio -- latest version -- ПОСЛЕДНЯЯ ВЕРСИЯ ПРОГРАММЫ
Hello.
I'm trying to create model import code for a tool I'm authoring and I'd like to add XPS support.
However, parsing mesh ascii files looks cumbersome and I'd like to try and read binary .mesh data.
I can already read OBJ text models but it seems XPS exports triangle indexes with negative offsets.
Is XPS' source code still available in order to analyze how the mesh file byte structure is being loaded?
Thank you for your time.
I'm trying to create model import code for a tool I'm authoring and I'd like to add XPS support.
However, parsing mesh ascii files looks cumbersome and I'd like to try and read binary .mesh data.
I can already read OBJ text models but it seems XPS exports triangle indexes with negative offsets.
- Code:
f -3412/-3412/-3412 -3414/-3414/-3414 -3413/-3413/-3413
Is XPS' source code still available in order to analyze how the mesh file byte structure is being loaded?
Thank you for your time.
Last edited by datSilencer on Thu Feb 14, 2013 9:09 am; edited 1 time in total
Re: XNALara -- Xna Posing Studio -- latest version -- ПОСЛЕДНЯЯ ВЕРСИЯ ПРОГРАММЫ
I'd also like to mention that I'm looking at
from version 9.X. Has this code changed significantly in version 10 onwards? Thanks!
- Code:
ModelLoader.cs
from version 9.X. Has this code changed significantly in version 10 onwards? Thanks!
Page 1 of 2 • 1, 2
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