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Please help to improve XPS the XNA Model Viewer !
What functionality of XPS/XNALara/GLLara you like? - What should be changed?
Your opinion is needed.
Designate what bothers you and what you like. Then it would be changed.

Our group will make a statement at any point. And later we append a list to show what changes will be implemented.

Thanks in advance.

BTW:




What is XNALara/XPS

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 (release 001 - release 136). 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). Release 137 - release 174


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

Please respect, you needs a permission document, given by the real owner, if you will share a model which is not made from scratch by yourself.


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.






Se il bicchiere mezzo pieno o mezzo vuoto in ultima analisi lo decide l’osservatore.
Ho un turbine di pensieri in testa che sto cercando di mettere in ordine.
Dato che siete come e più di me smanettone e che sicuramente c’è fra voi un’ottima percentuale che ha testato XPS,
vi domando un parere.

Se potete cercate di essere “analogici” o forse meglio qualitativi: se c’è qualcosa che vi piace ditemi perché, se qualcosa non vi piace idem.
In un successivo contributo farò il possibile per informarmi ed esprimere un’opinione sensata su ciascun aspetto sollevato.

A voi, e grazie!





Additional Feature
  • - Done :wave: Add monochromatics to make it look almost like celluloid or an old photograph.
  • - Done :wave: Cel toon shader
  • - Done :wave: Request by :iconxxfreakyunderworldxx: New 'Render Goups' which supports multiple UV sets -- 10.9.7 supports 2 uv layers for every 'Render group'
  • - Done :wave: Request by :iconatlantib:  Wardrobe feature. Sample xnalara.home-forum.com/t178-xn…
  • - Done :wave: Request by "Hongfire Wong" Support for "texture packs" :thumbsup: XPS 10.9.3a2
  • - Done :wave: Auto add camera pivot to familiar bone name, if this pivot are missing inside the model. Request by :iconkinasuki: and :icontombraider4ever:                    
  • - Done :wave: Emission maps like this www.youtube.com/watch?v=8Za6WF…  --  Request by :iconxo-bahamut-ox: and :icontakebon999: Made available by :iconzcochrane: :hug:
                       Tutorial for XNALara/XPS here www.tombraiderforums.com/showt… ;)
  • - Done :wave: I wish there was quick save-pose like the quick save image. :thumbsup: Ctrl+P (F9) added in XPS 10.9.2 Request by :iconrobotrobot99:  
  • - Done :wave: Add a double click event to the bones list in the control window to zoom in on selected bone. Request by :iconkinasuki:
                       New camera pivot "selected bone"
  • - Done :wave: "Quick-save image F5" now always stores the image without visible bones names and link squares and HUD filename -- Request by :iconarmorvil:
  • - Done :wave: Add a way to add text to the image via speech bubbles -- Request by :iconarmorvil:
  • - Done :wave: "Lock Position"comments.deviantart.com/1/4195…
  • - Done :wave: "Lock Scene "comments.deviantart.com/1/4195…
  • - Done :wave:  New render group with support of Specular & Emission Maps at the same time.
  • - Done :wave:  Emission effect with diffuse, light, normal, spec and emission maps
  • - Done :wave:  Rotation of the camera. Sample takebon999.deviantart.com/art/…
  • - Done :wave:   Drag and Drop for pose-, model and scene files would be awesome.  XPS 11.1 xnalara.home-forum.com/t303-xn…

  • XNAStraightPose Feature like this xnalara.home-forum.com/t251-xn…
  • REDO command which reverts the effects of the undo action. Ctrl+Y or Ctrl+Shift+Z
  • Full screen 'Render Window' without title bar
  • The ability to move lights around
  • A new menu item to split a .scene file up into several scenes to load each one individually.
  • The ability to add sounds to make your own avi movies, like "Emitting the noise of a flushing toilet to spare a woman blushes."
  • A function to automatically detect (measure) the exact X,Y,Z position of certain point in an environment..
  • Texture "projection painting"
  • Dual sceen support. For example the "main render window" onto the secondary monitor and the dialog windows like the "Control window" onto the primary.
  • Store animations as animated gif --  leave marks though.
  • Environmental maps which react to light
  • Importing and exporting of other file formats to xps, like smd developer.valvesoftware.com/wi… or psk
  • Collada .dae import/export
  • Merge 2 models to swap a outfit
  • Auto rigging and skinning
  • Model light settings individually
  • Inverse Kinematics
  • Displacement maps www.youtube.com/watch?v=1mdR2i…  glasnost.itcarlow.ie/~powerk/G…
  • Support for KINECT to pose or record animation www.youtube.com/watch?v=77Qw1v…
  • Soft shadows www.youtube.com/watch?v=HqQEbw… + source code
  • Reflective maps  [Raytrace www.youtube.com/watch?v=iGsERN… ]  or  [Mirror texturing www.youtube.com/watch?v=3xzq-Y… ]
  • Raytrace shadows www.thegnomonworkshop.com/img/…
  • Create and move lightpoints (colour, intensity, shadow on/off etc)  
  • Ability to rotate bones on the 3 global axis, as well as its local axis.
  • Morphing system
  • YOUR TEXT HERE (INDEX)




I like this. Dont touche it.
  • Rename bones feature
  • YOUR TEXT HERE (INDEX)




Keep the feature, but change it on this way:
  • - Done :wave:  When you hide bones in the control window can they be hidden in the viewer as well
  • - Done :wave: Improvement of the representation of the double Alpha transparent. Example Eyelashes behind Hairs.  This feature are integrated with the Blender exporter 2.3 xnalara.home-forum.com/t18p25-… Request by :iconsterrennacht:
  • - Done :wave:  Set the "shadow default flag" for environments, with .OBJ format, to OFF Request by :iconkinasuki:
  • - Done :wave:  Restore the last position of the Render Window.  :thumbsup: BUG fixed.  Sorry for the inconvenience. Request by :iconcheojunio:
  • - Done :wave:  "Alt + LMB click" set camera  position  on ground plane. Request by :iconkinasuki:
  • - Done :wave:  Change the skipped folder warning into only one notification popup (toggleable) with the list of skipped folder.  New menu item 'Settings-->Show warnings' ... Warnings disabled by default

  • A alternate way to select bone joints inside the 3D window, when body parts or bones are overlapping.
  • After you clicked on a bar or slider, you can use the mouse-wheel to adjust it.
  • All shortcuts from 'Main Window' can be also used if the 'Control Window' are activated.
  • Controls can be altered in the settings menu. The current settings are the default ones.
  • The stay on top setting still isnt working .. at the start. you have to disable then reenable it so the control window stays on top. ... I cannot reproduce this issue
  • Different "back face culling" settings for different models in the same scene at the same time
  • Mechanism like the option "Look at camera". :) Now just need for cloth/hair.
  • More lightsources :thumbsup: New "Spotlight" www.youtube.com/watch?v=7Xx_Rk… with XPS 10.9.5 "Spotlight Edition"
  • Specify the image size when using the bloom effect. :) Currently, a team member implement it. We are waiting for his result.
  • Setting the intensity of the normal map. :thumbsup: We hope that this is already implemented in GLLAra.
    I have no experience with shader programming. :(
  • I want to cast a shadow on any object.  :thumbsdown: :thumbsup:  I do not think that this will be possible in "real time",
    perhaps with shadow maps glasnost.itcarlow.ie/~powerk/x… , but it's not trivial to implement.
  • Keep "Lock" model and add an option to "freeze" a model.
  • On this time, you can only toggle 2 outfits xnaaral.deviantart.com/art/XNA… not 3 ore more.  xnalara.home-forum.com/t138-xn…
  • Interchangeable .scene format.
  • Selecting multiple models at once
  • YOUR TEXT HERE (INDEX)




I dislike this. Please remove/change it.
  • - Done :wave: Support for deprecated render groups 24-25-26-27 Request by :iconsumirehaikuxna:
                     :thumbsup: Implemented with XPS 10.9.2 Retro Edition
  • - Done :wave: Not so many warnings Request by :iconxxfreakyunderworldxx:
                     :thumbsup: Implemented with XPS 10.9.6 Reboot Edition. New menu item 'Settings-->Show warnings' ... All warnings are disabled by default

  •    YOUR TEXT HERE (INDEX)






  • Link to the latest version XPS 11.0 -- Osiris Lara Edition xnalaraitalia.deviantart.com
  • Download link XNALara/XPS 10.9.6 alpha 6 ... DELETED ... Nobody want to test it ... nobody reports BUGs www-mice.cs.ucl.ac.uk/multimed… )
    • ChangeSceneFile included -- If a model of a scene does not exist, then it is possible to manually search for it.
    • New feature. "Alt + LMB click" set camera position on ground plane.
    • BUG fix -- Speech Bubbles are now saved with and without BLOOM toggled off.
    • New render group number 34_ as test group for new features
    • All render groups allows now to selected a mesh part and recolor the mesh's texture using a color dialog. XPS tinted the mesh part with the values by the entered colour. XPS mix this color with the texture colors. Choose a white color to restore the original texture color.
       The Blend-Mode are Multiply - combines the picked  color  with the colors of the underlying texture to produce darker colors. Multiplying the texture with black results in black, multiplying with white produces no changes.  All other colors  are combined with the colors on the underlying texture image.
        To inking a part invoke the new menu item
      Options-->Change mesh part color
      Many many thanks and kiss @:iconshabbychick: for the support :blowkiss:

      Of course, you can store the result with Modify-->Save_Generic_Item as .mesh. As either binary Generic_Item.mesh (xps.xps) or ascii (Generic_Item.mesh.ascii) file.

      Shader code, at this time with "Multiply color blend mode" ... next time with "overlay blend mode":

      float4 MeshColor; // set with XPS->Options->Change mesh part color

      float4 GetDiffuseColor(float2 texCoord) {
         float4 color = tex2D(DiffuseTextureSampler, texCoord) * MeshColor;
         if (!DisplayTextures) {
           color.rgb = 0.75;
         }
         return color;
      }


      XNA code:

      // Get the color from the color dialog box ... invoked by "XPS->Options->Change mesh part color"
      System.Drawing.Color color = dialog.Color;
      meshDesc.MeshColor = new Color(color.R, color.G, color.B, color.A);
      // ...
      // Convert the Object from Color to Vector4
      Vector4 meshColor = ConvertLightColor(mesh.MeshColor, mesh.ColorIntensity);
      // ...
      // RenderSceneFull
      effectsArmature.Parameters["MeshColor"].SetValue(meshColor);



EDIT: XPS 10.9.6a6 now with same color blend model like the Photoshop 'Overlay blend mode' -- Many many thanks and kiss @:iconshabbychick: for the support :blowkiss:

Add a Comment:
 
:iconsuddenfrost:
SuddenFrost Featured By Owner Apr 20, 2016
Why can't we move the camera when the "Make items optional" or "Material editor" windows are active?
Reply
:iconrondoe:
RonDoe Featured By Owner Apr 8, 2016  Hobbyist Digital Artist
I thought I'd would be very useful to have different bone layers that you can select.
and display only the current layer in 3d window

Example:
a) You are porting a model that comes with 2 hairstlyes. So you create your model and put the alternative hairstyle as optional item - having all bones for that hairstyle on bone layer 2
b) Some models have a bunch of useful bones to adjust face features like jaw width, nose height etc. normally I would make them unused as they are in the way and not ment for posing. But its a tough call sometimes. Having a second bonelayer for "detailed posing" would be awesome
c) If you have models with optional items like skirts, scarfs, capes, weapons etc you could move some bones to other layers so they dont get in the way

About how to make it possible .. hmm
Perhaps have the bone names for optional layers like
layer2_cape left 1a
have a dropdown selector on top of the bonetree to select the layer?

crazy, huh? :)
Reply
:iconxnaaral:
XNAaraL Featured By Owner Apr 9, 2016
Right ... crazy.

I was already satisfied, if a few percent of the porter, pay attention the  XNALara armature requirements",  and the bone name declaration  www.tombraiderforums.com/showp… 
Reply
:iconrondoe:
RonDoe Featured By Owner Apr 9, 2016  Hobbyist Digital Artist
right .. camera pivot .. no underscore then
layer2:cape left 1a

Just say no. I can deal with it :)
Reply
:icondaventrychris:
daventrychris Featured By Owner Edited Apr 6, 2016
Is it possible to make Multi-Select able to resize or scale or move selected Models, now i have to resize or scale or move one model at a time.
Reply
:iconwong2005:
Wong2005 Featured By Owner Apr 4, 2016
Is it possible to make the material editor more robust (think that's the right word lol) what i mean is instead of opening the window to select the material to edit just make a drop down menu in the materialform window

allowing you to just keep selecting the materials you want to edit making it easier to do and less ctrl+T pressing. Of course selected material will appear in the viewer.  :D (Big Grin) 
Reply
:iconxnaaral:
XNAaraL Featured By Owner Apr 4, 2016
I think this is possible.
Reply
:icondaventrychris:
daventrychris Featured By Owner Edited Apr 4, 2016
Can you make XPS save Normal Map into Bump Map
Reply
:icond1m0s:
D1m0s Featured By Owner Apr 4, 2016  Hobbyist Digital Artist
I'd recommend you to try "Crazy Bump": www.crazybump.com/ It's able to do bump maps even from diffuse maps and other cool stuff too. It's definitely worth the money to buy ;)
Reply
:iconxnaaral:
XNAaraL Featured By Owner Edited Apr 4, 2016
I recommend to use xNormal

I have Dave answered this question long ago.  ... xnalara.home-forum.com/t301-xn… ... With an tutorial :(

xNormal is great, I prefer it to crazybump. It is also completley free. You give up some control for tweaking the normal map, but it is much easier to get good results without a lot of tweaking, and it has a built it photoshop plugin. You can also use it to create AO maps, cavity maps, normal maps from height maps or 3d objects, and a lot more.

BTW:
XPS does not support "Bump Maps" (height maps) .eq " 2d grayscale maps" ... and "Normal Maps" are "3D bump maps"

A bump map stores the simulated height of each pixel in the map. The renderer has to then convert these heights into slopes when it renders. It does this by comparing the current pixel with all it's neighbors to find it's slope.

Back in the day when all bump maps were hand-painted greyscale maps, they were converted to "dot-3" maps for game engines. It was really just a normal map. If I remember correctly, the name dot3 comes from the fact that it took 3 dot-product math operations to figure out the lighting per pixel with that map. But they are the same thing in the end.

Normal maps are better becuase:
1. The renderer wants the normal (slope/tilt) of the pixel for lighting. In a normal map, that's exactly what the data represents. In the bump map, it has to calculated on the fly.
2. They are more accurate. For the most part, it's not really noticeable though. A greyscale bump map can only hold 256 levels of height, so it is technically possible to come up with a map that can't be presented in bump form, only normal form. Very sharp edges are easier in normal maps. I think a recent Game Developer has a great image that illustrated this well: Each pixel in a bump map is a little block of a certain height. Lay down a sheet of rubber on top of this to see the shaded, sloping surface. There's a loss of detail in there.
Reply
:iconnomarcy:
NoMarcy Featured By Owner Apr 3, 2016
Hey, XNAaraL! I hope things have been well with you~

When you helped me last year, you added Ctrl+1 as an automatic Camera Pivot > Selected Bone function. That has been extremely helpful :rose:
 This was the XnaLara requests thread you referenced me to, btw. So I figured I might as well come here. Basically I was wondering if that same Ctrl+1 function I like so much is in XNALaraItalia's 11.6 update recently? Not only that, but back then you made it so that when I added new models, the bones were automatically collapsed instead of expanded. Both of those features made modeling a lot easier for me.

Grazie amico mio!
Reply
:iconxnaaral:
XNAaraL Featured By Owner Edited Apr 3, 2016
One year ago? How time flies!
Thanks for the feedback. :hug:

Sure, we watch always with interest, what our users want.
Reply
:iconnomarcy:
NoMarcy Featured By Owner Apr 4, 2016
:hug:
Reply
:iconsuddenfrost:
SuddenFrost Featured By Owner Apr 1, 2016
If you're going to update XPS's file format, I'd like to be able to delete bones without running the risk of getting "Index was outside the bounds of the array" errors. Can the .ATL file format be modified so that the parent of a bone is recorded as the bone name instead of the index number? I'd also like more robust fault tolerance when loading an armature:

(1) If the actual number of bones doesn't match nb, nb should be modified.
(2) If a bone's parent doesn't exist, the parent should be changed to root.
(3) If vertices are not assigned to a bone, or any of the bones they are weighted to no longer exists, they should be reassigned to root.
Reply
:iconxnaaral:
XNAaraL Featured By Owner Edited Apr 4, 2016
I see your point.

On the other hand, the problem is not the .ARL file. It is a matter of the bone indices in the "bw" (Bone Weights) tag of the .obj file. If you delete a bone in the armature, then the surface still reference to this missing bone and mess everything up. This is your "Index was outside the bounds of the array" error.

BTW:
XPS already 
modified the "number of bones" if the actual number of bones doesn't match ... since ages
Reply
:iconbastioncon:
BastionCon Featured By Owner Mar 28, 2016  Hobbyist Digital Artist
Moved here as I was told in the latest version's journal:

Great new update, but I have a question. If it isn't now, is it ever going to be possible to select multiple bones? It'd make posing small yet segmented parts of models such as fingers 1000000000x easier instead of selecting each individual bone one part at a time and posing it accordingly...


Not to mention keep it synchronized for anything like this really. For example, curling a finger inward to hold an object or make a fist. As it stands, the only way to move multiple bones is to select the entire finger group and move them all, but this messes up the thumb seeing as it's placed differently on the hand. Tails, toes, hair, etc. Just anything like that really on models requires a large amount of time to pose properly, but such a feature could literally save hours when posing for an entire set of images. Most porters group all fingers into one instead of separating them like "Arm Right Finger 1" "Arm Right Finger 2" etc. I can post reference images if you'd like.
Reply
:iconmvegeta:
MVegeta Featured By Owner Mar 22, 2016  Hobbyist Digital Artist
Is it possible to add a new feature that recalculates the Normals of ALL mesh parts of the model instead of selecting them one by one?
If it is possible, I would also like to request a feature that Smooths ALL mesh parts since that would be useful as well.
Reply
:iconxnaaral:
XNAaraL Featured By Owner Mar 25, 2016
Just confirmed.
Will be in the upcoming version XPS 11.6 .... this Sunday ;)
Reply
:iconmvegeta:
MVegeta Featured By Owner Mar 25, 2016  Hobbyist Digital Artist
Thank you very much, I appreciate that! :)
A Sunday release? Awesome news, can't wait!
Reply
:iconflyethemoon:
FlyeThemoon Featured By Owner Mar 20, 2016
-Selecting more than one mesh to color just like using more optional items at same time
its gonna very useful for coloring hair if had many hair meshes.

-Already viewed color
(if possible)After select color for mesh you can already see picked color on model before click OK
Reply
:iconxnaaral:
XNAaraL Featured By Owner Edited Mar 21, 2016
- "Selecting more than one mesh to color" ... maybe
Edit done   Thumbs Up you have a Private Note

- Not possible to see picked color on model before click OK ... because this color dialog is a Microsoft dialog. But you can just click the "Reset" button int the "Material editor" -- "vertex color" tab;)
Reply
:iconkorrdavl:
Korrdavl Featured By Owner Mar 15, 2016
I have had an idea...

What about the option to overlay an image on top of the window view?

It would come in useful for 'pretending' your scene is 'in-game'.

E.g. a the 'HUD' in Mass Effect etc.
Reply
:iconxnaaral:
XNAaraL Featured By Owner Edited Mar 16, 2016
Hmm ... something likes the "XPS logo" ???
xnaaral.deviantart.com/art/Unt…
... also a image with alpha channel

Nice idea. I will think about it.
Reply
:iconkorrdavl:
Korrdavl Featured By Owner Mar 16, 2016
Yes, like the logo (which always feels like an honour to use). But if possible, to have it 'on' while actually in the program (while posing, positioning, adjusting lighting and framing the 'shot'?). Nice pic of your models in a real life photo btw.
Reply
:iconxnaaral:
XNAaraL Featured By Owner Mar 16, 2016
thx :hug:

I will try to add the feature (load any HUD image) ... and if finished ... I send you a test version.
Reply
:iconkorrdavl:
Korrdavl Featured By Owner Mar 17, 2016
I eagerly await the privilege.

Cheers
Reply
:iconkorrdavl:
Korrdavl Featured By Owner Mar 20, 2016
Thank you for implementing this, especially so quickly :)

I look forward to seeing what myself and others can come up with.

Had a quick look just now, but it's 5am.

Will try more tomorrow, but it looks great so far!
Reply
:iconxnaaral:
XNAaraL Featured By Owner Edited Mar 21, 2016
:hug:
It was not so "quickly" at all ... because I have first implemented the NGFF (basic) feature xnaaral.deviantart.com/journal… ;)
Reply
(1 Reply)
:iconmarcelievsky:
Marcelievsky Featured By Owner Edited Mar 10, 2016
Hello!

In order to easy position of models in each other, in future versions Il suggest:

• A feature like a key shortcut or to add move/rotate coordinates in the pos bar to obtain the exact position of the bone (goo.gl/Z0JuDN), or even a 'snaping' feature to join bones (like Snap Element in Blender to vertex, edges, faces...), to facilitate models/bones placement next to each other
Use case:
Let's suppose I want to place a sword model in the hand of a human model. How I do now: I copy the human model coordinates in pos bar and paste in the sword model to reach closeness. I can Move XYZ using the sliders (or keyboard shortcut, I preffer) or arrow keys and height until i get there. But sometimes it's a pain because I need to handle multiple models, rotate several times (to obtain reference where the sword model is relation to the hand of the human model) and depending on the scenario applied and Far Plane Distance modifier, I get lost and the camera position turn a mess. With this 'snap' feature, this could be done bone to bone, via additional info of pos bar (to obtain exactly position of the bone, not model) or a option menu/shortcut

• Option to control speed of zoom (RMB; not FOV)

EDIT: I do not know if these suggestions are possible because I have no programming knowledge. If not, I'm sorry and disregard it :)

I would suggest one more thing, but forgot :D

Continue with this belíssimo trabalho :)

Hi! 
Reply
:iconxnaaral:
XNAaraL Featured By Owner Mar 11, 2016
Sounds like a good idea Thumbs Up
Reply
:iconmarcelievsky:
Marcelievsky Featured By Owner Mar 11, 2016
:)
Reply
Hidden by Commenter
:icondaventrychris:
daventrychris Featured By Owner Edited Mar 2, 2016
Loving the New Features in XPS11.6 cant wait for it :hug:
Reply
:icondaventrychris:
Please make XPS stop making new XPS folder Images/Scenes when i save Images or Scenes, i like the old way where i want to save Images where i want. Now i get confused and almost deleted my XPS with all my 3D Models
Reply
:iconxnaaral:
XNAaraL Featured By Owner Edited Feb 14, 2016
Facepalm1 
Just unmark the Option "Allow Default folders" in Config-->Preferences-->Folders
sta.sh/01jzt2y8fler
Or
Just unmark the Option "Always default folders" in Config-->Always default folders"
sta.sh/0193gncflg1s


Or
read the description XPS 11.2 - Wild Hunt Edition
   "New Preferences Window where you can change a lot of global settings like your default Folders "
Or
read the description XNA Posing Studio XPS 11.1 -- Osiris Isis Edition -- release 178
    "Customizing of the "Default" folders for poses, scenes und images, using Config-->Preferences-->Folders"

About "your 3D Models" ... You always deleted your models ... since ages ;)
Reply
:icondaventrychris:
daventrychris Featured By Owner Feb 14, 2016
Thanks :D
Reply
:icondabnis-sinbad:
Dabnis-Sinbad Featured By Owner Feb 5, 2016  Student Digital Artist
Some questions about Optional Items:

1. Is there a limit to the number of Optional Items that XPS can handle? (Besides the obvious memory limits?)
2. As a suggestion for the next version of XPS, would it be possible to add directories under the "Optional Items" list? Reason? To shorten it for models with many items.

I've never found a model that uses the "outfit" option.  I really need to see if I can get that to work.  :) (Smile) 
Reply
:iconxnaaral:
XNAaraL Featured By Owner Edited Feb 8, 2016
1. 2^15 equals 32768

2. Paint a image ... I do not understoke the suggestion.

3. Character/Outfit option ==> sta.sh/0uvhud5kfri
Reply
:icondabnis-sinbad:
Dabnis-Sinbad Featured By Owner Feb 8, 2016  Student Digital Artist
It's a bit difficult to post an image for this, so I'll try my best to explain.

Let's say we have a model, like "Tomb Raider Lara Special Edition by XNAaraL" and we want to use the "Optional Items".
When we open the "Optional Items" menu we see a list like this:

gloves
glasses
eyes
hat
hair
pistol 1
pistol 2
shorts
hair
shirt
boots

This is very short list, but sometimes I have quite a few Optional Items and it would be nice to be able to shorten the item list.
What I am suggesting is a "Directory Menu" under the "Optional Items", just like Windows Explorer that would allow you to place
similar items under a directory.  For example, if we take the items above, we could place them in a directory such as:

>BODY
     eyes
     hair
     shorts
     boots
    gloves
    shirt
>ACCESSORIES
     pistol 1
     pistol 2
    glasses
    hat

But when we open the "Optional Items" all we see are the Directories,

>BODY
>ACCESSORIES

You would have to click on the Directory as you do in Windows to open them.

This is a simplified explanation, but I hope it gets the meaning across.  Of course, I don't know if this would work in XPS,
but I thought I would ask.

Thanks for reading!
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:iconxnaaral:
XNAaraL Featured By Owner Feb 15, 2016
Will be realized in XPS 11.5 ==> sta.sh/018ksek55ct1
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:iconxnaaral:
XNAaraL Featured By Owner Feb 9, 2016
Now, I understand it.

But how you want to store this informations inside the .mesh.ascii file? The current file format don't support the additional information "eyes, hair, shorts, boots, gloves and shirt are child notes from BODY". Therfore, we needs New and improved format …
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:iconsumirehaikuxna:
SumireHaikuXNA Featured By Owner Feb 2, 2016   Digital Artist
Heyo! :D
The other day I was browsing through some MMD files and I discovered a new interesting feature. In XPS we can get floor shadows with objects and models, but not a realistic "ambient occlusion" results. A long time ago I had asked if it was possible to insert some kind of renderer into the program, which you told me was not possible. Now I am thinking about a different thing.

MMD is a bit like XPS, it's not a real renderer program but lately people are able to make something like this:
heaven by jjyun
This image was made completely in MMD, and at a first glance I thought it was actually rendered in Blender or 3DS Max. MMD users got some additional shaders/files which once loaded recreate a sort of lighting and shadow. So my question is, would it be possible to make a similar option for XPS? I of course don't know how it works, nor if it's possible at all... but it might be a huge improvement especially for those who cannot render using 3D programs.

A shader example:

[MMD MME] New real Figure shader DL (BUG SOLVED) by martinnx
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:iconxnaaral:
XNAaraL Featured By Owner Edited Feb 2, 2016
Unfortunately, not possible. 

XPS IS a real renderer program, using the Microsoft framework 3.0.
XPS supports more than 32000 bones per mesh part ... and normally, every bone requires 4 "constant register" (shader model 3 has only 4x64 "constant register")
... Max Bones allowed to be compiled from a SMD is 128 (2 of those are dedidated)
XPS models can have applied up to 7 texture images per mesh part (RGs 22/23)
XPS models supports 41 different shaders (Render Groups) ... for each model (item)

And the Microsoft framework XNA 3.0 can only use "DirectX 9". DirectX 9 can only supports the shader model 1, 2 and shader model 3

And this shader models have  limited "constant register" to store "config parameters" and this shader models has limited "instruction slots" to make the arithmetic operations. ==> tech-artists.org/wiki/Shader_M…

So, in XPS is more possible than DirectX can do ... it is true magic! ... but of course, even my magic is also limited. ;)

BTW:
XPS users has also made some additional shaders/files ... like www.tombraiderforums.com/showt… or xnalara.home-forum.com/t214-xn… ... but I know, you know this.
The requested feature exsist also already  ;)

Edit to add
If you want to try "soft shadows" ... the MMD shader code for this effect is

           #ifdef USE_SOFTSHADOW
           if(parthf) {
           // ƒZƒ‹ƒtƒVƒƒƒhƒE mode2
           float Skill = SKII2*TransTexCoord.y-0.3f;
       comp += saturate(max(IN.ZCalcTex.z-tex2D(DefSampler,TransTexCoord+float2(0,0)).r , 0.0f)*Skill-0.3f);
       comp += saturate(max(IN.ZCalcTex.z-tex2D(DefSampler,TransTexCoord+float2(U,0)).r , 0.0f)*Skill-0.3f);
       comp += saturate(max(IN.ZCalcTex.z-tex2D(DefSampler,TransTexCoord+float2(-U,0)).r , 0.0f)*Skill-0.3f);
       comp += saturate(max(IN.ZCalcTex.z-tex2D(DefSampler,TransTexCoord+float2(0,V)).r , 0.0f)*Skill-0.3f);
       comp += saturate(max(IN.ZCalcTex.z-tex2D(DefSampler,TransTexCoord+float2(0,-V)).r , 0.0f)*Skill-0.3f);
       comp += saturate(max(IN.ZCalcTex.z-tex2D(DefSampler,TransTexCoord+float2(U,V)).r , 0.0f)*Skill-0.3f);
       comp += saturate(max(IN.ZCalcTex.z-tex2D(DefSampler,TransTexCoord+float2(-U,V)).r , 0.0f)*Skill-0.3f);
       comp += saturate(max(IN.ZCalcTex.z-tex2D(DefSampler,TransTexCoord+float2(-U,-V)).r , 0.0f)*Skill-0.3f);
       comp += saturate(max(IN.ZCalcTex.z-tex2D(DefSampler,TransTexCoord+float2(U,-V)).r , 0.0f)*Skill-0.3f);
       } else {
           // ƒZƒ‹ƒtƒVƒƒƒhƒE mode1
           float Skill = SKII1-0.3f;
       comp += saturate(max(IN.ZCalcTex.z-tex2D(DefSampler,TransTexCoord+float2(0,0)).r , 0.0f)*Skill-0.3f);
       comp += saturate(max(IN.ZCalcTex.z-tex2D(DefSampler,TransTexCoord+float2(U,0)).r , 0.0f)*Skill-0.3f);
       comp += saturate(max(IN.ZCalcTex.z-tex2D(DefSampler,TransTexCoord+float2(-U,0)).r , 0.0f)*Skill-0.3f);
       comp += saturate(max(IN.ZCalcTex.z-tex2D(DefSampler,TransTexCoord+float2(0,V)).r , 0.0f)*Skill-0.3f);
       comp += saturate(max(IN.ZCalcTex.z-tex2D(DefSampler,TransTexCoord+float2(0,-V)).r , 0.0f)*Skill-0.3f);
       comp += saturate(max(IN.ZCalcTex.z-tex2D(DefSampler,TransTexCoord+float2(U,V)).r , 0.0f)*Skill-0.3f);
       comp += saturate(max(IN.ZCalcTex.z-tex2D(DefSampler,TransTexCoord+float2(-U,V)).r , 0.0f)*Skill-0.3f);
       comp += saturate(max(IN.ZCalcTex.z-tex2D(DefSampler,TransTexCoord+float2(-U,-V)).r , 0.0f)*Skill-0.3f);
       comp += saturate(max(IN.ZCalcTex.z-tex2D(DefSampler,TransTexCoord+float2(U,-V)).r , 0.0f)*Skill-0.3f);
       }

       comp = 1-saturate(comp/9);

and there are too much "instruction slots" required, to extend all the existing 41 XPS shaders :(
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:iconsumirehaikuxna:
SumireHaikuXNA Featured By Owner Feb 2, 2016   Digital Artist
Got it :D thank you for your explanation!
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:iconxnaaral:
XNAaraL Featured By Owner Edited Feb 2, 2016
n.p.
And Speaking of, your idea/Suggestion,  post  in the XPS Group ... your idea was very inspiring. And now  ... 4 hour later ... maybe some Magic (without define a new Render Group) will works ... maybe ...
Meaning, I will try a UDPSPI "user defined postprocessing shader plugin Interface" :D (Big Grin)
Although I think I'll be the only one which will use this plugin. Just as it was with the "Scripting Plugin Interface" sta.sh/01dfh3n82ajh ... sta.sh/03rtmaoli1e ... :lol:
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:icondabnis-sinbad:
Dabnis-Sinbad Featured By Owner Feb 5, 2016  Student Digital Artist
That sounds interesting.  While you're at it, could I suggest adding a second "ground" at a 90 degree angle to the existing ground that is able to be turned on and off?
One that also can have shadows cast on it?  I mentioned this some time back, but nothing ever came of it.

I mention this again because it would be nice to have a "ground" plane and a "wall" plane that could be used for scenes.
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:iconxnaaral:
XNAaraL Featured By Owner Feb 7, 2016
Pewds - Facepalm I mentioned this some time back, but nobody has understand it Facepalm 2 

If you want "adding a second "ground" at a 90 degree angle to the existing ground that is able to be turned on and off"
Than:
  1. Invoke "XPS--File-->Add model(s) ..."
  2. Choose Floor-->Floor and press the OK button
  3. Select inside the ControlGUI the bone called "Root ground"
  4. Move the "X-axis" track bar to "90.0" degree.
  5. To turn it on and off, just toggle  the button "Show" (above the bone list)


If you want "One that also can have shadows cast on it?", than you do not understand that "Shadows on the ground plane" means always "a shadow to a imaginary horizontal (ground) plane with the position 0,0,0" ==> The 2nd model called "ground" will never "have shadows cast on it".

BTW:
The request, made by EditSumireHaikuXNA was:
"XPS should Support user made shaders."
and my answer was:
"XPS already supports user made shaders." ... but in all the years, only one person (ZCochrane) has made too shader files.
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