Lovely image done by Binso
Hey dear watchers,
Here's a new XPS Version with a really helpful new feature
Again? I just recently upgraded to XPS 10.9.6!
- Yes that's true but XPS 10.9.6 was a needed update because older versions expired! This version has a nice new feature + the features of version 10.9.6 are of course all still included. If you don't want to update that's okay too! Your current version won't stop working.
Okay, so what is this new feature?
- The new feature is the support of 2 UV layers instead of 1.
- UV mapping is bascially what tells a a model how to display a texture. A full explanation of that is here for the ones that are interested: en.wikipedia.org/wiki/UV_mappi…
Just like you can do layers in Photoshop, Gimp etc you can also do layers of different UV layouts. Meaning that you can make a new, maybe easier to bake a AO maps - layout without corrupting your model's way of displaying the diffuse (colors).
Yeah but how? And what's the difference?
- This feature is for people who work with baked AO maps on their models. Specular maps can also be on a second UV layer, however diffuse and Normal have to stay on layer 1.
If you always just use a white image as a AO map (commonly known as Lightmap in XNA relation) you don't have to worry about any of this.
Anyway hope this helps explaining a bit (right click > Show imge for fullview):
This model has the blood effect on the secondary UV layer. If it would only use the Diffuse layer the blood effect would look screwed up.
The different UV mappings are visible in Blender when you change which layer you want to Display in the UV Image Editor:
The first one shows the UV that perfectly matches the Diffuse. The secondary UV layer makes the blood look correctly.
This model already had the second UV layer and i just had to tell XPS how to use it. If your Model doesn't have a second one and your AO map makes problems, or there's a special effect that you just can't get right try this:
As a last step you just have to tell XPS which channel to load:
If you now load this .mesh.ascii into XPS it will display the AO map on the secondary UV channel you set up.
Another example of usage is Environments:
(DmC Safe House, ported by , property of Ninja Theory and Capcom)
The first image is the Downloaded models without any baked shading at all. The second image shows rendered AO maps made in Blender, most of the times with help of a secondary UV layer. Both images are plain XPS.
Yeah, yeah fancy stuff you got there but i don't care! What's with my old models?
- All models will continuine to work without problems. Porters and Modders say which UV layer gets loaded, not XPS itself. All models that work with previous versions work with this one. Models done for this version will also work in older ones, however they will not be displayed correctly, because previous versions had no general support for more than 1 UV layer. A few static models by Dusan are hardcoded to have 2 layers but the feature that every model with a render group that has AO and/ or spec maps could have them was just added now within this Version.
Note that baking AO maps is not a automatic process done by XPS. This is a update that fixes the way models with two UV layers are displayed. </i>
Okay then. Gimme the download.
- Okay but before! A temporary fix for the too small images with the Bloom effect enabled. This solution is in no way great but it works if you have a at least a bit capable PC with either AMD or nVidia graphic card. This does work for nVidia since i tested it myself. The only search result i found for AMD users is this:
And Nvidia users check here: www.nvidia.com/object/custom_r…
Changing the resolution of your screen to bigger than the screen actually is makes you save images bigger. If you have a 1600 x 900 screen and change it to about 1900 x 1080 or sth the image will be saved in 1900 x 1080. If you change the resolution back the image is bigger than your screen. Like i said it's surely not perfect but it works temporary.
Here you go for the Download:
Notes: Click the big ''Download Now'' button on the right for the zippyshare download!
We hope you enjoy using XPS - XNA Posing Studio in it's new version and look forward to the next one!
Main Authors of XPS: Dusan, XNAaraL
Journal Author: xXFreakyUnderworldXx, tell me if i made typos or mistakes ><
Random information: The first model ever shown in XNALara was Lara Croft, wearing her "jungle shorts".
hmm .. i have a problem with saving the image on which size i want .. its only gives me 100% and its too small and low quality
what to do ?
Thanks a lot for this!
BTW I tested a few things when baking maps in Blender, and you should put that if you don't change the "margins" settings (to something higher, like 10) then the model may show black lines when you zoom out:
Maybe is the model I'm using, didn't tested with others...
Also thanks for the hint for getting a higher resolution with bloom activated. Didn't thought of that before.
I'm looking forward to see what will come in next releases.
Though, I'm having some problems with it. Or, not really me, but a friend of mine is. I convinced her to give XPS a try, and so she installed the XNA framework and downloaded the XPS zip. Opening XPS for the first time and everything worked great, but as soon as she closed and reopened it, it gets and error and crashes immediately.
She deleted it and upzipped again, and it did the same thing. Worked the first time, then as soon as she closes and reopens it, it resumes getting and error and crashing.
She has Windows 7, but thought maybe the problem was the .NET framework, and so she went to go download that, but then THAT got an error during installation.
I'll get back to ya with the screenshot if it doesn't.
- Remove XNA.cfg
- Start XPS
- Toggle Options-->Save settiings to OFF
If you're still curious of the error, for future reference or whatever, I'll post it here.
The "curious of the error" happens because the XNA framework by Microsoft a written for "full screen" games ... with "non resizable" screen resulution and XNA use a "polling system". XNALara/XPS allowed resizable windows and this use a "event system".
Both techniques are very different. Sometimes it happen timing problems. Your error screen shows such a issue.
A very good description in great detail.
My 20 cents:
The "Ultimate UV Edition" supports multiple UV-Layer sets, used by some new models ... which can now be ported without effort.
With the wording by Dusan himself: "some internal changes were made to speed up the process of creating mods (requested by Crofty)
I try to explain it with another wording.
With previous XNALara/XPS versions, the diffuse map and the light/specularmap share the same UV-Map (winding-up created with unfold).
But, for example, some models have a mirrored UV map. If you want to add a Detail ... like a sticker, shadows or the blood ... on one side, then this decal also appears mirrored on the other side of the model ... because the UV map are mirrored.
The Character example from above:
In this issue, the character model from above, looks like this image.noelshack.com/fichiers/2… -- No one want to release such a model.
With previous XNALara/XPS Versions, the porters have to create a complete new uv map and to repaint every texture from scratch. -- No one want to make such a effort.
With the new "XPS 10.9.7 Decal Edition", the porter can load the model in a 3D Editor ... attach a 2nd uv layer ... press the unfold button to create the unmirrored uv map ... and paint the decal on this 2nd layer ... if the model does not already have these decals.
The Blender Export script save all this Information inside the .mesh.ascii file ... and XPS 10.9.7 can handle this informations. The result, the character model from above, looks like this image.noelshack.com/fichiers/2… ... the diffuse map are mirrored like before and the lightmap and specular map are unmirrored. Now the model Looks like "In game".
The Environment example from above:
The first model is released for XPS 10.9.6 without the shadows, because this shadows (AO map) needs a 2nd "non overlapping" UV layer.
The second model required XPS 10.9.7 which can handle this informations ... and looks very well.
XPS 10.9.7 allows to port Video game models with "multiple uv sets" ... without any effort for porters ... and with best render results.