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 XNALara: Lara realtime posing program

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Jacky@RP
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Number of posts: 22
Location: The Ancient World
Registration date: 2008-08-13

PostSubject: XNALara: Lara realtime posing program   Sun Apr 05, 2009 12:45 pm

FREQUENTLY UPDATED!!!

DOWNLOAD Program (mediafire.com)

DOWNLOAD Program (fileqube.com)


download individual data packs (mediafire.com)
download individual data packs (fileqube.com)

Quote:
^ Unzip these into the XNALara\data folder,
for example: XNALara\data\lara_jungle_shorts.


download ALL data packs as of v7.0 (three self-extracting archives, fileqube.com)


You DON'T NEED Tomb Raider: Underworld to run this program.

On the other hand, you WILL NEED Microsoft .NET Framework and Microsoft XNA Framework to run it.

Alternative links (4shared.com):
Microsoft .NET Framework
Microsoft XNA Framework


Last edited by Jacky@RP on Tue Nov 10, 2009 1:41 pm; edited 1 time in total
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Jacky@RP
Administrator
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Female
Number of posts: 22
Location: The Ancient World
Registration date: 2008-08-13

PostSubject: Re: XNALara: Lara realtime posing program   Tue Nov 10, 2009 1:15 pm

CHECK FREQUENTLY FOR UPDATES!!!


Quote:
Updates on versions:

Update: version 7.15 - latest
- the camera no longer gets unlocked automatically when a model is added to or removed from the scene (requested by Navid)


Update: version 7.1
- 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.


Update: version 7.0
- new 3D control: Shift + right mouse drag moves the camera forward/backward, i.e. moves the pivot point around which the camera rotates


Update: version 6.9
- new textbox has been added to the control window which displays the current XYZ coordinates of the selected model

Update: version 6.86
- 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


Update: version 6.85
- 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


Update: version 6.8
- 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).


Update: version 6.7
- 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


Update: version 6.62
- 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.


Update: version 6.61
- 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


Update: version 6.6
- 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)


Update: version 6.56
- another bug fix: solves a problem with the skybox


Update: version 6.55
- 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...


Update: version 6.5
- 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


Update: version 6.4
- 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)


Update: version 6.3
- new model: the back of the Croft Manor from TRA (Data_CroftManorBack.zip)




Update: version 6.2
- 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)

Update: version 6.1
- four new models: different types of trees (data pack Data_FoliageTrees.zip)

Update: version 6.0
- 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).


Update: version 5.91
- addresses bug/crash related to texture internal format (only occurs with some gfx cards)

Update: version 5.9
- models in OBJ format can now use PNG textures with alpha/transparency and XNALara will display they correctly


Update: version 5.86
- 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


Update: version 5.85
- toggle-able back face culling (menu Options)
- extended debug info when the folder Content or the BoneSelector font cannot be found


Update: version 5.8
- new models: albino spider (at the bottom of this post), TRU mirror/fan statues from Thailand
- enabled back face culling


Update: version 5.7
- 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


Update: version 5.6
- 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


Update: version 5.5
- 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

Update: version 5.4
- 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


Update: version 5.3
- 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...)


Update: version 5.2
- 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


Update: version 5.1
- new data packs:
Data_Nagas.zip (Naga Red, Naga Green)
Data_PDA.zip
Data_WraithStone.zip (I finally located the model in the bigfiles)


Update: version 5.05
- added support for non-triangular OBJ meshes as well (no need to manually triangulate the meshes before exporting them).

Update: version 5.0
- 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

Update: version 4.95
- new models: Jellyfish and Helicopter.


Update: version 4.9
- new model: Kraken
- fixed a minor issue with the 3D bone selector rendering even bones behind the camera


Update: version 4.85
- 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


Update: version 4.8
- 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).


Update: version 4.7
- 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


Update: version 4.6
- new model: Viking Thrall together with viking_thrall.pose for its cloth bones
- added finger (1-5)a extended controls


Update: version 4.5
- new model: Mercenary
- fixed a bug in pose loading


Update: version 4.4
- new outfit: Lara Bathing Suit
- more descriptive error messages and warnings when adding a model or loading a scene fails


Update: version 4.35
- new/updated models:
Amanda_Heavy, Amanda_Light (now moddable)
Natla, Natla_NoWings (now moddable)
Yetti_Thrall_NoChains


Update: version 4.3
- 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.


Update: version 4.2
- 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).


Update: version 4.1
- next-gen Croft Manor Hall (now reacts to lights)
you need to re-download the Croft Manor data pack again
- movable tongue


Update: version 4.0
- two light sources instead of one
- custom light colors


Beware that the 'Save pose' command only saves the pose of the currently selected character! Use 'Save scene' to save the entire scene.

The 3D models, textures and bones used in this program are extracted directly from TRU's bigfiles using my other program UnpackTRU.
I put all the data together and wrote a program in XNA/Direct3D to render the model in 3D in realtime, utilizing my own vertex and pixel shaders.

You DON'T NEED Tomb Raider: Underworld to run this program.

On the other hand, you WILL NEED Microsoft .NET Framework and Microsoft XNA Framework to run it.

Alternative links (4shared.com):
Microsoft .NET Framework
Microsoft XNA Framework


Mouse and keyboard controls:

left mouse drag ... rotate the camera
Shift left mouse drag ... pan the camera
right mouse drag ... zoom the camera
left mouse click ... select a bone
Ctrl left mouse click/drag ... position model in the scene
(Shift ) arrow keys ... precise positioning of models on the ground plane (two speeds)
(Shift ) Alt arrow keys ... vertical positioning of models (two speeds)
Numpad1, 2 or 3 or Q, W, E AND left mouse drag ... rotate the bone around the X, Y or Z axis
F2 ... camera quick save
F3 ... camera quick load

To rotate a character, use the root ground bone.

You can choose the current camera target ("look at") from a drop-down list of predefined points of interest.

It's also possible to import and export characters' poses from/to files using the menu as well as load and save entire scenes.

Use the menu to set display/render options.
Use the menu to set display/render options.













... and much more.
Enjoy
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XNALara: Lara realtime posing program

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