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mariokart64n β€” XnaLara Converter by-nc

#xnalara
Published: 2017-04-17 01:48:59 +0000 UTC; Views: 58270; Favourites: 249; Downloads: 8786
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Description 3DSMAX Maxscript To View and Save xnalara .mesh files

Update [August 21 2019]
Β  o Apparently programmer going by id-daemon has been making conversion tools that output to their own version of Dusan's (Author of Xnalara) .mesh.ascii format. The scope of that format does not allow for version control so as daemon keeps creating .mesh.ascii variants and there may be compatibility issues.
o The download link now includes a updated version (v1.39) and the old version (v1.33) try the newer version and if you have issues please contact me.
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Comments: 81

djormarhhs In reply to ??? [2019-05-03 08:47:44 +0000 UTC]

try "normalize" modifier or some equivalent for fixing normals.

EDIT: Just had the same issue. Actually, it's unwelded vertices, so you'll have to weld them and it will look just fine

πŸ‘: 0 ⏩: 2

KakashiHatake9002 In reply to djormarhhs [2019-05-04 23:22:22 +0000 UTC]

I tried it. It does work, but in doing so, I lose the ability to manipulate the bones because in order to wield the vertices, it has to be an editable poly.

πŸ‘: 0 ⏩: 0

KakashiHatake9002 In reply to djormarhhs [2019-05-04 22:50:31 +0000 UTC]

Thank you! I'll try it out in a bit.

Does this happen because of the converter ? Is it a problem with the coding?

πŸ‘: 0 ⏩: 0

XXX-Naut [2019-04-26 22:49:56 +0000 UTC]

Does it work for converting FBX rigged models to XPS?

πŸ‘: 0 ⏩: 0

autozonejedi [2019-04-18 16:09:21 +0000 UTC]

great job, as always

πŸ‘: 0 ⏩: 0

MarK-RC97 In reply to ??? [2019-01-22 04:07:58 +0000 UTC]

I have a doubt, all my model is organized in part, each part has its texture, but when I export and I will open in xnalara and when I will add a texture in "modify/material editor" the model is divided into several parts, being mine model has only 5 parts in 3ds max, but when I export and open in xnalara XPS 11.8 or blender it is divided in many parts. How can I fix this?

πŸ‘: 1 ⏩: 1

mariokart64n In reply to MarK-RC97 [2019-02-11 18:13:59 +0000 UTC]

.. yeah there was a limit so there was a auto splitter. Essentially under options there’s a bone limit count or something that you can increase to 999999999 from 50.. or something

πŸ‘: 0 ⏩: 1

XnaFreak In reply to mariokart64n [2019-04-05 12:38:03 +0000 UTC]

999999999 sounds very high. 32k should be enaught
>>Β www.deviantart.com/comments/1/…

Just detected a mistake in my post (maximum texture resolution by default settings is 4k; and not 8k)

πŸ‘: 0 ⏩: 0

mariokart64n In reply to ??? [2019-01-07 04:31:11 +0000 UTC]

To address the support issue;
Please consider the support for this project is over, but that doesn't stop anyone from posting suggestions or issues.

πŸ‘: 0 ⏩: 0

darpustoshi [2019-01-02 08:54:39 +0000 UTC]

Hello!Β 
I would like to download your script, but the link does not work. Do you still support it?

πŸ‘: 0 ⏩: 1

mariokart64n In reply to darpustoshi [2019-01-07 04:31:50 +0000 UTC]

The download link is in the upper right hand of the screen, if you are having trouble here is the script on pastebins "pastebin.com/LvBu0wxN "
->Β  Β 

πŸ‘: 0 ⏩: 1

darpustoshi In reply to mariokart64n [2019-01-07 04:59:58 +0000 UTC]

Many thanks! DA link does not work for some reason with me :с

πŸ‘: 0 ⏩: 0

voidkevin [2018-10-06 10:56:56 +0000 UTC]

which version does this work with?

πŸ‘: 0 ⏩: 0

cc3725 [2018-07-30 07:08:23 +0000 UTC]

Very good!!!!Β 

πŸ‘: 0 ⏩: 0

zerokft [2018-07-25 17:19:31 +0000 UTC]

good one! thanks!

πŸ‘: 0 ⏩: 0

Hatredboy [2018-03-11 10:21:29 +0000 UTC]

Thanks and do you have "action importer" by the way? Please share it with me if you have Because I intend to port more models from Model Resource for xps so I'll need that.

πŸ‘: 0 ⏩: 0

1Kadaj1 [2018-02-19 19:38:28 +0000 UTC]

Whenever I import my file into 3DS Max it looks like this:

s5.postimg.org/j2px2y9lz/Impor…

Is there away to fix this. It looks like the bone are all messed up
and the textures doesn't seem to have imported correctly. Can anyone help?

πŸ‘: 0 ⏩: 0

TastyMoonCheese [2018-02-04 20:37:47 +0000 UTC]

Your script makes 3ds max lock up, and apparently prevents you from using the ESC button to interrupt the script. I wouldn't use this, guys... just stick with Noesis.

πŸ‘: 0 ⏩: 0

DIN0MIRAGE In reply to ??? [2017-12-02 08:53:55 +0000 UTC]

How to open XPS format in 3DMAX Help PLS

πŸ‘: 0 ⏩: 1

Bugsys0302 In reply to DIN0MIRAGE [2017-12-25 15:00:38 +0000 UTC]

U must open 3DSMAX then click the hammer icon and there MAXScript. Just open maxscript and run script. DONE

πŸ‘: 0 ⏩: 2

DIN0MIRAGE In reply to Bugsys0302 [2017-12-28 20:44:47 +0000 UTC]

This max script opens the mesh format, I need openΒ XPS

πŸ‘: 0 ⏩: 0

DIN0MIRAGE In reply to Bugsys0302 [2017-12-28 20:42:48 +0000 UTC]

thanks but i know it

πŸ‘: 0 ⏩: 0

KylieStylish In reply to ??? [2017-11-28 19:47:24 +0000 UTC]

What changed from this one to the old one? :0

πŸ‘: 0 ⏩: 0

PoppyAdams [2017-10-30 05:14:54 +0000 UTC]

I'm using tools well. But I think there's a some bug when IΒ use a 3ds max. Converting the model itself to xps is not difficult, but the objects in theΒ XNAlara's option ofΒ 'Make item optional' are completely broken. Previous versions come from the same object in the game's model, but unlike the latest version of the game, the objects are completely broken apart from the files in the game. Please make a correction.

πŸ‘: 0 ⏩: 0

lhbrjgjl [2017-04-18 13:54:50 +0000 UTC]

Β Good work !

πŸ‘: 0 ⏩: 0

Nemesisbg23 In reply to ??? [2017-04-17 22:19:01 +0000 UTC]

Nice one Mate ^_^Β 

πŸ‘: 0 ⏩: 0

fharen In reply to ??? [2017-04-17 07:10:49 +0000 UTC]

oh a new one? Thanks for the update!

πŸ‘: 0 ⏩: 0

Cyb3rMotion In reply to ??? [2017-04-17 06:56:57 +0000 UTC]

Where patch log? Man

πŸ‘: 0 ⏩: 0

Dangel-Deviliono In reply to ??? [2017-04-17 05:48:29 +0000 UTC]

Oh great

πŸ‘: 0 ⏩: 0

Oo-FiL-oO In reply to ??? [2017-04-17 04:43:28 +0000 UTC]

What news in this release, Mario?

πŸ‘: 0 ⏩: 0


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