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#tutorial #xpstutorial #xnalaratutorial #xps_posing_studio #xnalara_tutorial
Published: 2017-06-29 09:56:30 +0000 UTC; Views: 25609; Favourites: 183; Downloads: 331
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Description
*A video version of this tutorial can be found Here . if you're having trouble with understanding a step, check there first. Same credits apply.*Download for fullview. You're going to want it.
So I don't feel too comfortable porting and then posting models others have gone through the trouble of rigging. Just leaves a sour taste in my mouth, but I know the feeling of wanting a model but being unable to use it because programs or computers or download sizes and just. Mmph. (17GB? Valve you're trippin')
I do, however, feel comfortable teaching you how to port them for yourself! Teach a man to fish and all that. Are there other tutorials out there? Yes, but they all involve the use of Blender and 3DSMax, both of which can be confusing and one of which is a huge resource hog. So when I figured out that this method worked just great? I went with it. If there's any problems, let me know and I'll see what I can do!
Things you will need:
Noesis 4.12 or higher
Noesis XNALara Plugin
XNALara/XPS 11 or higher (any version with Material Editor; you can use Notepad/Notepad++ if you can't use a more recent version.)
*This does not convert shapekeys or flexes. You will likely lose the ability to pose your models faces. Some models may require textures to be edited before they'll render properly in XNA. Play around with things! It's the best way to learn.
If you encounter an issue, try these solutions first.
XPS Tools V1
1. Convert your .mdl into .mesh.ascii with Noesis
2. Use XPS Tools to import the .mesh.ascii into Blender
3. Using that tool, export out as untitled.mesh (not mesh.ascii, just .mesh)
4. Drag and drop your .mesh into the posing window
5. Follow steps 7 and on.
XPS Tools V2
1. Use Noesis to convert from .mdl to .mesh.ascii
2. Use XPS Tools to import the .mesh.ascii into Blender
3. Export from Blender as .fbx.
4. Use Noesis to convert that .fbx to .mesh.ascii again.
5. Drag'n'drop that NEW .mesh.ascii into the XPS posing window. Success!
6. Assign textures using Material Editor
7. Use the Modify > Save Generic Item Menus to save your fixed model as needed.
VRCats Plugin
1. Convert your .mdl into .mesh.ascii with Noesis
2. Import your model into Blender using this plugin
3. Use the tool to fix the model (there's. literally a button that says Fix Model, I'm not kidding.) Export as .fbx
4. Convert that .fbx to .mesh.ascii using Noesis
5. Attempt to load again.
The XPS Plugin for Noesis can also be found here
Mediafire: www.mediafire.com/file/qwwoo6h…
Sendspace: www.sendspace.com/file/7vxohh
If none of these solutions work for you, comment or note me and I'll try to work out a solution. If you would rather I attempt the conversion for you, open a commission through my shop page.
*Hunter (c) Activision. Model by Anleas at Steam.
Related content
Comments: 255
TDLBallistic In reply to ??? [2020-01-30 06:20:43 +0000 UTC]
What if the map has multiple .mdl files?
Like I have the room .mdl that's just. the room. the squares/halls and such.
but there are also hanging objects like wires and vents that have their own individual .mdl
So would I just need to place these into the map where they go manually after porting?
👍: 0 ⏩: 1
saratogaroad In reply to TDLBallistic [2020-01-30 17:34:42 +0000 UTC]
Yep! You would have to do it that way. Once each .mdl has been ported, place them properly in XPS and then...I want to say that going to Modify > Export Scene as .obj should work and join everything in place, but the textures could go a little wonky and need reassignment again. Otherwise, maybe (huge huge huge HUGE maybe) you can place and join the meshes in Blender but I wouldn't know where to start there.
👍: 0 ⏩: 1
TDLBallistic In reply to saratogaroad [2020-01-31 06:39:41 +0000 UTC]
I'll try this! I asked another user who ports maps specifically what they do, so I'll try both methods.
I'll get back to you if it works- maybe write down what I did, in case someone else wants to know.
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etherwavezonda In reply to ??? [2019-10-28 19:10:03 +0000 UTC]
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saratogaroad In reply to etherwavezonda [2019-10-29 01:27:56 +0000 UTC]
Try this: (thanks to lurxnine55)
1. Convert your .mdl into .fbx using Noesis
2. Convert that .fbx to .mesh.ascii with Noesis
3. Load the .mesh.ascii into XNA and see if it...loads.
If it doesn't load, come back with a screenshot of what it's telling you (doesn't matter if it's in english or not!) and I'll see if I can figure it out.
👍: 0 ⏩: 1
etherwavezonda In reply to saratogaroad [2019-10-29 10:48:23 +0000 UTC]
👍: 0 ⏩: 1
saratogaroad In reply to etherwavezonda [2019-10-29 15:19:35 +0000 UTC]
Que bien que hablo Espanol, eh?
Pero si eso no funciono, ay una cosa mas que podemos probar. Agara Blender y vrcat.club/threads/cats-blende… este plugin. Installa lo, convertir tu modelo en Noesis ah .fbx, importar lo con Cats (Ay un buton!) y exportar lo como .fbx (si, de nuevo). Re-importar ese .fbx a Noesis y intenta convertir ese convertido .fbx (el segundo!) a .mesh.ascii. Dejame saber como va.
(Y perdon por cualquier error; soy mejor hablando que textando haha)
👍: 0 ⏩: 0
kulasdq In reply to ??? [2019-10-10 00:29:24 +0000 UTC]
and some of the models are distorted after i exported them. part of the model is stretched. how to fix that. thx
👍: 0 ⏩: 1
kulasdq In reply to kulasdq [2019-10-10 00:42:42 +0000 UTC]
and how do i make the hair and bear as part of the male model as one thing. hope that's not too many questions to you. thx
👍: 0 ⏩: 0
kulasdq In reply to ??? [2019-10-10 00:17:37 +0000 UTC]
hi, i have some problems to convert the model. not sure if its too late to ask
at step 10 & 11, i imported the texture and the model looks fine.
then i saved the model and loaded it again to xps, it becomes like that. i think its related to 'bump map' but i have no idea how to fix it.
👍: 0 ⏩: 1
saratogaroad In reply to kulasdq [2019-10-10 14:22:07 +0000 UTC]
Re-export your model from Noesis and when you retexture, don't bother with normals, light maps, or anything else. Just do the diffuse in group 5 or 7, depending on if there's any transparency, save again, and if that doesn't work I've got nothing.
As for your stretched models that's a weighting issue and I can't solve that either. Try importing to Blender with VGCats (it's in my featured journal) if you can and see if that works, but otherwise. Pff. I'd have given up on this model days ago. As for joining the model parts you need to join the meshes somehow. Blender would be your best bet but that's out of the purview of this tutorial. This is conversion only; any real issues that go beyond getting the models to open in XPS are out of scope and I will not be helping to fix them any longer.
👍: 0 ⏩: 1
kulasdq In reply to saratogaroad [2019-10-11 03:19:27 +0000 UTC]
ok thanks, im new to this and its so hard lol
👍: 0 ⏩: 0
venolfy0 In reply to ??? [2019-10-05 18:47:38 +0000 UTC]
I'm looking for mmd tools for blender, I mean import/export mmd to xps
👍: 0 ⏩: 1
saratogaroad In reply to venolfy0 [2019-10-05 22:28:59 +0000 UTC]
So you comment on a...SFM to XPS tutorial. Okay then.
Grab this and install it into Blender.
Import your MMD file into Blender using that plug-in.
Fix your Model using that plug-in.
Export your model to .fbx using that plug-in.
Use Noesis to convert that .fbx to .mesh.ascii as in Step 5 of this Tutorial.
Drag and drop your exported .mesh file into XPS, and enact any necessary fixes such as texture assignment and bone renaming.
Save using the Modify > Save Generic Item menu.
Done!
👍: 0 ⏩: 0
XPSStyleComics In reply to ??? [2019-09-24 08:30:52 +0000 UTC]
👍: 0 ⏩: 1
saratogaroad In reply to XPSStyleComics [2019-09-24 15:52:00 +0000 UTC]
Off the top of my head, make sure it's not two .mdl files somehow (some porters did use that trick for...ahem, "sizing"), and go into Options > Make Items Optional to make sure the mesh isn't somehow hidden by default. I'm going to take a hard pass on helping with the port this time. xP
👍: 0 ⏩: 1
XPSStyleComics In reply to saratogaroad [2019-09-25 06:42:26 +0000 UTC]
👍: 0 ⏩: 1
saratogaroad In reply to XPSStyleComics [2019-09-25 15:19:46 +0000 UTC]
If it's two .mdls, then your only real option is to port them separately and load them in together, making use of the Make Items Optional menu to help them fit better, or port them into Blender and join the meshes together before porting back out to XNA, though that could screw up your bone weights and is faaaaaarrr beyond the scope of my abilities. Sorry man; I got nothin' else for ya.
👍: 0 ⏩: 0
lurxnine55 In reply to ??? [2019-08-01 14:52:00 +0000 UTC]
I just wanted to add for those having a issue loading there model into xps lara and getting the error message "Can not load model.mesh.asciiNon-negative number required"
I have found a easy solution. Just use noesis to convert the .mdl of your model to .fbx then convert the .fbx to .mesh.ascii and it works every time for me. No need to use blender.
👍: 0 ⏩: 0
venolfy0 In reply to ??? [2019-07-07 17:10:13 +0000 UTC]
Hello! I want to ask.
Xnalara have back face culling and one model that I have without back face cull have a black cubes and deform material, so you know how to delete these issues from the mesh?
👍: 0 ⏩: 1
saratogaroad In reply to venolfy0 [2019-07-08 03:03:06 +0000 UTC]
Options > Make Items Optional and go through the list until you find the black cubes/deformed mesh. Select it, tell the "display by default" menu No, and see how that goes.
Unless I've completely misunderstood your question, in which case more detail plz!
👍: 0 ⏩: 1
venolfy0 In reply to saratogaroad [2019-07-09 12:31:35 +0000 UTC]
Yes, I meant it that how delete back face culling, because not all 3D softwares have this option
👍: 0 ⏩: 1
saratogaroad In reply to venolfy0 [2019-07-09 15:15:07 +0000 UTC]
It's possible that the culling issue won't appear in other software to begin with, because the way XNA renders textures is different than say, Blender, but I don't know. I don't use anything other than XNA, so that's all I can help you with. As far as I've ever seen, you can't delete the culling problem, you can only turn it on or off in the Options menu.
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venolfy0 In reply to saratogaroad [2019-07-17 11:26:51 +0000 UTC]
I understand. Thank you for help
👍: 0 ⏩: 0
Weebos5000 In reply to ??? [2019-07-04 22:15:13 +0000 UTC]
i want to use a highly powered posing rendered software so im asking around which is the best software for porting video game models and rigging and animating them ?
👍: 0 ⏩: 1
saratogaroad In reply to Weebos5000 [2019-07-08 03:01:14 +0000 UTC]
You don't want either of them, then. Of the two, SFM is capable of video output, but in terms of pure POWER? You want something like 3DS Max or Blender, neither of which I am either capable of or inclined to help you with.
👍: 0 ⏩: 0
UchihaDEMS In reply to ??? [2019-06-22 20:16:04 +0000 UTC]
Sadly, I keep getting the
"Can not load model.mesh.ascii
Non-negative number required.
Parameter name: index"
I open the the .mesh.ascii file in Bloc notes and search for all the "-" and then replace it with nothing so the numbers would be "Positive" but STILL got the same error Dx
👍: 0 ⏩: 1
saratogaroad In reply to UchihaDEMS [2019-06-22 21:19:50 +0000 UTC]
Try the steps under the bold heading in the description; it's for a different problem but it might be enough, because if you've already removed the negative numbers I...don't know what else to tell you. I give up on models that do that, honestly.
👍: 0 ⏩: 1
UchihaDEMS In reply to saratogaroad [2019-06-22 23:32:14 +0000 UTC]
You have a good addon for doing that? Because I searched for it and it gives me an error and just load the armature... when I download it as fbx and then open it on the Noesis I just see a few parts of the model (eyes and teeth for example) D:
👍: 0 ⏩: 1
saratogaroad In reply to UchihaDEMS [2019-06-23 01:20:26 +0000 UTC]
Well, there's this one here on DA: Blender 2.74+ XPS tools 1.8.4 but honestly I just don't know. Note me a link to your problem model and I'll see what I can do with it.
👍: 0 ⏩: 1
UchihaDEMS In reply to saratogaroad [2019-06-24 03:07:04 +0000 UTC]
Yeah, the same I was using and no luck on sorting it out x.x
I will send you a note then, thanks for your help!
👍: 0 ⏩: 0
sidekick777 In reply to ??? [2019-06-19 06:35:37 +0000 UTC]
I'm trying to convert an SFM-version that I found of Skuddbutt's Starfire model, and I can't figure out how to get her eyes to *not* point in different directions.
Here's the ***NSFW(!!!!!)*** model, if you want to check it out, yourself: sfmlab.com/item/2880/
Considering how I can't pose her facial-features beyond just her jaw, it's hilariously annoying, lmao.
(Screenshot taken in XNALara. I've gotten that far, at least)
👍: 0 ⏩: 1
saratogaroad In reply to sidekick777 [2019-06-19 18:58:28 +0000 UTC]
Yeah, that. I kind of get the feeling that'd ruin any semblance of mood in a shot haha!
In all seriousness that's a texture issue; in Noesis when you export the .mdl into .mesh.ascii, you'll have to select the Flip UV's option for her eye texture so it doesn't...try and do that again. Either that or mirror and duplicate the texture so it reads properly, but trying the Flip UV option is faster and probably solves it anyway.
👍: 0 ⏩: 1
sidekick777 In reply to saratogaroad [2019-06-20 01:42:19 +0000 UTC]
So I flipped the UV-stuff, but it's still doing this.
I've attached a (nightmare-fuel) screenshot of what I think might be an issue.
I turned off her head-mesh and discovered that her eyes aren't round, like in your example model.
I think that perhaps the SFM-porter may have cut some corners, as well as most of the whites (light-greens?) of her eyes (gross image, I know, lol)?
👍: 0 ⏩: 1
saratogaroad In reply to sidekick777 [2019-06-20 17:19:02 +0000 UTC]
So, I converted her model out myself and fixing it is going to take some serious fiddling. The issue is the UV, but it's not something that can be fixed by actually hitting a button. You'll have to take her iris texture into an image editor (I'd suggest Gimp or Photoshop, something more advanced than MSPaint) and move the Iris through the green sclera until you can get it to stick in the center of the eye while in the model view. It's not going to be perfect, but it''ll look better than Miss Nightmare Bug Eyes over here.
As for what happened in the first place...I got nothing. I've converted other models by that porter and didn't have this issue, and the eyes are fine in Noesis, so it's something with how XNA handles UV mapping, I think. I wouldn't know how to begin fixing that for future conversions. ...Maaaaaaybe converting out to .fbx, into Blender, then out into .mesh.ascii through Blender would keep the proper mapping? The bone structure might go nuts if you do that, though, so hrm. If you have blender, you could also try the VGCats plugin linked in my FAQ journal to convert to FBX, then convert that FBX to .mesh.ascii following this tutorial. It's handled MMD converts like a champ, so it could be worth a shot. That's about all that comes to mind, though, so if that doesn't work I'm fresh out of ideas.
👍: 0 ⏩: 0
RuVKun In reply to ??? [2019-05-28 09:44:11 +0000 UTC]
welp......my model just like before texturing on xnalara........bigger and rotated 90 (open with generic_item.mech.ascii and in blender 3d the model looks transparent
👍: 0 ⏩: 1
saratogaroad In reply to RuVKun [2019-05-28 15:13:25 +0000 UTC]
I can't help with Blender issues, but for XPS, are you sure you're opening the saved file? You have to assign the textures and then save it, then open the new mesh/xps file instead of the one straight out of Noesis.
👍: 0 ⏩: 1
RuVKun In reply to saratogaroad [2019-06-02 00:57:03 +0000 UTC]
Yeah i do that in xps and it happen
The only way i can do that is texturing in blender directly
👍: 0 ⏩: 1
saratogaroad In reply to RuVKun [2019-06-02 20:32:31 +0000 UTC]
This tutorial is for SFM to XPS. Blender is out of my purview. The only thing that comes to mind is make sure you open the saved, textured in XPS model in Blender and see if that helps, but I can't help you otherwise.
👍: 0 ⏩: 1
RuVKun In reply to saratogaroad [2019-06-03 11:33:41 +0000 UTC]
Okay.im gonna keep trying.thank you btw
👍: 0 ⏩: 0
lurxnine55 In reply to ??? [2019-03-25 06:30:08 +0000 UTC]
Boy I have bad luck. So that second model I converted did fine but the VTF files won't convert. It says Warning: Unsupported VTF image format every time I convert it to either .png or .tga. I tried finding a 3rd party program I could convert the VTF files with but no luck finding anything so far.
👍: 0 ⏩: 1
saratogaroad In reply to lurxnine55 [2019-03-25 15:57:57 +0000 UTC]
Get VTFEdit and open it up >
Tools >
Convert Folder >
Set input to your vtfs and output to where your pngs will be >
Set "To png" >
Uncheck create vmt >
Hit start.
That...should do you? If you've already tried that and it still failed then, oh, buddy, I've got nothing. I've never run into a .vtf it couldn't handle. You could try updating Noesis if there's been an update lately, but other than that.../shrug
👍: 0 ⏩: 1
lurxnine55 In reply to saratogaroad [2019-03-31 03:18:53 +0000 UTC]
Thank you so much for the help. I have managed to convert everything and import it into xna, now I have only one more issue. The model is slightly transparant. Even when I add the textures there is an obvious transparancy to all the model. I tried turning the vertex transparancy up in the material editor in xna but it was already at max.
👍: 0 ⏩: 1
saratogaroad In reply to lurxnine55 [2019-03-31 04:17:14 +0000 UTC]
Well I've never encountered that issue before, but what comes to mind is turning the vertex transparency down, not up. Turning it up seems counterproductive, but that's just me.
Also, make sure your textures in Material Editor aren't in a group that has transparency ticked on. Go into Material Editor and look down at the bottom; in the Render Group area there'll be a little number; 5 has no transparency, 7 does. I forget all the rest but essentially turn all your textures to Render Group 5 and see if that helps.
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lurxnine55 In reply to saratogaroad [2019-03-31 06:38:28 +0000 UTC]
Mission successful! Thanks a million.
👍: 0 ⏩: 0
lurxnine55 In reply to ??? [2019-03-24 12:32:52 +0000 UTC]
Can somone please help me, I exported a model and did everything right but I get this error when I import it into XNA Lara:
"Can not load model.mesh.ascii
Non-negative number required.
Parameter name: index"
It seems to be a issue with the model cause I tried exporting another model and that model imported into XNA Lara fine. I am seeing the model and textures just fine in Noesis so I can't fathom what is the problem.
👍: 0 ⏩: 1
saratogaroad In reply to lurxnine55 [2019-03-24 16:36:45 +0000 UTC]
Two options: open the .mesh.ascii file in a text editor (I use Notepad) and find the "index" parameter. It should either a negative 1 or a negative 0 somewhere by the top. Turn it into a 0 and try to load the model again.
Second, use Noesis to get your .mdl file into 3dsmax or Blender and convert out to .mesh.ascii from there; both will take plugins and can be a mess, but it has solved an issue like this before, so it's worth a shot. (3DSMax loves .dae and Blender enjoys .fbx)
Third, stash/link the model you're trying to convert to me and I'll see what I can do. There's just some models that are. Really fucking picky I don't get it either man.
👍: 1 ⏩: 1
vorelover26 In reply to saratogaroad [2019-04-18 08:52:54 +0000 UTC]
Could you help with this one?
sfmlab.com/item/1446/
👍: 0 ⏩: 1
saratogaroad In reply to vorelover26 [2019-04-18 16:44:17 +0000 UTC]
Everything in that one converts out fine without any errors. What's the problem you're having?
👍: 0 ⏩: 1
vorelover26 In reply to saratogaroad [2019-04-19 00:24:58 +0000 UTC]
It says that there is no mesh file
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