HOME | DD

XnaFreak — XPS NextGen goes to HD -- High Poly models in XPS

#3d #download #effect #hd #highpoly #mass #model #script #xps #xnalara #xpsimportexportscript #nextgeneration #masseffect #thanekrios
Published: 2018-06-18 09:07:35 +0000 UTC; Views: 6176; Favourites: 53; Downloads: 662
Redirect to original
Description New Update

Solved
XNALara and XPS cant handle too many vertices.

The limits comes from DirectX 9c
64k faces and vertices at maximum per mesh part (no limit per model; no limit per scene).

Why not use 1.2 millions polygons per mesh in XPS by split the meshes on the fly ???

This new XpsImportExportScript split the meshes for you, and thus allows the loading and converting of High Poly models in XPS.

So no needs to knock the poly-count down to something XNALara XPS could handle like @survivalhorrorxna   had done it.

Unzip it  as "XpsImportExportScript.cs" in XNALara_XPS\scripts by overwriting the existing script. 
Run it with "Commands->Run Import/Export script ..."
to load your high poly .mesh.ascii in XPS. The new script convert it to the DirectX limits (by spliting all meshes seamless)  Do not forget to save the mesh as xps.xps "

Thanks at HarleySin  for the idea

Update
- Add "root ground" bone when missing
- discard the least significant weightings when the influence count exceeds. (XNALara_XPS, like the most game engines have a limit of 4 bones per vertex, so a vertex can be weighted to at most 4 bones).


Disclaimer:
ZBrush sculpt of Mass Effect Thane Krios by Kaushik Manna, New Delhi, India. A senior character artist with 2.6 year of experience in the game industry as a character artist.
The ZBrush name is a registered trademark of Pixologic, used without permission.
Mass Effect and Thane Krios  was developed by BioWare and published and owned by Electronic Arts (EA)
XPS is a  trademark of XNAaraL

Related content
Comments: 7

edytibi [2019-01-04 19:37:06 +0000 UTC]

Sorry if this may seem stupid, but why still bother with DirectX 9.0c instead of DirectX 11 API (tesselation), and with 32bit app instead of a 64bit? I see that XNALara is open source, maybe the author (Pavlicd) could do a engine overhaul?

👍: 0 ⏩: 1

XnaFreak In reply to edytibi [2019-01-07 08:47:39 +0000 UTC]

The question is not stupid, the question is obvious (logical). However, since the question is logical, it goes without saying that the developers have asked the same self-evident question himself.
 Neither Dusan Pavlicd (XNALara author), nor XNAaraL (XPS author) nor ZCochrane (GLLara author), nor myself (XNALara v9.8 and v9.9 author) had do a engine overhaul to DirectX 11 or DirectX 12.
So it is obvious that this is not a way to solve the limitations.

XNALara has the acronym 'XNA' (Xbox/DirectX New generation Architecture) in his name.
In XPS, the 'X' is the acronym for 'XNA'
GLLara contains no XNA in his name. GL is the aconym for "Graphics Library"

XNA is dead  Microsoft has confirmed that it does not plan to release future versions of the XNA development toolset. The latest XNA version was XNA 4.0.
XNA only supports Shader Model 1.0 to 3.0 (DirectX 9.0c). Shader Model 4.0 was introduced with Direct3D 10 in early 2006.

XNALara and XPS required the Microsoft XNA Framework 3.0 .
XNA 3.0 is a 32bit app as bridge to DirectX 9.0c.
XNA 4.0 would allow to compile it as 64bit, but still just supports DirectX 9. It would be a waste of time to port it, because Microsoft has broken the API with XNA 4.0. Breaking changes in XNA Game Studio 4.0 – Shawn Hargreaves Blog

In XNA 4.0, shader model 1.x is no longer supported and Windows XP is no longer officially supported. XNA 4.0 requires at least shader model 2.0 and supports just DirectX 9.0c features, and neither the DirectX 11 API nor the DirectX 12 API (but XNA 4.0 required of course DirectX 10 for Windows Phone).





BTW:
Neither XNALara nor XPS is Open Source! --> 

it is that just the source code for XNALara is available.

👍: 0 ⏩: 0

Enchantedwand [2018-10-29 22:02:16 +0000 UTC]

i dont get what this script does i downloaded did what you put in the description but the model still looks the same poly wise is this suppoed to decrease the vertices so i can load more models because i know xnalara will give you that error message out of memory if you load too many models i was hoping there was a tool to upgrade low poly models and make them look a little hdish 

👍: 0 ⏩: 1

XnaFreak In reply to Enchantedwand [2018-10-30 07:25:31 +0000 UTC]

You want a tool to  -- Convert Low Poly models to High Poly models ? Then try this script: www.deviantart.com/xnafreak/ar… -- But keep in mind, to do the job, the .mesh.ascii model name must start with "Two exclamation marks" !! -- like !!_generic_item.mesh.ascii
It upgrade low poly models and make them look like "Next Generation" models.



This script here, does something completely different.
Right, you dont get what this script ( XPS NextGen goes to HD -- High Poly models in XPS) does. The model should keep the same poly amount; but the model should be shown completely and without any distortions.
   This script does not increase the polygon count, nor does the script reduce the polygon amount!

Right, xnalara will give you that error message out of memory if you load too many models.
Wrong, XNALara will not give you any error message or warning, if you try to load ONE SINGLE model with too many vertices or faces (poly); XNALara just will show the model contorted:
sta.sh/0feso3yxlbc -> sta.sh/01uw2wil22oz
image.noelshack.com/fichiers/2… --> i46.tinypic.com/2py5d3t.jpg

The script was written to  s olve --> this <-- issue; the script allow to load a model which have more vertices/tris than the XNALara (shader) Limit, without reduce the polys!

The problem : In general, XNALara can't handle more than 65,536 vertices per mesh. It won't crash if you have more, but it will present weird results -> screen
The solution (my script): Split the mesh in smaller parts.



You was hoping there was a tool to upgrade low poly models and make them look a little hdish ?
Yes, there is such a script. It is this of my scripts:
DL:    XPS -- Convert Low Poly models to High Poly models


Image:  sta.sh/0utmb8n73xb

👍: 0 ⏩: 0

SSPD077 [2018-06-29 19:35:44 +0000 UTC]

thank u for this Sir  

👍: 0 ⏩: 0

Whetsit-Tuya [2018-06-19 01:35:18 +0000 UTC]

👍: 0 ⏩: 0

HarleySin [2018-06-19 01:23:44 +0000 UTC]

Yiihaa
Time for a high poly rodeo!

Thank you so much for writing that script XnaFreak!
I will test for the next vertices limit

👍: 0 ⏩: 0