This is taken from the XNALara Official Thread. I will show here the versions of XNALara. If ever the current version gets updated, I will post the update here.
All credit goes to Dusan, of course.
Update: version 8.4.1 - enables the split-Thor-gear functionality introduced in v8.4 also for generic meshes - missing sub-meshes should no longer cause the loading of the entire model to fail
Update: version 8.4 - visibility of Thor's gauntlets and belt as well as of the corresponding glow around them can now be controlled independently for each of them
Update: version 8.3.7 - bug fix: the OBJ models can be rotated and moved... again
Update: version 8.3.6 - I added a shortcut (F8) for the dynamic reloading of textures
Update: version 8.3.5 - new menu command: File > Reload textures of selected model - this should make life a lot easier for all texture modders (dynamic reload/refresh of textures)
Update: version 8.3 - external static OBJ models now support vertex colors (including vertex color transparency); vertex colors are used in TR Legend for example for static lighting of environments
Update: version 8.2 - two new global rendering options: menu Options > Enable light maps and Options > Enable bump maps - (the bump map part was motivated by amaris' technical problems on his computer, the light map part I added for the sake of completeness) - they are probably not directly useful for rendering as such but together with the existing Options > Display textures these three can serve as helpful "debugging" tools
Update: version 8.1.5 - three new commands: menu Commands > Mirror model X/Y/Z - this is just a convenience "shortcut", the same can be achieved by entering the appropriate values into the Scale textbox...
Update: version 8.1.1 - bug fix: the mirroring of bones' relative movements (translations) was broken (while rotations have been fine)
Update: version 8.1 - new command: menu Commands > Mirror pose left/right which allows to mirror the pose of the left arm to the right arm, copy the pose of fingers on the right hand to the left hand etc. - in a dedicated dialog window you select the bones FROM which to copy the pose and the mirroring of their pose to the bones on the opposide side of the body is done automatically - only the bones for which the left/right mirroring makes sense are listed in the dialog window and the bones are sorted in such a way that it is easy to multi-select all bones belonging to the left arm, right leg, left-hand fingers etc. - multi-selection is done in a standard way by Shift-clicking or Ctrl-clicking
Update: version 8.0.1 - there is a new checkbox at the bottom of the Lighting parameters window called "force shaders v3.0" - anyone experiencing problems when the 2nd light source is ON and the 3rd light source is OFF should check this checkbox - the program will remember your settings (it is stored in the file XNALara.cfg)
Update: version 8.0 - XNALara now supports up to 3 independent light sources - note that for all 3 lights to work, your graphic card must support vertex and pixel shaders v3.0
Update: version 7.9.1 - the 3D window and the control window now remember their positions (they are stored in the file XNALara.cfg) unless the windows are maximized or minimized
Update: version 7.9 - a cool new feature: Look into camera button in the control window - when clicked, both eyes of the currently selected model (works for Lara, Natla, Amanda, ...) will be automatically adjusted to look into the camera; I put constraints on the eye rotation angles so that the result looks natural - make sure that the camera is far enough from the model when you click the button, otherwise you're likely to produce a cross-eyed effect
Update: version 7.8.6 - reset buttons added to the Pos and Scale text boxes (for convenience)
Update: version 7.8.5 - editable Position text box - the model's position can now be set precisely
- cloned models didn't have correctly enabled/disabled accessories (guns etc.) - this is now fixed
Update: version 7.8 - two new DLC outfits/models: Data_LaraDLCBikiniYellow.zip Data_KnightThrall.zip
Update: version 7.5 - Undo command: the shortcuts are Ctrl+Z and NumPad5 - it only works for bone transforms
Update: version 7.4.2 - another bug fix: assigning the background image didn't work
Update: version 7.4 - four image post-processing filters/parameters implemented: Brightness, Gamma, Contrast, Saturation accessible through the menu Options > Post-processing parameters. They influence the whole image (in realtime) and can be used to tweak the rendered image or to create interesting visual effects.
Update: version 7.3.1 - a bug fix: movement transformations of bones were imported incorrectly when loading a scene. It's fixed now. Thanks to Phenyx who pointed out this bug to me.
Update: version 7.3 - new menu command Clone selected model: it will create a clone of the currently selected/active model; the clone will be created on the exactly same position as the original model (use Ctrl+click on the ground to place it somewhere else), with the same scale and pose applied to it
Update: Version 7.2.5 Using the Scale textbox, scale of models can now be defined for axes X, Y and Z independently: If only one scale value is provided, it is applied to all 3 axes: Scale: 1.5 If three values are provided (separated by a space or a semicolon), they are applied to the corresponding axes: Scale: -1 1 1 Scale: -1.0; 1.0; 1.0 This can be particularly useful for flipping a model along a particular axis using a negative scale (as in the example above).
Update: version 7.2 - added new options to the Load Scene command, it is now possible to load various components of the scene separately (models, lights, camera etc.) - some internal changes were made to speed up the process of creating mods (requested by XNAaraL)
Update: version 7.15 - 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 4.3 - 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
You're right! I'm soooo lazy to make all versions in bold text. What a lame excuse to put "recent versions in bold text" so that I can escape the work of making all of the versions in bold text.
By the way, how did you edit it, Navid??? I thought only I can edit it.
:lol: You're right! I'm soooo lazy to make all versions in bold text. What a lame excuse to put "recent versions in bold text" so that I can escape the work of making all of the versions in bold text.
By the way, how did you edit it, Navid??? I thought only I can edit it.
Hehehe.... Moderator Privileges! I can also Delete Posts!
Joined: Fri Aug 21, 2009 6:09 pm Posts: 1921 Location: England
Re: Gallery image files
I see a new XNALara update coming on - you can choose the format, and the first image you save yourself, and then the filename you specify will be the future filename, for example
You press F5, choose the size. Like with normal image capture, a save box pops up. You navigate to where you want to save all quick-save images. Let's say you name it LaraXNA. Saving this image as LaraXNA will make it LaraXNA0001. hitting F5 again will do the whole of that automatically, doing the correct zoom and the location and name, except this time it's LaraXNA0002, and so on. I think that's a great idea actually
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Joined: Fri Aug 21, 2009 6:09 pm Posts: 1921 Location: England
Re: Gallery image files
No no, I mean, a different version of the quick-save feature Where you specify the location, size, format and prefix of the images, and then they all get saved under those specifications This would be even better than the current version
_________________ With XNALara, the only limit is your imagination - and patience. Join my forum to access the only place on EARTH which ships my models! ForumsOfXNALara.FreeForums.org
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