- #RESIDENT EVIL 3.5 XNALARA FULL#
- #RESIDENT EVIL 3.5 XNALARA WINDOWS 7#
- #RESIDENT EVIL 3.5 XNALARA ZIP#
true metallic shader: supported by new mesh group #26 fix: improved math behind the metallic shader I didn't have the time to check it myself, though. the recent problem concerning the parsing of generic item files should be solved now. Note that if you toggle that option, you need to reload the scene (textures) for the effect to be fully applied. the "random" dark/bright pixels in the reflection image can be removed by disabling mipmaps (automatically generated low resolution versions of the environment texture), but then the reflection image looks very aliased (pixelated/noisy) - so I added a new menu option " Use alternative reflection" which toggles a less accurate, yet anti-aliased AND artefact-free metallic shader so you can choose whichever of the two possible behaviors of the metallic shader you prefer. new mesh group #27: metallic shader which supports transparency Note that this effect requires shaders v3.0. the new mesh groups expect 6 textures: diffuse, bump, mask, mini bump1, mini bump2, enviroment texture and 3 numeric parameters: the intensity of the metallic/reflective effect (0.0-1.0), intensity of the bump effect, scale of the mini bumps maps (a single value for both textures)
#RESIDENT EVIL 3.5 XNALARA FULL#
new mesh groups #28 (opaque) and #29 (transparent) which support metallic reflections AND full bump mapping including mini bump maps some models could not be loaded with versions 9.5.x - this is fixed now. MTL files are now supported/recognized: map_bump and bump (suggested by Decan) two new aliases/synonyms for the map_Kn keyword in. bug fix: XNALara no longer crashes when exporting meshes with no textures applied to them (reported by silviu_raider) - untextured meshes are still unsupported by XNALara but some custom models seem to break the rule for some reason and those lead to the crashes The location of the camera target/pivot, the distance from it, the angles of horizontal and vertical rotation (around the target/pivot) and the field of view extended Camera parameters window where it is now possible to manually change/edit all parameters of the camera: if both Back-face culling AND Always force culling are ON, then even the transparent meshes/faces appear one-sided (back-face culling is applied to them as well) new menu option: Options > Always force culling (requested by Love2Raid) should fix the bone selector bug reported by QueRandomNoise new camera control: press both left AND right mouse buttons and drag to pan the camera (the older Shift + LMB also works) - requested by highflyingcar it is now possible to move/translate bones further than the three XYZ sliders would allow: you can now use the text boxes below the sliders to manually enter values beyond the default range of +/-180. Recapitulative thread of user-made poses for XNALaraĪnd additional utilities (very technical and low-level, not meant for everyone): Recapitulative thread of user-made objects for XNALara ^ Unzip these into the XNALara\data folder,įor example: XNALara\data\lara_jungle_shorts.
#RESIDENT EVIL 3.5 XNALARA ZIP#
NET framework because it's already there by default.)ĭownload the main program () - the source codes can also be found at the same location.ĭownload individual data packs ()ĭownload ALL data packs as of v7.2 (three zip archives, )
#RESIDENT EVIL 3.5 XNALARA WINDOWS 7#
( If you have Windows 7 you don't need the. NET Framework and Microsoft XNA Framework to run it.
![resident evil 3.5 xnalara resident evil 3.5 xnalara](http://1.bp.blogspot.com/-YTedeo2GgRY/Ufz8e7wusOI/AAAAAAAAAVk/f7LaNnm-EY4/s1600/image00108.png)
On the other hand, you WILL NEED Microsoft. You DON'T NEED Tomb Raider: Underworld to run this program. Hi everyone, this is a program that I've written to allow you all to play around with character models from TRU in realtime. ( If you post a large image in this thread, please make sure it's either scaled down to a reasonable size or post a link only so that users with slower internet connection can use this thread too.