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Xenoviewer v2 (LibXenoverse)

Mirror when VGM don't want to download

This is a new version of Xenoviewer witch use a converted version of DragonBall Xenoverse2 's shaders.

It's about replace the green effect of using DBxv1 's shader on Dbxv2 objects and textures.

Git repo

Just Unzip.

if there is a exception, try to install the Microsoft c++ redistribuables for VisualStudio 2013 Update 5.

 

-Version 2.1.0:

-make order on blendindice and blendWeight , by having the cause of the inversion (bigEndian on blendIndice).

-remove trouble on missing emb, dyt.emb or emm -remove trouble to have to EmdSubemesh with the same name (from SaintSeya charac emo)

 

-Version 2.0.5:

-FULLSCREEN (echap or contextMenu or F11 to return back to normal)

-xxx.dyt.emb is not yet necessary (not resolve all cases because some emo don't have emb at all. just clone and rename a emb to solve a problem temporaly).

-someone use material name in a different case sensitive. apparemently, the game accept that, so now xenoviewer do it also.

- better on material/shader (not solve all materials bugs on emo/nsk, stage/skill/vfx)

- in preview's contextMenu, add Material -> ColorRGB, material -> ColorAlpha (to better begug emo vertexColor)- in preview's contextMenu, add Material -> ColorRGB, material -> ColorAlpha (to better begug emo vertexColor)

 

 

-Version 2.0.4:

Add some kind of Node Animations to use Ean from Ema file (see EmaEan tool). To use them, please put emd on esk, like usual skinning's animations.

Notice: some Emd (from Emo) have trouble with some material, if you don't see anything , try to use :  right click -> Material -> White. It could help you on lots of skills, stages, vfx. It's on Todo list to deal with more material/shaders parameters. Notice to do that after link emd and esk (there is a rebuild of objects on this operation).

 

-Version 2.0.3:

For scd, I have to animate scd.esk bones on esk in ean initial position (to put the hair on the head).

But, some experts talk about modified ean with scale (to adapt animation to a skin to bigger/taller/smaller charact), they say it break this kind of  character. As in game it's work, I found a solution : Skinning/binding step is done (to link bone and vertex) by the scd.esk inital position. And, I put initial position for animation by matching bones with the body esk. So we could keep animations from ean as a relative informations, as previous version of Xenoviewer, and solve the problem.

CONCRETLY, NOW, you have to drag scd.esk on body esk, to do the link. (and as usual drag scd.emd on scd.esk).

 

Some people ask me to use face animation in the same time as body animation, so it's done. To do that, you have to rightclick on a face animation, and select "Play second Animation". Notice: Sorry for the position of the contextMenu, I didn't find why it's not on the right place (and make me crazy about the waste of time).

 

add some missing stuff for material of some emo and nsk (not all is work for now).

 

 

-Version 2.0.2b :

bug in upload from me or VGM bug or both. (Sorry).

-Version 2.0.2 :

Solve scd positionning (raddiz hair and skirt) !!!! So , you could add xxx_scd.esk, and xxx_scd.emd on the xxx_scd.esk.

(Notice: some scd still have some trouble with xenoviewer material's gesture, because Dario focus on characters. please wait some corrections)

Solve Picoloo's arms for some attack !!!!!!

Put the manually corrected adam_shader by default.

Light positionning (context menu).

Camera fast positionning (Context Menu).

Reactive Symetry solved (desactivate for debug).

 

-Version 2.0.1 : Add a adam_shader version manually corrected for charac (solve the light problem temporaly)

if you are used to write some shader you could take a look on this post, and may be help to solve the problem for all others shaders.

 

-Version 2.0.0: Please consider this version as a alpha.

There is a problem on light (to shiny), and not all scheduled formats work (emo , nsk come soon).

For the light problem, after past one day on that, I will give up for now and make a post on the forum to try to have some help on that. I have learn a lot on basics of Dbvx2's shaders, and I can explain to someone try to find the problem, else, i will come back later.

Please give me feedback on this (strange color, strange animation (notice: I know for picollo's arms), ... ).

 

 

olganix
  • 1uploads
RATING
72
Version
2.1.0
Views
89908
File size
61.98 MB
Downloads
35033
Credit given to modders
Olganix, Dario
Updated
August 8, 2019
Categories

Comments

Leave a Reply

  1. Johta says:

    How do i remove a certain part of a clothing model? Like, if the bust has the power pole, how can i remove it?

  2. I have a issue with the program ,when i try to open a .emd and esk file from chara archives, a message says ” this model is not valid” what is that means? What i doing wrong?

  3. Kai4life4 says:

    I’ve experienced a critical issue with Xenoviewer that prevents me from opening it. After spending about 18 hours total trying to troubleshoot the issues and trying everything from downloading every Visual Studio version and redistributable file to trying to merge the necessary files from the LibXenoverse master folder, nothing has worked. I tried every common solution online and without any working discord servers to talk to someone who knows what they’re doing, I’ve had absolutely no choice but to figure this out myself, despite having no experience with programming.

    What I’ve managed to discover, after carefully reading the Ogre.log file that runs through crash reports and testing different files, is that the crux of everything is the RenderSystem_Direct3D9.dll file.
    Before I get ahead of myself I ought to explain the actual issue in question: When I run the Xenoviewer.exe–yes, even in administrator mode–the file will not open though depending on what I’ve done beforehand may load for a bit. After this, the Ogre.log file is created or, if one exists, is updated. When reading the file, the following error tends to end each one:
    “Loading library RenderSystem_Direct3D9
    OGRE EXCEPTION(7:InternalErrorException): Could not load dynamic library RenderSystem_Direct3D9. System Error: %1 is not a valid Win32 application.”

    After adding other copies of this file from other folders, removing the file, and adding new RenderSystem files for different rendering hardware. I realized that the System Error is not because the file is missing, quite the opposite: the file is in the folder at the start, however, it doesn’t run because RenderSystem_Direct3D9 is *not compatible with 64-bit PCs.* I have tried editing the Plugins.cfg folder but it will always try to load that file. There’s nothing I can do, and I don’t know how to make it compatible.

    Please, if you or anyone in these comments have a solution, please help me. I’ve genuinely hit a wall and I know how important Xenoviewer is to modding. Any advice I haven’t tried is valuable.

  4. Boubenks says:

    I Tried to download every xeno tools u created and not a single one let me run the exe. Although I downloaded that Microsoft c++ thing.

olganix
  • 1uploads
RATING
72
Version
2.1.0
Views
89908
File size
61.98 MB
Downloads
35033
Credit given to modders
Olganix, Dario
Updated
August 8, 2019
Categories

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