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 Post subject: Re: (PC) Mega Man X8 WSX/WPG
PostPosted: Tue Dec 20, 2016 7:42 am 
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daemon, are you sure the program converts all models?
There seems to be quite a few files that are never converted.
http://i.imgur.com/zGwr965.png
1st one can be converted.
2nd cannot be converted even though the format looks the same.


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 Post subject: Re: (PC) Mega Man X8 WSX/WPG
PostPosted: Tue Dec 20, 2016 4:20 pm 
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I DONT have the game. It worked on all files I had (people gave me). I have no other files.


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 Post subject: Re: (PC) Mega Man X8 WSX/WPG
PostPosted: Wed Dec 21, 2016 1:02 am 
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These are two files inside as examples.

Could you make a plugin for Noesis to open up the .dat files instead of a program that just converts it to obj? Or is that impossible?
BTW, if I wanted to make a .bat file that makes the program run on all files in a folder, what code do I write?


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 Post subject: Re: (PC) Mega Man X8 WSX/WPG
PostPosted: Wed Dec 21, 2016 5:39 pm 
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kinlyki wrote:
These are two files inside as examples.

Could you make a plugin for Noesis to open up the .dat files instead of a program that just converts it to obj? Or is that impossible?
BTW, if I wanted to make a .bat file that makes the program run on all files in a folder, what code do I write?


I can make a plugin, but I don't have time for this. Why don't you like OBJ?

As for these models, they are some weapons. This is a version of tool for them.


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 Post subject: Re: (PC) Mega Man X8 WSX/WPG
PostPosted: Wed Dec 21, 2016 6:27 pm 
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I only asked for a plugin for Noesis because it would be easier to find which model I'm looking for before converting.


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 Post subject: Re: (PC) Mega Man X8 WSX/WPG
PostPosted: Wed Dec 21, 2016 6:56 pm 
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ok. make batch, and then use noesis on OBJ files.

google how to make batch files


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 Post subject: Re: (PC) Mega Man X8 WSX/WPG
PostPosted: Wed Dec 21, 2016 10:43 pm 
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kinlyki wrote:
if I wanted to make a .bat file that makes the program run on all files in a folder, what code do I write?


here you go this works :D
Code:
for %%G in (*.dat) do Megaman_x8_static %%G

this one runs Megaman_x8_static.exe,
you'll need to change that or make another bat file for Megaman_x8.exe i guess.

_________________
Noesis
Hex2obj
QuickBMS
TextureFinder
Unity Assets Bundle Extractor


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 Post subject: Re: (PC) Mega Man X8 WSX/WPG
PostPosted: Fri Dec 23, 2016 3:59 pm 
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I actually wrote a Noesis plugin for wsx/wpg a while ago. It's a bit of a mess but should be working fine.

https://github.com/Zheneq/Noesis-Plugins


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 Post subject: Re: (PC) Mega Man X8 WSX/WPG
PostPosted: Sat Dec 24, 2016 11:14 am 
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Isn't a .wsx file an archive with multiple models in it? how does that work?


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 Post subject: Re: (PC) Mega Man X8 WSX/WPG
PostPosted: Sat Dec 24, 2016 1:33 pm 
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Noesis supports multimodel files. You can navigate to the model you need (press 3 skeletons button to go to the next one) and then 'Export from preview'.


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 Post subject: Re: (PC) Mega Man X8 WSX/WPG
PostPosted: Tue Dec 27, 2016 1:07 am 
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You say it is a bit of a mess, but it is pretty much complete and vastly superior to simply grabbing the geometry and making a static OBJ. I'd say this format was 100%, so both a congrats and thanks are in order. I mean, holy hell, you even have animations!


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 Post subject: Re: (PC) Mega Man X8 WSX/WPG
PostPosted: Tue Dec 27, 2016 4:31 pm 
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Darkfox wrote:
You say it is a bit of a mess, but it is pretty much complete and vastly superior to simply grabbing the geometry and making a static OBJ.


To the time I got to this thread all your posts (with data) were already deleted, so I don't know what you needed and why.

I must say, you can't just "simply grab" the geometry in this game.

This is your thread and you must know it. Your question existed from 2011 and no one was able to build the geometry, everybody failed. Remember those " messy triangles? " The way they store the geometry is really weird. That's why I think he said that it's "a bit of a mess".


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 Post subject: Re: (PC) Mega Man X8 WSX/WPG
PostPosted: Tue Dec 27, 2016 11:41 pm 
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No, I'm just saying that the code is a mess. I wanted to polish it up a little more before publishing... and forgot about it for several months. Well, maybe later I'll find time for that. =)

Messy triangles? There is nothing weird there, just some meshes are stored as plain triangles, and some as tri-strips. That's what's wrong with Axl's mesh above - tri-strip data is interpreted as plain tris.

Now I wonder why so many people need models from such an old game :)


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 Post subject: Re: (PC) Mega Man X8 WSX/WPG
PostPosted: Wed Dec 28, 2016 5:24 am 
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zheneq wrote:
Messy triangles? There is nothing weird there

If you're 3d-graphics specialist, maybe. But if you're just converting models for fun, like most people here, this is not an obvious thing. All games nowadays use face indices. Not tristrips. Also there are many ways of building a tri-strip.

zheneq wrote:
That's what's wrong with Axl's mesh above - tri-strip data is interpreted as plain tris.

No. In that case he'd end up with a model with only a few faces, and many many holes. He definitely tried to build the tristrip, but failed. Its not an easy thing to do when you never seen it before.


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 Post subject: Re: (PC) Mega Man X8 WSX/WPG
PostPosted: Wed Dec 28, 2016 6:57 am 
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daemon1 wrote:
No. In that case he'd end up with a model with only a few faces, and many many holes.

Yep, that's right. I thought the game didn't use tri-strips much. But since it doesn't use face indices, plain tris are too excessive.

daemon1 wrote:
If you're 3d-graphics specialist, maybe. But if you're just converting models for fun, like most people here, this is not an obvious thing. All games nowadays use face indices. Not tristrips.

Well... Ok. I am no 3d specialist but I studied the basics of DirectX/OpenGL once upon a time. And I didn't know this thing was kind of outdated.

daemon1 wrote:
Also there are many ways of building a tri-strip.

Really? I know only one.


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