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Spotlight: Señor Casaroja's Noesis
http://forum.xentax.com/viewtopic.php?f=33&t=4582
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Author:  meganmi [ Tue May 15, 2018 6:02 am ]
Post subject:  Re: Spotlight: Señor Casaroja's Noesis

Tekken 7 models are flipped on the X axis, how do I make Noesis correctly view the mesh?

Author:  Tosyk [ Sun May 20, 2018 6:15 pm ]
Post subject:  Re: Spotlight: Señor Casaroja's Noesis

please fix the issue with -scale options when converting into FBX:

here's a sample and ASCII plugin:
https://drive.google.com/file/d/1BV7fsM ... sp=sharing

Author:  pixellegolas [ Sun May 27, 2018 4:41 pm ]
Post subject:  Re: Spotlight: Señor Casaroja's Noesis

Super-interesting read that hopefully can make conversions etc easier?

https://godotengine.org/article/we-shou ... me-engines

Author:  Tosyk [ Sun Jun 17, 2018 4:04 pm ]
Post subject:  Re: Spotlight: Señor Casaroja's Noesis

When I load SMD with long bone names Noesis stripped them into something like 'bone_XX'.
Can you fix this, MrAdults?

Author:  Kerilk [ Thu Jun 28, 2018 11:16 am ]
Post subject:  Re: Spotlight: Señor Casaroja's Noesis

I am still working on my Bayonetta 1/2, Vanquish, Nier Automata (let's say PG now) plugin and I would like to know how to blend two materials with a ratio given by the red component of the color vertex buffer. I think I would need to use material expressions for this to work but I couldn't find example of it's usage. I found out that chrrox used them but couldn't find where.

Thanks in advance.

edit: never mind I may have found what I was searching here: http://forum.xentax.com/viewtopic.php?p=81687#p81687

edit 2: but maybe material expressions are not the way to go. If I understand correctly vertex color is blended with first material and then the result is blended with the next. So maybe classical blending would suffice

Author:  Kerilk [ Sun Jul 08, 2018 1:14 pm ]
Post subject:  Re: Spotlight: Señor Casaroja's Noesis

Any idea why lightmap don't move with the model?

Image

They also don't disappear when you skip the rendering of the corresponding mesh in the data viewer.

Edit: Using another pass for the lightmap and using the NMATFLAG_USELMUVS flag does the trick, rather than using the rpgSetLightmap command.

Edit: Okay, blending terrain is possible thanks to material expressions and classical blending, here is an example of three materials blended together (with lightmap as an additional pass):
Image

This technique is nonetheless slightly problematic with transparent meshes that have a lightmap:
Image

any idea of how I could avoid this? I think I would need to change the blending function for alpha and I am unsure how I should do this using noesis.

Author:  the101gamer [ Sat Aug 11, 2018 4:49 pm ]
Post subject:  Re: Spotlight: Señor Casaroja's Noesis

Does anyone have a plugin for DBZ Ultimate Tenkiachi??

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