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 Post subject: Re: Spotlight: Señor Casaroja's Noesis
PostPosted: Tue May 15, 2018 6:02 am 
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Tekken 7 models are flipped on the X axis, how do I make Noesis correctly view the mesh?


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 Post subject: Re: Spotlight: Señor Casaroja's Noesis
PostPosted: Sun May 20, 2018 6:15 pm 
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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


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 Post subject: Re: Spotlight: Señor Casaroja's Noesis
PostPosted: Sun May 27, 2018 4:41 pm 
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Super-interesting read that hopefully can make conversions etc easier?

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


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 Post subject: Re: Spotlight: Señor Casaroja's Noesis
PostPosted: Sun Jun 17, 2018 4:04 pm 
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When I load SMD with long bone names Noesis stripped them into something like 'bone_XX'.
Can you fix this, MrAdults?

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 Post subject: Re: Spotlight: Señor Casaroja's Noesis
PostPosted: Thu Jun 28, 2018 11:16 am 
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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


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 Post subject: Re: Spotlight: Señor Casaroja's Noesis
PostPosted: Sun Jul 08, 2018 1:14 pm 
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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.


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 Post subject: Re: Spotlight: Señor Casaroja's Noesis
PostPosted: Sat Aug 11, 2018 4:49 pm 
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Does anyone have a plugin for DBZ Ultimate Tenkiachi??


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