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Search found 26 matches

by Kerilk
Tue Oct 08, 2019 5:22 am
Forum: Game Archive
Topic: Nier Automata
Replies: 132
Views: 52372

Re: Nier Automata

Yes I imagine the libbin gem might prove problematic on windows as it needs a working compiler. I you want to install linux on windows you can do so using this Microsoft tutorial: https://docs.microsoft.com/en-us/windows/wsl/install-win10 If you want to keep trying ruby for windows, then you need to...
by Kerilk
Mon Sep 23, 2019 1:05 am
Forum: Game Archive
Topic: Astral Chain package
Replies: 33
Views: 2318

Re: Astral Chain package

To load animations you have to select the file containing the animations. In platinum games, the animation for the main character are usually in different files, that is why you are offered the opportunity to load several (until you click cancel). The main animations for pl0000 are in pl000f.dat. So...
by Kerilk
Fri Sep 20, 2019 6:53 am
Forum: Game Archive
Topic: Astral Chain package
Replies: 33
Views: 2318

Re: Astral Chain package

The plugin has been updated with texture support.
Thanks for all the help!
Astral Chain with textures.png
by Kerilk
Wed Sep 11, 2019 8:06 pm
Forum: Game Archive
Topic: Astral Chain package
Replies: 33
Views: 2318

Re: Astral Chain package

No this is still wip and the enum is not used.
See discussion there:
https://github.com/Kerilk/noesis_bayonetta_pc/issues/11
by Kerilk
Wed Sep 11, 2019 6:19 pm
Forum: Game Archive
Topic: Nier Automata
Replies: 132
Views: 52372

Re: Nier Automata

If you can use Linux ( Ubuntu for Windows is fine) you can use the tools there: https://github.com/Kerilk/bayonetta_tools

You should also be able to use the tools using Ruby for Windows but I haven't done so in a long time.
by Kerilk
Wed Sep 11, 2019 5:40 am
Forum: Game Archive
Topic: Astral Chain package
Replies: 33
Views: 2318

Re: Astral Chain package

Well there are other binary templates for Astral chain wmb files in the same directory. You can also decode bxm files (which are binary xml files) using the Bayonetta 2 bxm.bt (mind the byte ordering though). Motion formats are also known.
by Kerilk
Wed Sep 11, 2019 2:04 am
Forum: Game Archive
Topic: Astral Chain package
Replies: 33
Views: 2318

Re: Astral Chain package

I was working through the file format on my own and worked out all of pkz and most of DAT file structure but I couldn't figure out what the 5th table was for in DAT files and it seems maybe unneeded? The first 4 were for offsets, file type, file name, and size, but I couldn't for the life of me fig...
by Kerilk
Sat Aug 31, 2019 8:56 pm
Forum: Game Archive
Topic: Astral Chain package
Replies: 33
Views: 2318

Re: Astral Chain package

unk4 could be: typedef enum { T_1D, T_2D, T_3D, T_Cube, T_1D_Array, T_2D_Array, T_2D_Mulitsample, T_2D_Multisample_Array, T_Cube_Array } texture_type_t; so 8 would be T_Cube_Array But that could be completely wrong. Also the textures from CubeMap have 7 mip map, while those from FogLUT have 1, but s...
by Kerilk
Sat Aug 31, 2019 7:10 pm
Forum: Game Archive
Topic: Astral Chain package
Replies: 33
Views: 2318

Re: Astral Chain package

There are volume textures in sta/ra_00.dtt, maybe they can give you some insight about the unknown texture info fields. I am trying to match them to https://github.com/aboood40091/BNTX-Injector/blob/master/globals.py but for now I am rather unsuccessful. I was hoping it was some kind of BNTX that ha...
by Kerilk
Sat Aug 31, 2019 5:20 pm
Forum: Game Archive
Topic: Astral Chain package
Replies: 33
Views: 2318

Re: Astral Chain package

WTA
Table 3 are flags for the game
Table 4 are hashes to reference textures in materials
by Kerilk
Sat Aug 31, 2019 8:49 am
Forum: Game Archive
Topic: Astral Chain package
Replies: 33
Views: 2318

Re: Astral Chain package

The model/animation format is identical to Nier's. Texture format is unknown to me. I added support for Astral Chain to my noesis plugin. If someone can help me with the texture format (FOURCC is "XT1\x00") I should be able to add it to the plugin. https://github.com/Kerilk/noesis_bayonetta_pc/ Note...
by Kerilk
Fri Mar 01, 2019 12:35 am
Forum: 3D/2D models
Topic: Bayonetta PC
Replies: 9
Views: 2691

Re: Bayonetta PC

You need to delete the original bayonetta.dll in the plugins folder for the bayonetta_pc.dll to work. If noesis asks you to open a file for animations then it is my plugin loading the model. For whatever reason I was not notified of your post. The github bugtracker of the plugin is also a good place...
by Kerilk
Sun Jan 13, 2019 8:05 am
Forum: 3D/2D models
Topic: Noesis Animations
Replies: 2
Views: 616

Re: Noesis Animations

I only used animations in Noesis using the c++ interface (https://github.com/Kerilk/noesis_bayonetta_pc), but nonetheless the process should be similar in python: for each animation : - create a (local) transform matrix for each bone of the model - create an animation out of the matrices using rpgAn...
by Kerilk
Sun Nov 25, 2018 9:21 pm
Forum: 3D/2D models
Topic: Any one help~Import Nier Automata motion file to blender
Replies: 9
Views: 2001

Re: Any one help~Import Nier Automata motion file to blender

The real reason for using the signed representation of the data is that the exponent needs to be signed due to the subtraction. You avoid unnecessary casting that would obfuscate the code. This code is derived from the one Phernost gave here: https://stackoverflow.com/questions/1659440/32-bit-to-16-...
by Kerilk
Sun Jul 08, 2018 1:14 pm
Forum: General game tools
Topic: Spotlight: Señor Casaroja's Noesis
Replies: 1821
Views: 309011

Re: Spotlight: Señor Casaroja's Noesis

Any idea why lightmap don't move with the model? https://s33.postimg.cc/8gamz0exr/Lightmap.png 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 tha...