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Xentax is looking for new members for the C64 activities!
Just drop us a message at forum@xentax.com and join the Scene Team!
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Search found 87 matches
- Fri Apr 06, 2018 5:48 am
- Forum: Holy Cow!
- Topic: Using deep learning to assemble 3d-models.
- Replies: 2
- Views: 3163
Using deep learning to assemble 3d-models.
It's a thinking if we can do this by feeding countless game raw model data and see if it will assemble the model correctly?Since we still have lots of game models are still working in progress like ps2 dirge of ceberus is good example.If anyone familiar with deep learning wanna try it?
- Mon Jan 09, 2017 4:44 pm
- Forum: General game tools
- Topic: Spotlight: Señor Casaroja's Noesis
- Replies: 1821
- Views: 308975
Re: Spotlight: Señor Casaroja's Noesis
About the scene file used in noesis ,,called xxxxx.noesis .
Is there any guide to read about it?I want to know how to use command "-loadoptions".
I am trying to merge standard .bvh animation into standard fbx models.
Is this possible to be done by noesis's scene file management?
Is there any guide to read about it?I want to know how to use command "-loadoptions".
I am trying to merge standard .bvh animation into standard fbx models.
Is this possible to be done by noesis's scene file management?
- Thu Aug 18, 2016 2:16 pm
- Forum: 3D/2D models
- Topic: Gamebryo 2.6
- Replies: 18
- Views: 4496
Re: Gamebryo 2.6
@godskin
TYVM for testing,I found the problem.
The script works fine.
TYVM for testing,I found the problem.
The script works fine.
- Thu Aug 18, 2016 12:22 pm
- Forum: 3D/2D models
- Topic: Gamebryo 2.6
- Replies: 18
- Views: 4496
Re: Gamebryo 2.6
@Szkaradek123 It seems Devilian english version changed it's format a bit.I tested the latest version of Devilian with your Blender script. With Blender 2.49 32 bit. Python 2.62 32 bit. I got error message like this http://i.imgur.com/1ahxqxx.png the latest Devilian Gamebryo version shows it's 2.6.0...
- Mon Dec 28, 2015 12:18 am
- Forum: Game Archive
- Topic: Ghost in the shell: First assault (request)
- Replies: 25
- Views: 8415
Re: Ghost in the shell: First assault (request)
I used the Python 3.4 64bit to test your script. I only downloaded the model.dat Db.dat and StringTable.dat 3 files. Here is the result(I've edited path you mentioned in line 10 and line 11. I've put the StringTable.dat and DB.dat in the same folder. Here is the error log Traceback (most recent call...
- Sat Oct 17, 2015 5:56 am
- Forum: 3D/2D models
- Topic: Final Fantasy XI .DAT (PC)
- Replies: 61
- Views: 17996
Re: Final Fantasy XI .DAT (PC)
I figured that other animation format out, but it's pretty awful and worse than the in-game one. Not sure why it exists. I might add support to Noesis at some point, but I don't see much point, cause it's self-evident and has nothing in common with the main .dats. Maybe I'll just do it in an extern...
- Wed Oct 14, 2015 3:13 am
- Forum: 3D/2D models
- Topic: Final Fantasy XI .DAT (PC)
- Replies: 61
- Views: 17996
Re: Final Fantasy XI .DAT (PC)
Seems your list is wrong for the US/NA release (or maybe just wrong), then. For example 63/104 isn't mesh data. You should refer to them by file ID's from the tables instead of the .dat names to be consistent. ya,,some of the data in the list is wrong,,but their number is close 63/104 is texture tr...
- Wed Oct 14, 2015 2:12 am
- Forum: 3D/2D models
- Topic: Final Fantasy XI .DAT (PC)
- Replies: 61
- Views: 17996
Re: Final Fantasy XI .DAT (PC)
The character creation has high poly models different with normal in game models.Check those files in the data list i added please:)MrAdults wrote:Huh? Noesis already supports all of the character parts, and piecing them together as mentioned above. And animations. And levels.
- Wed Oct 14, 2015 12:49 am
- Forum: 3D/2D models
- Topic: Final Fantasy XI .DAT (PC)
- Replies: 61
- Views: 17996
Re: Final Fantasy XI .DAT (PC)
Here is my maxscript to load hi-poly character model in charcter creation. It still doen't support skeleton /animation. I'm not good at matrix calculation.I've discussed it with fatduck in his dead forum before,still not finished yet. MrAdult,hope you can add them into noesis too.Tyvm for doing this...
- Mon May 25, 2015 1:12 pm
- Forum: General game tools
- Topic: Ninja Ripper
- Replies: 675
- Views: 211142
Re: Ninja Ripper
A suggestion for Ninja Ripper coders. The model captured by this tool currently is not what we saw on screen.It's the raw data from the model file. Recent MMO games have amazing character customization.Some people may want to capture the model that you created by your own customization. Hope you can...
- Wed Mar 18, 2015 2:12 am
- Forum: 3D/2D models
- Topic: Sento Yousei Yukikaze PC ,BSO model format
- Replies: 12
- Views: 1766
Re: Sento Yousei Yukikaze PC ,BSO model format
Ok,this should be the last update for this project. All parts are in their location,you can play with those pivot dummies. fixed x,y,z direction problem. values of m41,m42,m43,m51 are probablly quaternion,which is used to control the rotation limit of each pivot.I leave the debugging message so you ...
- Tue Mar 17, 2015 3:40 am
- Forum: 3D/2D models
- Topic: Sento Yousei Yukikaze PC ,BSO model format
- Replies: 12
- Views: 1766
Re: Sento Yousei Yukikaze PC ,BSO model format
Find the answer of rotation,it's Radians value..really interesting.It's my first time see game uses this kind of stuff.
To get the correct rotation value
Where
1 radian =
57.2957795 degree
m21 * 57.2957795 = y rotation value
m22 * 57.2957795 = x rotation value
m23 * 57.2957795 = z rotation value
To get the correct rotation value
Where
1 radian =
57.2957795 degree
m21 * 57.2957795 = y rotation value
m22 * 57.2957795 = x rotation value
m23 * 57.2957795 = z rotation value
- Sun Mar 15, 2015 9:45 am
- Forum: 3D/2D models
- Topic: Sento Yousei Yukikaze PC ,BSO model format
- Replies: 12
- Views: 1766
Re: Sento Yousei Yukikaze PC ,BSO model format
nice script! :) Is this a real plane? So it's landing with it's nose pointing upwards in some angle what would explain why the landing gear is displaced backwards. Of course it's not a real one.It's 3d-airplane with 2d char anime. I've tried to render those single vertex controllers as dummy,pretty...
- Sat Mar 14, 2015 12:56 pm
- Forum: 3D/2D models
- Topic: Sento Yousei Yukikaze PC ,BSO model format
- Replies: 12
- Views: 1766
Re: Sento Yousei Yukikaze PC ,BSO model format
nice script! :) But seems you missed to post lines like these in your last addition: displacement_value *= ORO_scale if (magic_type>=0) then ORO_tfm += transMatrix displacement_value I tried D0.BSO without using ORO_tfm and can confirm your script to work with the pilots. But seems there's still a ...
- Sat Mar 14, 2015 5:11 am
- Forum: 3D/2D models
- Topic: Sento Yousei Yukikaze PC ,BSO model format
- Replies: 12
- Views: 1766
Re: Sento Yousei Yukikaze PC ,BSO model format
the matrices seem wrong when you load it as bones I'm not sure if it's really a "matrix" now. I'm start to think it's just point3 values. I found a way to get the correct displacement value.use following script. m11 = readfloat f * -1.0 ; m12 = readfloat f ; m13 = readfloat f * -1.0 m21 = readfloat...