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- Sun Mar 11, 2012 10:36 am
- Forum: 3D/2D models
- Topic: [NOESIS] Titan Quest
- Replies: 85
- Views: 19902
Re: [NOESIS] Titan Quest
Not really vertices without any weights, but with boneindices like (10,255,255,255). I'm not sure if the weights for all the 255 are zero so it might try to add the vertex to a nonexisting bone along with the bone #10, unless Noesis treats 255 as nobone as well? But I'll make it loop over the data f...
- Sat Mar 10, 2012 11:05 pm
- Forum: 3D/2D models
- Topic: [NOESIS] Titan Quest
- Replies: 85
- Views: 19902
Re: [NOESIS] Titan Quest
I'll try that, though I need to seriously rewrite the script before I can do anything like that.
Thanks.
Thanks.
- Sat Mar 10, 2012 10:55 pm
- Forum: 3D/2D models
- Topic: [NOESIS] Titan Quest
- Replies: 85
- Views: 19902
Re: [NOESIS] Titan Quest
Then I have a look in how to import more than 1 mesh and make sure the torso goes in first.
- Sat Mar 10, 2012 9:10 pm
- Forum: 3D/2D models
- Topic: [NOESIS] Titan Quest
- Replies: 85
- Views: 19902
Re: [NOESIS] Titan Quest
How would I go about adding multi .msh file monsters? For instance the automai has a body and a head. Both have a bone named "Bone_Neck01". How do I make these play nice? As far as I can tell the Position info for the bone is the same, but the bone in the head.msh is "parented" t...
- Sat Mar 10, 2012 11:33 am
- Forum: 3D/2D models
- Topic: [NOESIS] Titan Quest
- Replies: 85
- Views: 19902
Re: [NOESIS] Titan Quest
is rapi.rpgSetBoneMap able to hold 2 lists and how do I make the vertices pick the correct list? In other words how do I put the info in the following image into a bonemap? http://i.minus.com/iwJ6UhEUpUzDz.png What is the index for "nobone" for noesis rpgBindBoneIndexBufferOfs? In the .msh...
- Fri Mar 09, 2012 10:04 pm
- Forum: 3D/2D models
- Topic: [NOESIS] Titan Quest
- Replies: 85
- Views: 19902
Re: [NOESIS] Titan Quest
Ok so I corrected all the boneindices for the weights and turned it back into bytes using struct.pack then called rapi.rpgBindBoneIndexBufferOfs(weightIdx, noesis.RPGEODATA_UBYTE, 4, 0, 4) rapi.rpgBindBoneWeightBufferOfs(self.vertBuff, noesis.RPGEODATA_FLOAT, self.vertLength, self.boneWeightOffset, ...
- Fri Mar 09, 2012 9:07 pm
- Forum: 3D/2D models
- Topic: [NOESIS] Titan Quest
- Replies: 85
- Views: 19902
Re: [NOESIS] Titan Quest
Not yet, both the .tex and .msh files are 1 big pile of unorganized code atm 
I did get the triangles after rapi.constructmodel with Triangles = mdl.meshes[0].indices though, instead of the raw triangles.
I did get the triangles after rapi.constructmodel with Triangles = mdl.meshes[0].indices though, instead of the raw triangles.
- Fri Mar 09, 2012 8:47 pm
- Forum: 3D/2D models
- Topic: [NOESIS] Titan Quest
- Replies: 85
- Views: 19902
Re: [NOESIS] Titan Quest
Means I can calculate all the triangles myself as well, Noesis gives me Tri 3065(5421,5422,5423)
Edit: okies that worked so far.
Edit: okies that worked so far.
- Fri Mar 09, 2012 8:12 pm
- Forum: 3D/2D models
- Topic: [NOESIS] Titan Quest
- Replies: 85
- Views: 19902
Re: [NOESIS] Titan Quest
ancestralwarrior01a.msh
http://www.mediafire.com/?szc8862k1886s1b
http://www.mediafire.com/?szc8862k1886s1b
- Fri Mar 09, 2012 7:04 pm
- Forum: 3D/2D models
- Topic: [NOESIS] Titan Quest
- Replies: 85
- Views: 19902
Re: [NOESIS] Titan Quest
I have a mesh with 2 drawcalls 1) 3041 faces, 27 bones 2) 323 faces, 7bones My importer errors out when trying to parse vertex 5422 (and others following it) vertex 5422 belongs to face 3065 which means the second drawcall. vertex 5422's boneindices are (0,12,4,255) and weights(0.84,0.12,0.04,0) So ...
- Fri Mar 09, 2012 1:07 pm
- Forum: General game tools
- Topic: Spotlight: Señor Casaroja's Noesis
- Replies: 1830
- Views: 585604
Re: Señor Casaroja's Noesis
Well, that makes sense I guess.
- Thu Mar 08, 2012 8:37 pm
- Forum: General game tools
- Topic: Spotlight: Señor Casaroja's Noesis
- Replies: 1830
- Views: 585604
Re: Señor Casaroja's Noesis
http://i.minus.com/iRKnBU657UeOf.png I have a question about applying textures on models when importing. I followed the tutorial written by in the tutorial section and used the following code: for i in range(numParam): texLength.append(self.inFile.readUInt()) texMat.append(self.read_string(texLengt...
- Tue Mar 06, 2012 8:45 pm
- Forum: 3D/2D models
- Topic: [NOESIS] Titan Quest
- Replies: 85
- Views: 19902
Re: [NOESIS] Titan Quest
So if I get it right I need to parse the drawcalls. For each drawcall I need to know which triangles it uses and for each triangle which vertices it uses. These vertices then belong to the current drawcall and the current drawcall's bonelist? I need then need to use the boneindex listed in the verte...
- Tue Mar 06, 2012 8:08 pm
- Forum: 3D/2D models
- Topic: [NOESIS] Titan Quest
- Replies: 85
- Views: 19902
Re: [NOESIS] Titan Quest
Would it be alright for me to adjust the current NoeBones' indexes (using NoeBone.index) to match the index in the drawcall? I parented them via bonenames and not indexes.
Or would this be asking for disasters to happen.
Or would this be asking for disasters to happen.
- Tue Mar 06, 2012 5:17 pm
- Forum: 3D/2D models
- Topic: [NOESIS] Titan Quest
- Replies: 85
- Views: 19902
Re: [NOESIS] Titan Quest
Tamschi, I'm having trouble understanding the function you sent to get the vertex weight, especially with the info about shaders. Couldn't I just get the vertex weight out of the vertex data?
