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- Tue Jul 17, 2012 10:41 pm
- Forum: General game tools
- Topic: Spotlight: Señor Casaroja's Noesis
- Replies: 1830
- Views: 585604
Re: Señor Casaroja's Noesis
I have no idea about the png in noesis and what exactly you want with it, but send me the fbx's and i'll try to link the sword.
- Tue Jul 17, 2012 10:21 pm
- Forum: General game tools
- Topic: Spotlight: Señor Casaroja's Noesis
- Replies: 1830
- Views: 585604
Re: Señor Casaroja's Noesis
Give me a clear and detailed explaination of what you wanted with the model, (what's this about a png?), because I still don't know what you wanted.
- Mon Jul 16, 2012 11:23 pm
- Forum: Game Archive
- Topic: [Request] Guild Wars 2 DAT
- Replies: 284
- Views: 105068
Re: [Request] Guild Wars 2 DAT
There are (really) minor similarities to the format they desrcibed, mostly the header for the raw code all pointers are absolute with the first byte of the raw data being 0 I'll apologize up front if I misused the term "pointer" since my c++ isn't great int <pointer to animation name> floa...
- Sun Jul 15, 2012 7:53 pm
- Forum: Game Archive
- Topic: [Request] Guild Wars 2 DAT
- Replies: 284
- Views: 105068
Re: [Request] Guild Wars 2 DAT
I'm talking about
Code: Select all
typedef struct
{
TSTRUCT_ARRAY_PTR_START byte animation TSTRUCT_ARRAY_PTR_END; <---------data in here
} PackGrannyAnimationType<optimize=false>;
- Sun Jul 15, 2012 7:22 pm
- Forum: Game Archive
- Topic: [Request] Guild Wars 2 DAT
- Replies: 284
- Views: 105068
Re: [Request] Guild Wars 2 DAT
Before I try to manually reverse the animation data, is there a struct for them? I had a look at all the animation chunks but none of them seem to resemble the data I have at hand. As far as I could tell from a quick glance the data starts with a pointer to the animation name with then 2 dwords wher...
- Sun Jul 15, 2012 2:28 pm
- Forum: Game Archive
- Topic: [Request] Guild Wars 2 DAT
- Replies: 284
- Views: 105068
Re: [Request] Guild Wars 2 DAT
lol, I was thinking about 13854.pf but had the bytes from 216211.pf on my clipboard. 216211 does indeed have 10 entries. Ral posted the right bytes, but as you can see it only has 3 entries, which surely can't be enough for the model in the picture I posted at the top of the page. (zeropose,walk,idl...
- Sun Jul 15, 2012 12:49 pm
- Forum: Game Archive
- Topic: [Request] Guild Wars 2 DAT
- Replies: 284
- Views: 105068
Re: [Request] Guild Wars 2 DAT
Ok so when i have 0A 00 00 00 1C 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 for typedef struct { TSTRUCT_PTR_ARRAY_PTR_START ModelAnimationDataV32 animations TSTRUCT_PTR_ARRAY_PTR_END; TSTRUCT_ARRAY_PTR_START ModelCompoundAnimationDataV24 compoundAnimations TSTR...
- Sat Jul 14, 2012 11:18 pm
- Forum: Game Archive
- Topic: [Request] Guild Wars 2 DAT
- Replies: 284
- Views: 105068
Re: [Request] Guild Wars 2 DAT
I don't know anything about the ANIM struct, I was basically trying a lot of combinations to try and get the file reference.
- Sat Jul 14, 2012 9:50 pm
- Forum: Game Archive
- Topic: [Request] Guild Wars 2 DAT
- Replies: 284
- Views: 105068
Re: [Request] Guild Wars 2 DAT
We found the bonemaps so moving on to the next part: animations When following the file reference for the animations I got F2 B4 44 58 01 00 (13854.pf) but it ends on 0100 which according to the algorythm you guys reversed gives an assertion. Is there another algorythm or did I stumble upon the wron...
- Sat Jul 14, 2012 6:07 pm
- Forum: Game Archive
- Topic: [Request] Guild Wars 2 DAT
- Replies: 284
- Views: 105068
Re: [Request] Guild Wars 2 DAT
Has anyone encountered a bonemap?
I just used an (i++) loop to connect the bones to eachother which works fine, but the the boneID's in the vertex data for the weights don't match the actual boneID's
I just used an (i++) loop to connect the bones to eachother which works fine, but the the boneID's in the vertex data for the weights don't match the actual boneID's
- Sat Jul 14, 2012 2:55 pm
- Forum: General game tools
- Topic: Spotlight: Señor Casaroja's Noesis
- Replies: 1830
- Views: 585604
Re: Señor Casaroja's Noesis
Into what program are you importing the .fbx?
- Sat Jul 14, 2012 2:43 pm
- Forum: General game tools
- Topic: Spotlight: Señor Casaroja's Noesis
- Replies: 1830
- Views: 585604
Re: Señor Casaroja's Noesis
Yeah, you lost me a bit. : D Could you perhaps explain a bit more what you are doing? You are using Noesis, aren't you? If so what format are you trying to export to fbx. I might be able to add a root 'scene' bone to the skeleton by adjusting the import script. Or are you looking for an entire skele...
- Sat Jul 14, 2012 2:35 pm
- Forum: Game Archive
- Topic: [Request] Guild Wars 2 DAT
- Replies: 284
- Views: 105068
Re: [Request] Guild Wars 2 DAT
Genious, it worked.chrrox wrote:
did you try switch from left to right handed matrix.
if it is using quats you just invert the w.
Good to know this for other formats.
- Sat Jul 14, 2012 10:51 am
- Forum: General game tools
- Topic: Spotlight: Señor Casaroja's Noesis
- Replies: 1830
- Views: 585604
Re: Señor Casaroja's Noesis
Hey, just popping in a for a spot advice! I'm exporting a game model in the .fbx file format, but I need a the skeleton to have a root. Does anyone have an inkling of what I should be doing? Many apologies in advance if this is the wrong place for this. Which noesis script is it, perhaps I can add ...
- Sat Jul 14, 2012 1:59 am
- Forum: General game tools
- Topic: Spotlight: Señor Casaroja's Noesis
- Replies: 1830
- Views: 585604
Re: Señor Casaroja's Noesis
I think the 3rd uv map is for a bump texture, not that important so there is no hurry if you were ever planning on implementing. About the skeleton, I managed to merge them based on the amount of bones in any armature files in the folder if there wasnt a specifically named file. However the devs pre...
