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- Thu Nov 10, 2016 7:49 pm
- Forum: 3D/2D models
- Topic: need help for the nif Noesis Plugin
- Replies: 7
- Views: 1659
Re: need help for the nif Noesis Plugin
Guess noone can help you except MrAdults himself. That's not true. All the Fallout/Skyrim/etc. NIF variants are publicly documented. And the Python script isn't exactly hard to understand. Everything you need is right there in front of you. You can do it! Unless you don't want to do it, in which ca...
- Fri Nov 04, 2016 3:22 am
- Forum: Game Archive
- Topic: Carmageddon Max Damage (.zad)
- Replies: 13
- Views: 2501
Re: Carmageddon Max Damage (.zad)
Oh, I didn't expect them to actually change the format for Max Damage. I'll loosen up the minor version check in the next Noesis so you don't have to mess with the data to view it. If it's still loading fine with the version change, it sounds like nothing was meaningfully changed data or structure w...
- Tue Nov 01, 2016 11:00 pm
- Forum: 3D/2D models
- Topic: Resident Evil 5 (.mod) - Noesis improperly loading model
- Replies: 4
- Views: 1672
Re: Resident Evil 5 (.mod) - Noesis improperly loading model
I'd been meaning to look into this, and finally did recently. This looks to be a user-made model that someone has butchered mercilessly. RE5 stores multiple LOD's for each model, and Noesis loads all of them. Typically a LOD index of -1 means "draw in all LOD settings". This model relies on putting ...
- Wed Oct 12, 2016 1:36 am
- Forum: 3D/2D models
- Topic: Metal Gear Solid 5 (MGSV) animations
- Replies: 49
- Views: 8785
Re: Metal Gear Solid 5 (MGSV) animations
Unfortunately I can't do this. There are just no FK transforms for IK bones in game files. I meant, when you want to convert back into the game format from a limited FK-only format, you can convert your FK transforms (that you've generated by solving the IK transforms and exporting to SMD as FK) ba...
- Sun Oct 09, 2016 11:45 pm
- Forum: 3D/2D models
- Topic: Metal Gear Solid 5 (MGSV) animations
- Replies: 49
- Views: 8785
Re: Metal Gear Solid 5 (MGSV) animations
Yeah, I was referring to local and model space. It's pretty rare these days to see animations stored completely in model space, although frequently certain hierarchies are "flattened" so they're effectively in model space in order to reduce transform overhead. Most commonly, everything is in local s...
- Fri Oct 07, 2016 7:16 pm
- Forum: 3D/2D models
- Topic: Metal Gear Solid 5 (MGSV) animations
- Replies: 49
- Views: 8785
Re: Metal Gear Solid 5 (MGSV) animations
A week is not that much time. I usually only have a couple of hours in the evening for research, and not every day. So if we count the actual time spent it will be about 10 hours for a normal game. This including research of a model format, because it will be needed for animation, writing a tool, c...
- Thu Oct 06, 2016 9:09 pm
- Forum: 3D/2D models
- Topic: Metal Gear Solid 5 (MGSV) animations
- Replies: 49
- Views: 8785
Re: Metal Gear Solid 5 (MGSV) animations
Mr.Mouse wrote:Since we're all doomed to eternal darkness anyway, those wasted hours I could have used to get drunk and be merry.



- Thu Oct 06, 2016 7:21 pm
- Forum: 3D/2D models
- Topic: Metal Gear Solid 5 (MGSV) animations
- Replies: 49
- Views: 8785
Re: Metal Gear Solid 5 (MGSV) animations
If you're good in analyzing, you don't have to make wrong guesses How can you say this, when you've just spent weeks on an animation format? :) You know as well as I do, you will make guesses, and they will be wrong. Even if you have a limited set of possibilities, it's like using A* to pathfind - ...
- Wed Oct 05, 2016 9:20 pm
- Forum: 3D/2D models
- Topic: Metal Gear Solid 5 (MGSV) animations
- Replies: 49
- Views: 8785
Re: Metal Gear Solid 5 (MGSV) animations
...when you run into something like this and you need your disassembly muscle, it'll be weaker than it should be But then when you run into something not like this and you need your analyzing muscle, it'll be weaker than it should be. This is untrue. Understanding happens whether you do it the easy...
- Wed Oct 05, 2016 8:27 pm
- Forum: 3D/2D models
- Topic: Metal Gear Solid 5 (MGSV) animations
- Replies: 49
- Views: 8785
Re: Metal Gear Solid 5 (MGSV) animations
I'm doing this very rarely. Only if its absolutely needed, for some very complex procedures. Actually I never needed that for animations, only once for complex audio codec. Most of the time, its possible and easier for me to just analyze the data. And if it's something really complex, debug it for ...
- Wed Oct 05, 2016 7:59 am
- Forum: 3D/2D models
- Topic: [Noesis] Exporting to FBX
- Replies: 2
- Views: 1435
Re: [Noesis] Exporting to FBX
DAE->FBX doesn't double up verts, so I'd guess something else in the workflow (export to DAE or import from FBX perhaps) is causing this.
That's ridiculous advice, though. Just pull up the UV editor in Max and flip the UV's there, no export/import necessary.
That's ridiculous advice, though. Just pull up the UV editor in Max and flip the UV's there, no export/import necessary.
- Tue Oct 04, 2016 6:28 am
- Forum: 3D/2D models
- Topic: Space Channel 5 Part 2 (PC) MTN Animation file: Help needed
- Replies: 23
- Views: 4237
Re: Space Channel 5 Part 2 (PC) MTN Animation file: Help nee
I randomly reversed and added support for DMDM animations in Noesis last night, and just happened to spot this thread. Looking into it had actually been on my todo list for like...years now? Lucky coincidence! The DMDM data is similar to NMDM, but much simpler with only 2 potential data types. It's ...
- Mon Oct 03, 2016 3:04 am
- Forum: 3D/2D models
- Topic: Metal Gear Solid 5 (MGSV) animations
- Replies: 49
- Views: 8785
Re: Metal Gear Solid 5 (MGSV) animations
This looks like an excellent work. Some questions about the research: 1- How much time did it take you to figure out the format? 2- Are you going to release the format spec? I always wanted to research animation formats, it always seemed to me like the most difficult, so any info on your workflow i...
- Tue Sep 27, 2016 4:09 am
- Forum: Game specific tools
- Topic: PSA: Update your Noesis version!
- Replies: 5
- Views: 4595
Re: PSA: Update your Noesis version!
Your crash is in: 0x708a1a37 (<unknown>@0x00000000, offset 0xf1a37) - C:\Program Files (x86)\GbPlugin\gbiehuni.dll This isn't a part of Noesis, and is loading into the process as part of the shell view, meaning it's also active for any process on your machine with shell hooks including Explorer itse...
- Tue Sep 27, 2016 1:14 am
- Forum: Game specific tools
- Topic: PSA: Update your Noesis version!
- Replies: 5
- Views: 4595
Re: PSA: Update your Noesis version!
Hey MrAdults, I'm one of the deplorable users. :P For a while now, I'm getting crashes when opening Noesis - I wasn't sure if I was the only one. I just downloaded the latest version, unzipped (did not add plugins) and boom. Crash. I mean, not really crashed, the message appears, but nothing weird ...