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Search found 1001 matches
- Tue Sep 24, 2013 3:16 pm
- Forum: 3D/2D models
- Topic: [Noesis] Plugin to export to a new format
- Replies: 89
- Views: 28016
Re: [Noesis] Plugin to export to a new format
You could use rapi.rpgSetOption(noesis.RPGOPT_SWAPHANDEDNESS, 1), and use mat = mat.swapHandedness() on all of your matrices. However, it should be noted that this actually flips the geometry itself. Which means you'd want to switch it back when exporting back to the format too. It might be preferab...
- Tue Sep 24, 2013 3:13 pm
- Forum: General game tools
- Topic: Spotlight: Señor Casaroja's Noesis
- Replies: 1830
- Views: 607564
Re: Señor Casaroja's Noesis
There's actually a caveat to getInputName, which is that it gets the name of the file that's been loaded into the RAPI module instance. Which means if your model is being loaded through a .noesis file, it will actually give you the name of the .noesis file and not your model. The same goes if your p...
- Sat Sep 21, 2013 1:54 am
- Forum: General game tools
- Topic: Spotlight: Señor Casaroja's Noesis
- Replies: 1830
- Views: 607564
Re: Señor Casaroja's Noesis
Mr. Adults, I love Noesis. I use it literally every day. I'm glad to see you still offering support and updates for it. Thanks. First, is it possible that you can make the global UV flip a function that can be hotkeyed? If there is already a way to do this, could you please advise me on it? Nope, d...
- Fri Sep 20, 2013 2:48 am
- Forum: Graphic file formats
- Topic: [SOLVED] Blocky normal textures in render/viewport (.dds)
- Replies: 10
- Views: 3414
Re: Blocky normal textures in render/viewport (.dds)
Parts of it are, there might be some public plugin code that does exactly what that function does floating around. You should be able to write some code based on what I just said, though. :) If you want to run a Noesis script on a bunch of files, you write a script to handle it specifically, and inv...
- Fri Sep 20, 2013 2:40 am
- Forum: General game tools
- Topic: Spotlight: Señor Casaroja's Noesis
- Replies: 1830
- Views: 607564
Re: Señor Casaroja's Noesis
Adding support for FF8's world map format wouldn't be inherently complex, it would just require figuring the format out. Assuming no one else has already. I'm sure it would be a fraction of the effort that figuring out the battle model and animation format was, but it's not really on my radar becaus...
- Thu Sep 19, 2013 1:13 am
- Forum: Holy Cow!
- Topic: [Question] Looking to learn...
- Replies: 9
- Views: 4978
Re: [Question] Looking to learn...
In order of preference, I would say: 1) Run far away, use your time on a woman or something. 2) Learn the intricacies of the Commodore 64 and write something amazing in 6502. 3) Pick an existing game engine+framework and let that dictate which language(s) you start with, to get the biggest immediate...
- Sat Sep 14, 2013 7:02 pm
- Forum: General game tools
- Topic: DisUnity - An extractor for Unity games
- Replies: 44
- Views: 91841
Re: DisUnity - An extractor for Unity games
You could write a Noesis script to invoke his tool, then pick up and convert all the output images. There's a script on the repo that invokes ffmpeg to display codec info, that should be a good example to go from.
- Tue Sep 10, 2013 9:56 pm
- Forum: General game tools
- Topic: Spotlight: Señor Casaroja's Noesis
- Replies: 1830
- Views: 607564
Re: Señor Casaroja's Noesis
I did some stuff today. -4.0861 - Changed behavior of export dialog so that it stays open and allows re-exporting without closing. -4.086 - Added a new preference in the data viewer, "Persistent settings->Other->Default preview commands". Adding stuff to this string will cause it to be exe...
- Fri Sep 06, 2013 4:03 am
- Forum: Graphic file formats
- Topic: [SOLVED] Blocky normal textures in render/viewport (.dds)
- Replies: 10
- Views: 3414
Re: Blocky normal textures in render/viewport (.dds)
Just swap the red and alpha channels of the image, scale and bias into vector space (0-255 to -1.0-1.0), then determine blue's contribution by subtracting the length of r+g from 1. (since you know the end result is a unit vector) Sometimes games will also store r+g biased, such that when you set blu...
- Thu Sep 05, 2013 3:15 pm
- Forum: Graphic file formats
- Topic: [SOLVED] Blocky normal textures in render/viewport (.dds)
- Replies: 10
- Views: 3414
Re: Blocky normal textures in render/viewport (.dds)
The noesis and rapi modules are implemented natively in Noesis. So you can't directly import them in a blender script.
noesis.logPopup()
noesis.logPopup()
- Tue Sep 03, 2013 12:30 am
- Forum: General game tools
- Topic: Noesis Plugins and Scripts
- Replies: 8
- Views: 23204
Re: Noesis Plugins and Scripts
With finale00's latest submission, we now have a total of 150 scripts/plugins on the repository, with plenty of additional example code and data. That's a lot of supported formats! I suggest having a look.
https://code.google.com/p/noesis-plugin ... vn%2Ftrunk
https://code.google.com/p/noesis-plugin ... vn%2Ftrunk
- Mon Sep 02, 2013 7:55 am
- Forum: Compressed files and methods
- Topic: Neverwinter
- Replies: 15
- Views: 11387
Re: Neverwinter
Upgrade to Noesis v4.085 before using this script or it won't work. (I had to modify the crunch decoder to handle their changes, and on top of that their DDS files are badly-formatted and don't have the correct flags) from inc_noesis import * def registerNoesisTypes(): handle = noesis.register("...
- Sun Sep 01, 2013 4:28 pm
- Forum: General game tools
- Topic: Spotlight: Señor Casaroja's Noesis
- Replies: 1830
- Views: 607564
Re: Señor Casaroja's Noesis
CTX1 actually isn't the same thing, although it will probably "look" right. Different coefficients. I don't have any specific plans for what's next. chrrox had asked me for crunch support a long time ago, and an old coworker needed the FBX smoothing groups, which is the only reason those g...
- Sat Aug 31, 2013 2:57 am
- Forum: General game tools
- Topic: Spotlight: Señor Casaroja's Noesis
- Replies: 1830
- Views: 607564
Re: Señor Casaroja's Noesis
-4.0849 - Added import/export of crunch texture compression library (v1.04) .crn files. Thanks to Rich Geldreich for writing the crunch library. -4.0849 - Added -fbxsmoothgroups to compute smoothing groups from vertex normals when exporting to FBX. -4.0849 - Fixed a crash when loading TPL image lis...
- Mon Aug 26, 2013 5:01 am
- Forum: Game Archive
- Topic: [X360] Star Ocean The Last Hope
- Replies: 213
- Views: 81125
Re: [X360] Star Ocean The Last Hope
Let me know if you run into any trouble with indices. Noesis should support everything now, short of totally custom implementations.
