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Search found 1001 matches
- Tue Dec 20, 2011 12:11 am
- Forum: General game tools
- Topic: Spotlight: Señor Casaroja's Noesis
- Replies: 1830
- Views: 607564
- Mon Dec 19, 2011 10:07 pm
- Forum: 3D/2D models
- Topic: Final Fantasy XIII-2 extraction
- Replies: 123
- Views: 63622
Re: Final Fantasy XIII-2 extraction
I found uv in img bundle file by trace noesis.exe fopen(). and it's ok now. great job, MrAdults. They also changed the vertex weights to use absolute indices and just sorted their bones so that the bones with weight influences come first. (so a maximum of 256 weighted bones per model is imposed, bu...
- Sun Dec 18, 2011 9:26 pm
- Forum: General game tools
- Topic: Spotlight: Señor Casaroja's Noesis
- Replies: 1830
- Views: 607564
Re: Señor Casaroja's Noesis
finale00: From the sound of it, you would be best off using the immBegin/immEnd/imm* functions to feed the data in. That mode, as mentioned a little while ago, is intended for formats where things like materials and vertex components tend to vary on a per-triangle basis. I tend to end up using it a ...
- Sun Dec 18, 2011 2:40 am
- Forum: General game tools
- Topic: Spotlight: Señor Casaroja's Noesis
- Replies: 1830
- Views: 607564
Re: Señor Casaroja's Noesis
Since it's a Python script, the simplest thing would be to simply make it a variable defined at the top of the file and let people edit it. It's not like opening a file in notepad.exe takes any real effort. Otherwise, you could check for a commandline parameter, and use it if it exists. If it doesn'...
- Sat Dec 17, 2011 11:26 am
- Forum: 3D/2D models
- Topic: Final Fantasy XIII-2 extraction
- Replies: 123
- Views: 63622
Re: Final Fantasy XIII-2 extraction
I'm pretty sure the filelist has a 48 byte header (as indicated by the size of actual data given 16 bytes in), so I've tried running the data through a whole bunch of different ciphers using the key from img.key. I've tried the 16 bytes at offsets 0 and 32 as IV's and I've tried decrypting each with...
- Sat Dec 17, 2011 4:02 am
- Forum: General game tools
- Topic: Spotlight: Señor Casaroja's Noesis
- Replies: 1830
- Views: 607564
Re: Señor Casaroja's Noesis
Use bs.read("i"*n) to get multiple ints in a nice tuple, use bs.readInt and so on if you just want to do a quick type read for a single element and never deal with a tuple or list. This is the fastest (computationally) way to read data and it's quite readable in my opinion. To have multipl...
- Sat Dec 17, 2011 3:56 am
- Forum: 3D/2D models
- Topic: Final Fantasy XIII-2 extraction
- Replies: 123
- Views: 63622
- Thu Dec 15, 2011 7:51 pm
- Forum: General game tools
- Topic: Spotlight: Señor Casaroja's Noesis
- Replies: 1830
- Views: 607564
Re: Señor Casaroja's Noesis
Well, Noesis gives you the ability to not only write Python scripts but also create native plugins, so you can really do whatever the hell you want there. You could even go so far as writing a plugin that uses some form of IPC (I'd go with sockets) to pipe data directly over to blender upon export o...
- Thu Dec 15, 2011 4:26 am
- Forum: General game tools
- Topic: Spotlight: Señor Casaroja's Noesis
- Replies: 1830
- Views: 607564
Re: Señor Casaroja's Noesis
Also, now that more people are making plugins and scripts for Noesis, I'd be interested in seeing them all tracked and provided in a central place. That's kind of what the plugins section of the Noesis site is for, but because I can tend to drop off the face of the earth for a week or 2 at a time oc...
- Thu Dec 15, 2011 3:53 am
- Forum: General game tools
- Topic: Spotlight: Señor Casaroja's Noesis
- Replies: 1830
- Views: 607564
Re: Señor Casaroja's Noesis
I finally sat down and did all the shit on my Noesis 3.73 todo list at once. -3.73 - Added rpgSetStripEnder/rpgGetStripEnder to specify (or get) the value which ends/resets triangle strips mid-buffer. For most console games this should be set to 0xFFFF, but it can differ per title. -3.73 - rapi.crea...
- Thu Dec 15, 2011 3:50 am
- Forum: General game tools
- Topic: Spotlight: Señor Casaroja's Noesis
- Replies: 1830
- Views: 607564
Re: Señor Casaroja's Noesis
How hard is it to translate this information about dragon nest into noesis? http://www.gpbeta.com/post/develop/dragon-nest-msh-converter/ I have promised chrrox to try to learn soon but I am struggling...alot :) What do you say about this source? Looks like a simple format, good for your first Noes...
- Wed Dec 14, 2011 1:19 am
- Forum: General game tools
- Topic: Spotlight: Señor Casaroja's Noesis
- Replies: 1830
- Views: 607564
Re: Señor Casaroja's Noesis
Sure you can. You just have to keep in mind that rpgConstructModel gives you an actual model object so you'd need to append your meshes to that same model if you want to combine methods. But combining methods would be rather silly and needlessly sloppy. You need to use immediate mode drawing if you ...
- Wed Dec 14, 2011 1:05 am
- Forum: General game tools
- Topic: Spotlight: Señor Casaroja's Noesis
- Replies: 1830
- Views: 607564
Re: Señor Casaroja's Noesis
Yes, I was trying to demonstrate to you that an int is not itself an iterable. You need to use range. Presumably numFaces in your code is inappropriately named and actually reflects the number of indices, since otherwise numFaces*2 is wrong. Other than that, you are not using "Ofs" version...
- Tue Dec 13, 2011 11:14 pm
- Forum: General game tools
- Topic: Spotlight: Señor Casaroja's Noesis
- Replies: 1830
- Views: 607564
Re: Señor Casaroja's Noesis
xrange was deprecated in Python 3. Of course you can't iterate over an int, haha. If you want to loop n times, use range(0, n). Also, printing numbers (e.g. print(numVerts)) works just fine, as does printing lists, so something else is wrong with your syntax and/or logic. Noesis doesn't add or remov...
- Tue Dec 13, 2011 8:07 pm
- Forum: General game tools
- Topic: Spotlight: Señor Casaroja's Noesis
- Replies: 1830
- Views: 607564
Re: Señor Casaroja's Noesis
rpgSetMaterial before each CommitTriangles and/or immBegin/immEnd. Typically when something has per-triangle materials I'll draw 1 triangle at a time with immBegin/immEnd while making a rpgSetMaterial call for each triangle.

