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- Wed Nov 25, 2015 12:49 am
- Forum: 3D/2D models
- Topic: Fallout 4 in Noesis
- Replies: 44
- Views: 19357
Re: Fallout 4 in Noesis
And if you want to talk about something that should take 2 weeks, this shit should take 2 weeks: http://www.richwhitehouse.com/index.php?postid=68 And it did. In real life time, anyway. I have a job and a family. A few new, incredibly small, NIF objects? Yeah, no, not 2 fuckin' weeks. So I could acc...
- Wed Nov 25, 2015 12:30 am
- Forum: 3D/2D models
- Topic: Fallout 4 in Noesis
- Replies: 44
- Views: 19357
Re: Fallout 4 in Noesis
In fact, we were pretty sure you were simply working off of our 010 templates, which were publicly pushed to GitHub daily since the 11th, hence extremely easy for you to find with a code search. (You admitted to searching for 'BSTriShape' for example.) https://www.google.com/?gws_rd=ssl#q=%22BSTriS...
- Tue Nov 24, 2015 3:46 pm
- Forum: 3D/2D models
- Topic: Fallout 4 in Noesis
- Replies: 44
- Views: 19357
Re: Fallout 4 in Noesis
No mention of Noesis, that's a shame. Have to wonder about the timing, especially given how simple and obvious the vertex flags are, but that's the only thing he seems to be having trouble with and the only thing I didn't bother fleshing out and documenting in the script. Maybe just a coincidence, I...
- Mon Nov 23, 2015 4:58 am
- Forum: 3D/2D models
- Topic: Fallout 4 in Noesis
- Replies: 44
- Views: 19357
Re: Fallout 4 in Noesis
Trying to load the full human skeleton before loading any parts like MaleBody.nif is just not working for me. -nifloadskel remaps hierarchy, as you can see: for object in self.objects: if object.isBone is True: if object.name in skelNifBoneObjects: skelObject = skelNifBoneObjects[object.name] #see ...
- Mon Nov 23, 2015 12:06 am
- Forum: 3D/2D models
- Topic: Fallout 4 in Noesis
- Replies: 44
- Views: 19357
Re: Fallout 4 in Noesis
Oh nice. I've been on all the major TES/FO forums watching this stuff. An exporter would definitely be of great public interest. What format are you extracting the normals/speculars to - ATI2N? The archive itself stores the image information including the DXGI format, so when I'm writing out the DD...
- Sun Nov 22, 2015 4:11 am
- Forum: 3D/2D models
- Topic: Fallout 4 in Noesis
- Replies: 44
- Views: 19357
Fallout 4 in Noesis
Noesis v4.171 has support for Fallout 4 archives/textures/NIFs. I guess people have been working on this stuff for weeks/months already, but no one is sharing anything, so here's what I got after half a day. http://www.richwhitehouse.com/pubdata/fo4_dogmeat.png http://www.richwhitehouse.com/pubdata/...
- Sat Nov 21, 2015 9:34 am
- Forum: Game Archive
- Topic: FALLOUT 4 ba2 archive firmat
- Replies: 21
- Views: 7158
Re: FALLOUT 4 ba2 archive firmat
These NIF files are practically the same as Skyrim, it only took a couple of hours with one to get it loading in Noesis. Only real difference is that geo is now embedded in BSTriShape instead of having a data link. I'll probably put a build out sometime this weekend that supports it. (dumping archiv...
- Tue Nov 17, 2015 10:32 am
- Forum: Graphic file formats
- Topic: Fallout 4 DX10 Format
- Replies: 6
- Views: 3514
Re: Fallout 4 DX10 Format
Good job following up with the specifics instead of just telling people you figured it out, luxox18. :) FYI, Noesis ATI2 is BC5 (the name is from before the Block Compression designations existed), and BC4 is also available as ATI1. I'll be including my own software decoders for BC6H and BC7 in some...
- Tue Nov 17, 2015 10:13 am
- Forum: 3D/2D models
- Topic: Is it possible to render model without indices? [General]
- Replies: 4
- Views: 1674
Re: Is it possible to render model without indices? [General
You're probably dealing with unindexed triangle strips, there was good motivation to do this on older PVR/iOS devices.
It's unlikely you're dealing with index compression on mobile, and very unlikely you're dealing with any kind of runtime index compression.
It's unlikely you're dealing with index compression on mobile, and very unlikely you're dealing with any kind of runtime index compression.
- Sun Nov 08, 2015 1:51 am
- Forum: General game tools
- Topic: Spotlight: Señor Casaroja's Noesis
- Replies: 1830
- Views: 585620
Re: Spotlight: Señor Casaroja's Noesis
The Python implementation is static and stripped down. I've only been adding native libs as people (by people I mean chrrox) request them. That said, some scripts like this one are using bs4 without issue.
- Tue Oct 27, 2015 6:44 am
- Forum: 3D/2D models
- Topic: Final Fantasy XI .DAT (PC)
- Replies: 62
- Views: 42313
Re: Final Fantasy XI .DAT (PC)
It's possible that will strike my fancy at some point, but if not, anyone can handle doing it. See tool_windowtest.txt included with Noesis for an example of how to do custom GUI popups. Just use that, write out a .ff11datset text file and have Noesis auto-load it with noesis.openFile whenever you r...
- Sun Oct 25, 2015 6:04 am
- Forum: 3D/2D models
- Topic: Final Fantasy XI .DAT (PC)
- Replies: 62
- Views: 42313
Re: Final Fantasy XI .DAT (PC)
-4.168 - Added a new -ff11blendhack option. This uses the Noesis software renderer to render all FF11 map geometry triangles in UV space, and determine how many of each mesh's triangles are only touching zero-alpha pixels in the texture. -ff11blendhack 0.99 is typically a good value to use. This co...
- Thu Oct 22, 2015 6:11 pm
- Forum: Graphic file formats
- Topic: Kingdom Hearts Final Mixes models + animations
- Replies: 5
- Views: 2631
Re: Kingdom Hearts Final Mixes models + animations
Yeah, given the number of horrible furries we have around here, I imagine plenty of them have had success in getting off to all versions.
- Thu Oct 22, 2015 6:02 pm
- Forum: 3D/2D models
- Topic: Final Fantasy XI .DAT (PC)
- Replies: 62
- Views: 42313
Re: Final Fantasy XI .DAT (PC)
I imagine there are plenty of objects that are totally precached and instanced via the server, but yeah, everything explicitly embedded in the file that doesn't have a static object reference will get placed at identity.
- Wed Oct 21, 2015 11:12 am
- Forum: 3D/2D models
- Topic: Final Fantasy XI .DAT (PC)
- Replies: 62
- Views: 42313
Re: Final Fantasy XI .DAT (PC)
I've got the rest of the map format charted out as well, with collision and quadtree data, and I've been sitting on these finished "SQLE" models with both of their animation formats and materials supported. I'll probably put up a new build with all of that on the weekend. Still no idea how...
