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Total War: Warhammer, Noesis script help

Post questions about game models here, or help out others!
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shakotay2
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Re: Noesis script help

Post by shakotay2 » Sat Oct 12, 2019 6:49 pm

jayn23 wrote:
Wed Oct 09, 2019 9:31 pm
as you can see in the picture my mesh and skeleton are loading misaligned, the skeleton is rotated 180 deg from the mesh,
i tried playing with the quats, randomly adding a (-) sign and got it rotated correctly but then the translation on X axis is slightly off.
Why not leave the skeleton as is and rotate or mirror the mesh instead? (Not sure whether this will make a difference but you never know... (: )
Bigchillghost, Reverse Engineering a Game Model: viewtopic.php?f=29&t=17889
extracting simple models: viewtopic.php?f=29&t=10894
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Re: Total War: Warhammer, Noesis script help

Post by jayn23 » Sat Oct 12, 2019 6:58 pm

That was my first thought as well (before i know the x axis is also misaligned)
but to be honest i dont really know how to do that , if i could i would just add a (-) to all x coordinate of each vert.
but since is all loaded with " rapi.rpgBindPositionBufferOfs" i dont know how manipulate the data

how would i mirror the mesh? that might work

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Re: Total War: Warhammer, Noesis script help

Post by shakotay2 » Sat Oct 12, 2019 8:22 pm

yeah, forgot that it's Noesis. :D
Treating mesh and skeleton separated? (just for a test, of course, whether it cures the misalignment.)
Exported as smd, cut of the mesh.
Exported as obj, x-mirrored in blender for example. Exported as smd and adding the mesh(es) to the skeleton data.
(yeah, horrible workaround, but that's me. [roll] )

btw:
jayn23 wrote:
Wed Oct 09, 2019 9:31 pm
randomly adding a (-) sign
which one was it?
(Rot = NoeQuat((-b11,-b12,b13,b14)))
.
well, forget what I said... :D
.
blender G Z 1.png
Imported skel and mesh to blender, rotated skel x -90°(iirc)
transformed mesh z 1
nearly fits
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Bigchillghost, Reverse Engineering a Game Model: viewtopic.php?f=29&t=17889
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
"You quoted the whole thing, what a mess."

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Re: Total War: Warhammer, Noesis script help

Post by jayn23 » Sat Oct 12, 2019 8:46 pm

Rot = NoeQuat((-b11,-b12,b13,b14))
actually this is what gave me the rotated skeleton adding (-) to b11 and b12, and yes i checked nearly every combination possible until i found this just hopeful thinking :D

i exported the mesh + skeleton as FBX , imported to 3dsmax deleted the skin and mirrored the mesh, sadly i still have the same misalignment, since it seems to be the same size misalignment for all meshes, if i could manipulate the data i could probably just estimate the correct position and change all vertex coordinate accordingly (for example x - 0.13).

but that's to much of a hassle so i think ill just live with it as is :)
thanks for all the help

ok seems that i was mistaken to my eye they looked the same but now when i checked the misalignment is not exactly the same for all meshes (close but not the same) so scratch this idea...

i updated my first post with the finished script - added support for loading all textures as long as they are in the same directory

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Re: Total War: Warhammer, Noesis script help

Post by shakotay2 » Thu Oct 17, 2019 9:08 pm

Hi jayn23,
how is it going? Had a look at your script and guess you'll try out anims sooner or later.
Don't have the time for some research but here's how you can easily test your weightings in Noesis (in case you didn't know):

Code: Select all

        if typecheck == 0:
            mdl.setBones(bones)
        #this is an example of how to use procedural animations to test your weighting
        panims = [NoeProceduralAnim("wing_right_0", -30.0, 1, 0.1), NoeProceduralAnim("wing_left_0", 30.0, 1, 0.1)]
        anims = rapi.createProceduralAnim(bones, panims, 100)
        mdl.setAnims(anims)
        mdlList.append(mdl)
DragonFly.png
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Bigchillghost, Reverse Engineering a Game Model: viewtopic.php?f=29&t=17889
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
"You quoted the whole thing, what a mess."

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Re: Total War: Warhammer, Noesis script help

Post by jayn23 » Thu Oct 17, 2019 11:37 pm

Hi shakotay2,

Thanks alot this is pretty cool :D
yeah i want to start with animation but there are far less examples on the forum with working animation script - still looking for an easy to understand one

last few days i got distracted trying to analyze a very old game i was interested in the past Forgotten Realms: Demon Stone just finished my noesis script for it an hour ago just mesh,uv and normals cant figure out anything else at the moment...

if you happen to think of working script with animation with a easy to understand format or can refer me to a tutorial somewhere that would be awesome.

Edit:
found this topic
viewtopic.php?f=16&t=11776&hilit=animation - i am going to try and recreate it in noesis as soon as i have some spare time

Thanks again for this,

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Re: Total War: Warhammer, Noesis script help

Post by srbvn » Fri Oct 18, 2019 3:43 pm

Hi shakotay2 and jayn23,
Two of you save me a lot of time since what I am facing is definitely resolved in this post (although my models are from another game). I think I will come back to research model after 1 hopeless week.
Thanks and nice weekend.

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Re: Total War: Warhammer, Noesis script help

Post by jayn23 » Sat Oct 19, 2019 10:00 pm

Hi shakotay2 and jayn23,
Two of you save me a lot of time since what I am facing is definitely resolved in this post (although my models are from another game). I think I will come back to research model after 1 hopeless week.
Thanks and nice weekend.
I am happy you found this thread helpful :)

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