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Initial D Arcade Stage (5 to Zero) Noesis Script

Posted: Mon Apr 26, 2021 5:57 pm
by GreenTrafficLight
Wrote a noesis script for Initial D Arcade Stage (5 to Zero) but I wouldn't say it's finished at 100%, it work mainly for cars and characters model, the maps are actually supported but crash when importing it. (One thing I did to "solve" the problem is putting a certain limit where the information of the mesh is ignored so it doesn't crash, you'll see in the function buildModel() if you want do it yourself).

Image

If you want to export the characters, you'll have to modify the script from:

Code: Select all

rapi.rpgBindUV1BufferOfs(shape.buffer.buffer, noesis.RPGEODATA_FLOAT, 36, 28)
to

Code: Select all

rapi.rpgBindUV1BufferOfs(shape.buffer.buffer, noesis.RPGEODATA_FLOAT, 36, 24)
(I don't know why it's different for the characters, there isn't anything that point it out)

The skeleton isn't imported properly and I don't know how it's work with the model tbh.

There is also things like meshes having no normals or UV and I don't know if it's normal, like I wonder if I missed more informations in the vertex buffer.
Also If you have a error with ascii, it means that the mesh has strings that is corrupted, I don't know how to fix this but you will have to modify the strings in the file.

(texture efo are also supported)

Re: Initial D Arcade Stage (5 to Zero) Noesis Script

Posted: Wed Apr 28, 2021 9:58 pm
by Makoto
Hello
I tried opening just a random file, "title.efo" int he ADVERTISE folder
Edit: lot of efo files from folders like PRIMITIVE, RENDERER and SPRITEBG also don't open. I'm not having a lot of luck...I tried to open some 3d meshes such as "balloon.efo" and it just throws an errorr saying bad size or bad read
Edit2: Sayuki from CHARACTER folder crashes

Re: Initial D Arcade Stage (5 to Zero) Noesis Script

Posted: Wed Apr 28, 2021 11:18 pm
by shakotay2
Makoto wrote:
Wed Apr 28, 2021 9:58 pm
Hello
I tried opening just a random file, "title.efo" int he ADVERTISE folder
Edit: lot of efo files from folders like PRIMITIVE, RENDERER and SPRITEBG also don't open. I'm not having a lot of luck...I tried to open some 3d meshes such as "balloon.efo" and it just throws an errorr saying bad size or bad read
You may have to continue some basic research which had been started here:
blackracer wrote:
Thu Nov 09, 2017 10:19 am
or here:
Neitancrost wrote:
Wed Jun 05, 2019 12:54 am
helper tool (unfinished) for getting params
shakotay2 wrote:
Wed Jan 08, 2020 4:24 pm
----------------------------

When using the script on JZA80C_Body_genuine_00.efo I had to export as .dae from Noesis (while .obj contained QNANS).
.
JZA80C_Body_genuine_00-efo.png
(dae import, uvs missing or lost, whatever)

Re: Initial D Arcade Stage (5 to Zero) Noesis Script

Posted: Thu Apr 29, 2021 6:41 pm
by GreenTrafficLight
Makoto wrote:
Wed Apr 28, 2021 9:58 pm
Hello
I tried opening just a random file, "title.efo" int he ADVERTISE folder
Edit: lot of efo files from folders like PRIMITIVE, RENDERER and SPRITEBG also don't open. I'm not having a lot of luck...I tried to open some 3d meshes such as "balloon.efo" and it just throws an errorr saying bad size or bad read
Edit2: Sayuki from CHARACTER folder crashes
Yeah, when I wrote this script I mainly focused on the cars, maps, and characters models and didn't really pay attention to other stuff like textures. I will see if I can make them compatible. As for Sayuki, the model has corrupted string that Noesis can't read, I don't how to fix this.
shakotay2 wrote:
Wed Apr 28, 2021 11:18 pm

When using the script on JZA80C_Body_genuine_00.efo I had to export as .dae from Noesis (while .obj contained QNANS).

(dae import, uvs missing or lost, whatever)
Some mesh doesn't have normals or uv, so I did a dumb way to fix this by giving them a buffer full of zeros. I have no idea how to handle mesh that doesn't have normals or uv since Noesis give a error if I don't put the function rpgBindNormalBufferOfs or rpgBindUV1BufferOfs for them.

Also, I actually fixed skeletons for the characters (except the eyes skeleton position are weird, I don't know if it's intentional) but I can't find the bone index for them. I was wondering what this data means (as shown in red, offset : 0x677D7 in Bunta.efo)

Edit : Nevermind, I found the bone index (start at 33 at stride 36) and probably the bone weights (last two bytes ?), however that lead to broke the function that build the skeleton because my problem was linked to the index linked to the bones, so I will need to rework it

https://www.mediafire.com/file/ixg94fp8 ... a.efo/file

Image

fmt_InitialDArcadeStage.rar