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Spotlight: Señor Casaroja's Noesis

General game file tools that are useful for more than one game
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Demonsangel
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Re: Señor Casaroja's Noesis

Post by Demonsangel » Wed Jul 04, 2012 2:49 pm

Ok so my exporter works but I have 1 issue I'm not sure how to solve.

The model and the armature are seperate files and it seems during export out of Noesis in fbx or dae the boneID's get changed around and they won't match the ID's in the armature anymore.

I guess eventually I will have to export the armature at the same time, but that's currently not an option due to a prefex for each bone which is unkown to me.

I was thinking of making the exporter look for armature files in the folder where the tobe-exported file and match (if >1 armature file) numBones and then parse that file for bone names and ID's and export the model using this dictionary.

Does anyone know a better way to do this, because I see a few problems for both ways eventually.
1) more models are linked to the original armature so they would need to be changed as well (not really an option)
2) you always need an armature with the file to export -> sometimes multiple armature files for same group of monsters and they're not always named "rig."

Edit: I guess if there is no other way it might be best to create a direct blender importer.

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Re: Señor Casaroja's Noesis

Post by finale00 » Fri Jul 06, 2012 8:09 pm

Looked through the readme on palettes but there doesn't seem to be anything about passing a bytearray representing a color palette and then applying that to a color map to generate an rgba32 image.

viewtopic.php?f=18&t=9214

Anything I can do in noesis to avoid manually processing it?
Or maybe you can suggest something that's more effiicient than

Code: Select all

palette = readBytes(numColors * 4)

pixData = bytes()
for i in range(numPixels):
   index = readUByte()
   pixData = b''.join([pixData, palette[4*index : 4*index + 4]])
Which can take a long time depending on the size of the image lol

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Re: Señor Casaroja's Noesis

Post by chrrox » Fri Jul 06, 2012 9:06 pm

the quake format uses a pallet.
fmt_quake2_wal.py

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Re: Señor Casaroja's Noesis

Post by finale00 » Fri Jul 06, 2012 9:33 pm

Oh imageDecodeRawPal there we go.
Now I just have to figure out why it's not showing anything LOL

EDIT: alpha was 0 for all the colors and I specified that alpha was used...

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Re: Señor Casaroja's Noesis

Post by finale00 » Sat Jul 07, 2012 4:38 am

Image data alignment in noesis?

viewtopic.php?p=75244#p75244

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Re: Señor Casaroja's Noesis

Post by itoikenza » Mon Jul 09, 2012 1:06 am

I can't wait for you MrAdults to come out of hiatus... cause i found my new favorite char. Atelier Ayesha's Linca!?

Image wish for support for this like crazy...

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Re: Señor Casaroja's Noesis

Post by finale00 » Mon Jul 09, 2012 8:12 pm

Damage values don't match epic animations.
I wonder if someone's written any importers for games from the series.

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Re: Señor Casaroja's Noesis

Post by rexil » Tue Jul 10, 2012 2:31 am

finale00 wrote:Damage values don't match epic animations.
I wonder if someone's written any importers for games from the series.
howfie did, for Atelier Rorona and Meruru.

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Re: Señor Casaroja's Noesis

Post by itoikenza » Tue Jul 10, 2012 11:25 am

itoikenza wrote:Scratch Dat! i got the ff7 buster sword from ffx
which is pretty sweet. but it aint bound to her left hand when i rotate. Any way to bind objects? also i can't even move the weapon around. if i could i'd just grin and bear with it, which does have the advantage of being wielded by either hand or thrown.

Image
sad that no one can/wants to help me with this, i've asked for alot but this is all i really want for now, a way to bind the buster to her left hand. is there a way to do it in noesis. by exporting both models to 1 file or do i need 3dsmax?

can i just move the sword itself in noesis? i tried everything and only paine moves!?

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Re: Señor Casaroja's Noesis

Post by Demonsangel » Tue Jul 10, 2012 5:47 pm

Is there a way to add more than 2 uvmaps for a single mesh in a model? The models I'm currently parsing have 3 UV sets.

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Re: Señor Casaroja's Noesis

Post by MrAdults » Fri Jul 13, 2012 9:00 pm

Only 2 materials/UV sets per mesh are supported at the moment, if you need more you can always clone the mesh and apply the additional material(s) to that and subsequent meshes. Although this doesn't generally work for things that need more than 2 UV sets in a single pass, unless the others are for an additive pass anyway.

Regarding your other issue with separate skeleton and mesh files, you should load the skeleton file when you load the mesh file and load them into a single skeletal model file. If you can't automatically know which mesh goes to which skeleton, prompt the user I suppose, but generally you can always know even if you have to parse through some other game data files to find out.

I don't know of any Kinect+Noesis guides. It should be relatively common sense though. Make your skeleton, slap some geometry on it (for the sake of visibility), load it into Noesis, open up the Kinect interface, map the mocap skeleton bones to your skeleton (see how the example character model with its noekin file included with Noesis is set up for an example), then you can record on your skeleton and export animations with your skeleton.

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Re: Señor Casaroja's Noesis

Post by Demonsangel » Sat Jul 14, 2012 1:59 am

I think the 3rd uv map is for a bump texture, not that important so there is no hurry if you were ever planning on implementing.
About the skeleton, I managed to merge them based on the amount of bones in any armature files in the folder if there wasnt a specifically named file. However the devs prefered there weren't any public tools for their format so the project was put on hold.

How would I prompt for user input? There is no tkinter or wx module in the basic noesis kit.

Welcome back.

EDIT: where can I find the source for the MvC3 .mod plugin? Someone asked if I could try to parse the skeleton and animations.
Last edited by Demonsangel on Sat Jul 14, 2012 6:56 pm, edited 1 time in total.

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Re: Señor Casaroja's Noesis

Post by linhikaru7 » Sat Jul 14, 2012 5:30 am

Hey, just popping in a for a spot advice!
I'm exporting a game model in the .fbx file format, but I need a the skeleton to have a root. Does anyone have an inkling of what I should be doing?

Many apologies in advance if this is the wrong place for this.

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Re: Señor Casaroja's Noesis

Post by Tosyk » Sat Jul 14, 2012 6:25 am

MrAdults, maybe u can help with this?

p.s.: also will be cool if ability of this tool can be implemented into noesis functional by source code
Thank you for all you do here
my blog | my forum

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Re: Señor Casaroja's Noesis

Post by Demonsangel » Sat Jul 14, 2012 10:51 am

linhikaru7 wrote:Hey, just popping in a for a spot advice!
I'm exporting a game model in the .fbx file format, but I need a the skeleton to have a root. Does anyone have an inkling of what I should be doing?

Many apologies in advance if this is the wrong place for this.
Which noesis script is it, perhaps I can add it for you.

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