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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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Kaem
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Re: Señor Casaroja's Noesis

Post by Kaem » Sun Oct 27, 2013 5:27 pm

@MrAdults Do you think that some day we will see/export good FF12 frames/animations? I hope so since months you do, but I don't know if you work in this or in a future.

Devilot
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Re: Señor Casaroja's Noesis

Post by Devilot » Sat Nov 09, 2013 9:38 am

Is the Metroid Prime Series + Other M supported?

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Re: Señor Casaroja's Noesis

Post by Darko » Mon Nov 11, 2013 6:11 am

Devilot wrote:Is the Metroid Prime Series + Other M supported?
Other M is supported by BRRES Viewer, the other metroids I'm not sure if they're supported by noesis, there's just an unpacker por metroid prime in noesis.
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Re: Señor Casaroja's Noesis

Post by itoikenza » Wed Nov 13, 2013 5:48 pm

@MrAdults how about support for Arc the Lad Twilight of the Spirits? .mdl

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MrAdults
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Re: Señor Casaroja's Noesis

Post by MrAdults » Sat Nov 16, 2013 6:58 am

-4.089 - Finally went back and figured out the rest of FF12's animation format.
-4.088 - Fixed an issue with manually pairing FF13 models to animations.
-4.0879 - Fixed materials with normal maps having their noLighting flag ignored.
-4.0878 - Fixed a scale issue with FF13 animations, and added -ff13ascale because, as with FF8, non-uniform scales may cause issues with some exporters/tools.
-4.0877 - FF13 animation support. Thanks to nohbdy for the format info.
-4.0877 - Added NOEKF_TRANSLATION_SINGLE and NOEKF_SCALE_SINGLE keyframed anim types.
-4.0877 - Various bug fixes.
I'm a little amazed that I figured out FF12's animations without having to disassemble anything. Probably would have been faster, but maybe not given how much of a pain in the ass it is to debug PS2 games without hardware support.

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MrAdults
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Re: Señor Casaroja's Noesis

Post by MrAdults » Mon Nov 18, 2013 7:09 am

Recent Noesis stuff in semi-summary: http://www.richwhitehouse.com/index.php?postid=67

Also, FF13 animations. You can do something like this in a .noesis file if you want to map the field character animations to the high-res cinematic character models:

Code: Select all

NOESIS_SCENE_FILE
version 1
physicslib		""
defaultAxis		"0"

object
{
	model		"c001.x360.trb"
	mapAnimFrom	"e1.white.x360.bin"
	replaceBone	"hair" "hair_nomap"
	replaceBone	"fing" "fing_nomap"
}
(replacing bone names on hair and fingers to avoid mapping is due to the relative rotations not matching up - the hierarchy changes down through those bones for the high-res model, so it's no longer direct mapping)

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MrAdults
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Re: Señor Casaroja's Noesis

Post by MrAdults » Fri Nov 22, 2013 5:37 am

Image Image

Darko
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Re: Señor Casaroja's Noesis

Post by Darko » Fri Nov 22, 2013 7:14 pm

How did you extract those files?? I tried the bms script for FFXIII-2 by chrrox and I only got some files :S
Or did you work with a memory dump??
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Re: Señor Casaroja's Noesis

Post by snowboundmage » Wed Nov 27, 2013 11:21 am

What additional parameters should be used if I am batch exporting a folder and want to flip vertically all outputted textures or to flip all uv's(cause their is an option for that as well as rotate 90*)
Alright, apparently it should be -flipuv
Also
Extracting bayonetta .dat files
Why does the created obj file have a /./ in the usemtl lines? Im fairly sure this is causing errors/no-textures in whatever model viewer/editor i use.
eg:

Code: Select all

usemtl J:\console games\extract\Bayonetta\media\data00\id101f_files\.\bayotex000
the filetypes produced are .png files
EDIT:
Ok, it might be because i have a space in my directory. When I changed the lines in the .obj file to have inverted commas, it worked well in noesis viewer.
So I fixed the filepath to be space-less, but it still does not go well into 3ds max 2010.

ALSO
Upon further inspection, it seems it doesn't export the skeleton from the .dat file

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MrAdults
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Re: Señor Casaroja's Noesis

Post by MrAdults » Wed Nov 27, 2013 5:51 pm

There is nothing wrong with . or mixed slashes on the path, any competent parser will handle it.

The obj format doesn't support skeleton or weighting data. It isn't in the spec.

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Re: Señor Casaroja's Noesis

Post by Darko » Tue Dec 17, 2013 6:39 am

Hi Rich:

I'm having problems while exporting sera's animation from FFXII2 and LR. The files:

s1.white.x360.bin from sk_c108_sr folder.
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MrAdults
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Re: Señor Casaroja's Noesis

Post by MrAdults » Wed Dec 18, 2013 6:04 am

Works For Me™

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Re: Señor Casaroja's Noesis

Post by kawayide » Wed Dec 25, 2013 5:52 pm

Can't view ff13-2 zones from ps3 version. I don't possess x360 version.

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Re: Señor Casaroja's Noesis

Post by itoikenza » Wed Dec 25, 2013 9:03 pm

http://sterrennacht.deviantart.com/art/ ... -290503491

how exactly do i open this in Noesis? originally meant for xnalara!?

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Re: Señor Casaroja's Noesis

Post by Darko » Thu Dec 26, 2013 7:55 am

Image

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