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Spotlight: Señor Casaroja's Noesis

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

Post by joqqy » Tue Sep 09, 2014 10:24 pm

MrAdults wrote:I've never encountered this behavior, it'd be useful if you could give me more specifics or especially a repro case.
I have noticed one pattern that may help you look into it should you encounter the same problem:

When the problem occurs, it only occurs in the first recursive batch folder operation. Executing the exact same batch operation again, catches all the files in the recursive operation.

Hope it makes things clearer.

joqqy
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Re: Señor Casaroja's Noesis

Post by joqqy » Wed Sep 17, 2014 5:17 am

I have a question concerning the Cryengine plugin.

When I do an export from .cgf to say .fbx - Is it possible to have each exported submesh to also export with the Mat ID's as shown in the picture?

Right now all the submeshes have the Mat ID # 1, but it would be great if the Mat ID's would correspond to those shown in the Data Viewer instead ( n +1 ) ( see picture ).

Is it possible to implement that? ( or perhaps it is possible already? )

Image

/joq

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Re: Señor Casaroja's Noesis

Post by GDL » Fri Sep 19, 2014 12:57 am

Now that the noesis webpage is down where can one download the latest version?

joqqy
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Re: Señor Casaroja's Noesis

Post by joqqy » Fri Sep 19, 2014 2:12 am

GDL wrote:Now that the noesis webpage is down where can one download the latest version?
You can download it here
http://www.richwhitehouse.com/

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itoikenza
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Re: Señor Casaroja's Noesis

Post by itoikenza » Tue Sep 30, 2014 5:36 pm

Mr Adults, yah need to change the initial post man! to reflect the change in source for Noesis...

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Re: Señor Casaroja's Noesis

Post by joqqy » Tue Sep 30, 2014 5:45 pm

You can ignore the post below as the problem is now solved ( I wrote a custom MaxScript importer for the .cgf / .chr to read the MatIDs, so no need to get the ID's from Noesis, as the problem is now solved. )
joqqy wrote:I have a question concerning the Cryengine plugin.

When I do an export from .cgf to say .fbx - Is it possible to have each exported submesh to also export with the Mat ID's as shown in the picture?

Right now all the submeshes have the Mat ID # 1, but it would be great if the Mat ID's would correspond to those shown in the Data Viewer instead ( n +1 ) ( see picture ).

Is it possible to implement that? ( or perhaps it is possible already? )

/joq

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Re: Señor Casaroja's Noesis

Post by raykingnihong » Wed Oct 01, 2014 5:36 pm

TheDude wrote:This appears to be an Autodesk problem (gasp! :eek: )
Even among their own products there's no consistency with the Filmbox format.
In 3ds Max and Maya the models have hard edges.
In Softimage the models are about 90% correct except for an occasional flipped normal here and there.
In Motionbuilder it's about 99% correct (which makes sense considering where the format came from).

Based on everything I've seen so far, I honestly think Mr. A knows what he's doing better than Audodesk does. [bruce]
Hello, my friends, thank you for your great work, Noesis is very good, we will always support you, I hope I can update to Dragon Ball plugin can support the Dragon ball:Ultimate Tenkaichi, this version has all the Dragon Ball protagonist. Including the role of the ultimate, once again thank you for your great contribution

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Re: Señor Casaroja's Noesis

Post by raykingnihong » Wed Oct 01, 2014 5:37 pm

raykingnihong wrote:
TheDude wrote:This appears to be an Autodesk problem (gasp! :eek: )
Even among their own products there's no consistency with the Filmbox format.
In 3ds Max and Maya the models have hard edges.
In Softimage the models are about 90% correct except for an occasional flipped normal here and there.
In Motionbuilder it's about 99% correct (which makes sense considering where the format came from).

Based on everything I've seen so far, I honestly think Mr. A knows what he's doing better than Audodesk does. [bruce]
Hello, my friends, thank you for your great work, Noesis is very good, we will always support you, I hope I can update to Dragon Ball plugin can support the Dragon ball:Ultimate Tenkaichi, this version has all the Dragon Ball protagonist. Including the role of the ultimate, once again thank you for your great contribution
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Re: [plugin] Dragon Ball Raging Blast

Post by raykingnihong » Wed Oct 01, 2014 6:01 pm

revelation wrote:Another minor update. Should open more of the Raging Blast 360 files now.
Hello, my friends, thank you for your great work, Noesis is very good, we will always support you, I hope I can update to Dragon Ball plugin can support the Dragon ball:Ultimate Tenkaichi, this version has all the Dragon Ball protagonist. Including the role of the ultimate, once again thank you for your great contribution

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Re: Señor Casaroja's Noesis

Post by MrAdults » Fri Oct 03, 2014 2:20 am

itoikenza wrote:Mr Adults, yah need to change the initial post man! to reflect the change in source for Noesis...
There you go.

I didn't write the DBZ or CGF modules, those were revelation. I don't know if he comes here anymore.

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Re: Señor Casaroja's Noesis

Post by Darko » Fri Oct 03, 2014 5:25 am

MrAdults wrote:
itoikenza wrote:Mr Adults, yah need to change the initial post man! to reflect the change in source for Noesis...
There you go.

I didn't write the DBZ or CGF modules, those were revelation. I don't know if he comes here anymore.
He's been posting in the MGS4 models thread.
Image

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Re: Señor Casaroja's Noesis

Post by raykingnihong » Sat Oct 04, 2014 8:46 pm

MrAdults wrote:
itoikenza wrote:Mr Adults, yah need to change the initial post man! to reflect the change in source for Noesis...
There you go.

I didn't write the DBZ or CGF modules, those were revelation. I don't know if he comes here anymore.
Thank you for your reply, my friend

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itoikenza
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Re: Spotlight: Señor Casaroja's Noesis

Post by itoikenza » Sun Oct 12, 2014 4:24 pm

MrAdults. is it possible to load an animated gif and any model at the same time with noesis, as you can see my avatar here, is the gif in question. and i wanna position cloud's AC buster to sync with my hands... also can i take said buster and extract it into it's own .gmo? one last thing, i never bothered to fix that quick as heck crashy problem, too quick to even report to your servers thingy, when opening any second model after initial is loaded! but it's ok.

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Re: Spotlight: Señor Casaroja's Noesis

Post by CMihai » Sun Oct 12, 2014 8:02 pm

Hmm...how about Diablo 3 support?

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Re: Spotlight: Señor Casaroja's Noesis

Post by shadowmoy » Sat Oct 25, 2014 7:02 pm

hi MrAdults , is there a function in noesis py script to calculate data alignement from a value like align32(theval) or align16(theval) ?
_-=<(¯`·._.·[ CodeMan ]·._.·´¯)>=-_

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