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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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Re: Spotlight: Señor Casaroja's Noesis

Post by meganmi » Tue May 15, 2018 6:02 am

Tekken 7 models are flipped on the X axis, how do I make Noesis correctly view the mesh?

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Re: Spotlight: Señor Casaroja's Noesis

Post by Tosyk » Sun May 20, 2018 6:15 pm

please fix the issue with -scale options when converting into FBX:
fbx_scale_error.jpg
here's a sample and ASCII plugin:
https://drive.google.com/file/d/1BV7fsM ... sp=sharing
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Re: Spotlight: Señor Casaroja's Noesis

Post by pixellegolas » Sun May 27, 2018 4:41 pm

Super-interesting read that hopefully can make conversions etc easier?

https://godotengine.org/article/we-shou ... me-engines

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Re: Spotlight: Señor Casaroja's Noesis

Post by Tosyk » Sun Jun 17, 2018 4:04 pm

When I load SMD with long bone names Noesis stripped them into something like 'bone_XX'.
Can you fix this, MrAdults?
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Re: Spotlight: Señor Casaroja's Noesis

Post by Kerilk » Thu Jun 28, 2018 11:16 am

I am still working on my Bayonetta 1/2, Vanquish, Nier Automata (let's say PG now) plugin and I would like to know how to blend two materials with a ratio given by the red component of the color vertex buffer. I think I would need to use material expressions for this to work but I couldn't find example of it's usage. I found out that chrrox used them but couldn't find where.

Thanks in advance.

edit: never mind I may have found what I was searching here: viewtopic.php?p=81687#p81687

edit 2: but maybe material expressions are not the way to go. If I understand correctly vertex color is blended with first material and then the result is blended with the next. So maybe classical blending would suffice

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Re: Spotlight: Señor Casaroja's Noesis

Post by Kerilk » Sun Jul 08, 2018 1:14 pm

Any idea why lightmap don't move with the model?

Image

They also don't disappear when you skip the rendering of the corresponding mesh in the data viewer.

Edit: Using another pass for the lightmap and using the NMATFLAG_USELMUVS flag does the trick, rather than using the rpgSetLightmap command.

Edit: Okay, blending terrain is possible thanks to material expressions and classical blending, here is an example of three materials blended together (with lightmap as an additional pass):
Image

This technique is nonetheless slightly problematic with transparent meshes that have a lightmap:
Image

any idea of how I could avoid this? I think I would need to change the blending function for alpha and I am unsure how I should do this using noesis.

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Re: Spotlight: Señor Casaroja's Noesis

Post by the101gamer » Sat Aug 11, 2018 4:49 pm

Does anyone have a plugin for DBZ Ultimate Tenkiachi??

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Re: Spotlight: Señor Casaroja's Noesis

Post by joeyq » Sat Oct 20, 2018 11:19 pm

I humbly request for Soul Calibur 6 support, it has the same issue as Tekken 7 with mismatched skeletons and meshes when using gildor's umodel viewer.
I also have long wished for animation support of Soul Calibur series since Soul Calibur 4 but no-one has ever succeeded (or made it public), so support of soul calibur 6 animations would be fantastic!

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Re: Spotlight: Señor Casaroja's Noesis

Post by TrumpetPro » Mon Nov 12, 2018 4:40 am

joeyq wrote:I humbly request for Soul Calibur 6 support, it has the same issue as Tekken 7 with mismatched skeletons and meshes when using gildor's umodel viewer.
I also have long wished for animation support of Soul Calibur series since Soul Calibur 4 but no-one has ever succeeded (or made it public), so support of soul calibur 6 animations would be fantastic!
I second this

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Re: Spotlight: Señor Casaroja's Noesis

Post by Mr.Mouse » Thu Dec 27, 2018 11:22 pm

http://richwhitehouse.com/index.php?postid=72

Use your Roomba bot to map your house and turn it into a Doom level with Noesis. :) :ninja:

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Re: Spotlight: Señor Casaroja's Noesis

Post by GHFear » Sat Jan 12, 2019 9:36 am

I have been making a script to export all rx2 "xbox 360 EA Games" files from all games that use them lately and can now export every single texture format in the games I have tested except for one.
That last format is "r5g6b5".
I can't find anywhere how to export that from an xbox 360 game with noesis.
So any help on that would mean a lot =]

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Re: Spotlight: Señor Casaroja's Noesis

Post by ReeceMix » Fri Apr 05, 2019 5:05 pm

It may have been mentioned here before .. but can Noesis preview window have an option to flip UVs vertically?

Image
I know objs are a bit backward but it displays normally in other viewers and 3ds max.

Image

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Re: Spotlight: Señor Casaroja's Noesis

Post by Devilot » Fri Apr 05, 2019 5:11 pm

Oh look I didn't know that!

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Re: Spotlight: Señor Casaroja's Noesis

Post by zheneq » Sat Apr 06, 2019 11:52 pm

ReeceMix wrote:
Fri Apr 05, 2019 5:05 pm
It may have been mentioned here before .. but can Noesis preview window have an option to flip UVs vertically?
Tools -> Data Viewer -> Model -> Global UV Flip

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Re: Spotlight: Señor Casaroja's Noesis

Post by MarieRose1301 » Fri Oct 04, 2019 10:41 pm

Probably a stupid question, but is there a triangle strip function variation with strip termination? If so, how do i call it in a script?

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