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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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aagems
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Re: Señor Casaroja's Noesis

Post by aagems »

any chance for adding doa4 tpr importer on noesis,so it can directly viewable like doa5 tmc format???it always ask to export when i try to open doa4 tpr
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Re: Señor Casaroja's Noesis

Post by MrAdults »

Summary of recent stealth-releases.
-4.0955 - rapi.imageNormalSwizzle may now have 2 passed for "derive z" parameter to do normalize from z=1. Some games use this instead of the default method.
-4.0955 - Changed default derive z method for normal swizzling to be more precise.
-4.0954 - Added NMATFLAG_GAMMACORRECT, flags the material for gamma-correct lighting.
-4.0954 - Reduced memory footprint of program permutation data to permit for yet more permutations without considerable overhead.
-4.0954 - Added -ff13mgamma, enables gamma-correct lighting on all FF13 materials.
-4.0953 - Small update to se_lzfastest_decomp implementation.
-4.0953 - Various speedups and fixes.
-4.0952 - Added "se_lzfastest_decomp" extension method.
-4.0951 - Support for YMO version used in Ys Origin.
-4.095 - Added skeleton, skinning, and animation support for Ys: The Oath in Felghanna YMO files.
-4.094 - Fix for Ys Origin AIA files.
-4.093 - Python script for importing Ys AIA files is now included.
-4.093 - Added rapi.imageBlit32.
-4.093 - Added rapi.callExtensionMethod. Exposes various extension methods to Python.
-4.092 - Various bug fixes.
-4.092 - Support for large address space on 64-bit operating systems.
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Re: Señor Casaroja's Noesis

Post by Mr.Mouse »

Plenty of sneaky updates :stalk:
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Re: Señor Casaroja's Noesis

Post by freakshow »

Thanks for this mind-blowing tool. I've seen cryengine .chr and .cgf are supported but not .caf animations.Is it something that you think you might add in the future Mr Adults?
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Re: Señor Casaroja's Noesis

Post by Player »

hello MrAdults.
Thank you for your work!
tell me you plan to add support for MAC OS?
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Re: Señor Casaroja's Noesis

Post by MrAdults »

I've covered that at least a couple of times in this thread now. The short answer is no. The other short answer is use Wine. The medium-sized answer is pray to the demonic soul of Steve Jobs that he may rise up and strike me, forcing me to support his mysterious cursed operating systems until I join him in the grave.

Useful things:
-4.0958 - Added noeProcessImage. This is a utility function that lives in inc_noesis, and is very useful for automating the task of invoking image processing calls on multi-face/multi-mip images. See the example usage in the NIF script.
-4.0958 - Cubemaps and mipmaps are now used for NIF files.
-4.0958 - Added rapi.imageKernelProcess. Allows you to specify a Python "kernel" method to do per-pixel data processing on image data. Performing logic in the kernel is typically around 2-4 times faster than doing the same thing by looping through bytearrays yourself in Python.
-4.0958 - Added NPAPI_SelectDataViewerMesh to the native API. This is used by the latest triangle picker plugin (Rich/native_bin/example_visualize02.dll in the Noesis plugins repository), and allows you to go directly to meshes in the data viewer by ctrl+clicking any of their triangles.
-4.0958 - Fixed a formatting bug in Python error text.
-4.0958 - Added a "skip render" flag for models in the data viewer, mainly for convenience when using the "draw all models" option.
-4.0957 - Ctrl-C now works to copy the current selection in the data viewer. You can also use the "Copy data only" option to have Ctrl-C only grab the data string instead of the full entry text.
-4.0956 - Added a search option in the data viewer. You can search by value name or in the actual data. Convenient for finding meshes/materials in the model by name.
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Re: Señor Casaroja's Noesis

Post by Markemp »

freakshow wrote:Thanks for this mind-blowing tool. I've seen cryengine .chr and .cgf are supported but not .caf animations.Is it something that you think you might add in the future Mr Adults?
This is my request too, although it's a plug-in by ... revelation? that does the Cryengine stuff. .caf animations as well as .cga support would be most excellent.
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Re: Señor Casaroja's Noesis

Post by Tosyk »

is there any way to mirror models (along with skeleton) on export?
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Re: Señor Casaroja's Noesis

Post by MrAdults »

Not unless you set RPGOPT_SWAPHANDEDNESS before the format's rpgConstructModel (if it's a format that's exposed through Python), or you write a tool script to reprocess an imported model through the rpg interface using RPGOPT_SWAPHANDEDNESS. Which would require you to do some scripting. Manually mirroring geometry to compensate for handedness is usually a poor idea.
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Re: Señor Casaroja's Noesis

Post by Tosyk »

MrAdults, thanks for reply.
trying to convert black desert models like so:

Code: Select all

...
		rapi.rpgSetOption(noesis.RPGOPT_SWAPHANDEDNESS, 1) #I put this before .rpgConstructModel
		mdl = rapi.rpgConstructModel()
		mdl.setModelMaterials(NoeModelMaterials(texList, matList))
		mdlList.append(mdl); mdl.setBones(boneList)
	return 1
I definitely do something wrong, could you tell me where should I put "RPGOPT_SWAPHANDEDNESS"?
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Re: Señor Casaroja's Noesis

Post by MrAdults »

Since the bones are set independently after the model is constructed, you need to swap handedness of those matrices too. See the example usage in the Bullet Witch script. (the lines to swap endianness are commented out)
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Re: Señor Casaroja's Noesis

Post by Darko »

Hey Rich thanks for fixing MVC3 weights, but specular textures (.tex) got affected, now I only get pure white :S
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Re: Señor Casaroja's Noesis

Post by MrAdults »

That is more likely related to the global DXT-related changes than the MVC3 ones. Please send over an affected file or 2.
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Re: Señor Casaroja's Noesis

Post by MrAdults »

Thanks for the test data. 4.0963 is up with the fix.
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Re: Señor Casaroja's Noesis

Post by Darko »

No, thank you for your time and patience. I already checked the spec textures and now It's working correctly.
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