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publicly importing DoA3 to Noesis(voyearism, gang bang)

Post questions about game models here, or help out others!
Demonsangel
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Re: publicly importing DoA3 to Noesis(voyearism, gang bang)

Post by Demonsangel »

b0ny wrote:yeah, i've seen the inc_noesis.py, but these are part of "mesh" class and i don't have a mesh object when using the rapi interface.(right?)
Just butting right in because I can. I haven't read the entire thread so I don't know why you need the lists from the rapi interface instead of reading/compiling them from the model format file, but you could just feed everything into rapi and then after the appropriate rapi.CommitTriangles etc you call mdl = rapi.ConstructModel() where mdl is classtype NoeModel and you then do globalIdx = mdl.globalIdx

I don't remember seeing you acting like a little bitch before, but I hesitated to actually try and help.
I also think there aren't enough actual Noesis scripters for us to bother MrAdults with asking for detailed documentation which will occupy a shitton of time. Sure it'll help new scripters, but learning the hard way isn't impossible and beginners will find practically everything needed in our scripts already published.
One way to learn it, would be to take an easy format we already finished and reverse it again and follow the steps we did.
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Re: publicly importing DoA3 to Noesis(voyearism, gang bang)

Post by MrAdults »

Noesis provides a useful framework for helping you handle lots of different data types. It's a very intuitive framework (relative to blender) if you're familiar with the technical workings of realtime rendering and previous-to-current-gen game development. That's all it is. It isn't going to magically make you understand things you don't already understand.

This guy seems more interested in making a spectacle than accomplishing anything (who would have guessed), so there isn't much point in this thread anymore.
b0ny
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Re: publicly importing DoA3 to Noesis(voyearism, gang bang)

Post by b0ny »

i was bored. i'm guilty and i'm sorry...
Demonsangel wrote:
b0ny wrote:yeah, i've seen the inc_noesis.py, but these are part of "mesh" class and i don't have a mesh object when using the rapi interface.(right?)
I don't know why you need the lists from the rapi interface instead of reading/compiling them from the model format file, but you could just feed everything into rapi and then after the appropriate rapi.CommitTriangles etc you call mdl = rapi.ConstructModel() where mdl is classtype NoeModel and you then do globalIdx = mdl.globalIdx
i need globalIdx and globalVtx per object not per model or per noemesh(read material), and i start understanding that noesis just doesn't provide this feature. i need to use python for that, and on exporting i'll need to use tricks with mesh names to find which mesh belongs to what object.
Demonsangel wrote:learning the hard way isn't impossible and beginners will find practically everything needed in our scripts already published.
One way to learn it, would be to take an easy format we already finished and reverse it again and follow the steps we did.
is there a place to find all noesis python scripts? if not, maybe we need one...
Demonsangel
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Re: publicly importing DoA3 to Noesis(voyearism, gang bang)

Post by Demonsangel »

Eh???

model == object? and each model is built from one or more meshes? What other objects are there that meshes could belong to? I see why MrAdults says you should read up on what everything means, you seem to be confusing terms.
b0ny
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Re: publicly importing DoA3 to Noesis(voyearism, gang bang)

Post by b0ny »

Demonsangel wrote:Eh???

model == object? and each model is built from one or more meshes? What other objects are there that meshes could belong to? I see why MrAdults says you should read up on what everything means, you seem to be confusing terms.
where did you get this equation from?
3d models(at least doa does) use this hierarchy:

Code: Select all

model:
  object:
    material
    material
  object:
    material
...
noesis doesn't have "objects"...
Demonsangel
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Re: publicly importing DoA3 to Noesis(voyearism, gang bang)

Post by Demonsangel »

Are you kidding me?
raykingnihong
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Re: publicly importing DoA3 to Noesis(voyearism, gang bang)

Post by raykingnihong »

b0ny wrote:Image

Noesis import script for Dead or Alive 3 characters (thanks guys for helping me with this script)

importing for now mesh only, character skins only (optionally textures from doax/doau)

so:
- Noesis supports only cubemap environment textures, while doa3's environmet textures are 2d matcap like.

- some doa3 headers of the cat files have an unknown encryption

- kasumi00 is missing heaps joints and some foot parts - should find why is that so
- zack01 crashes if calculating vector's angle with Noesis built in functions - to do

- team ninja in doa3 format don't use weights for bending, they use the some shit that works on the morphing principle by replacing the location/normal vector from the vertex buffer with some calculated value.
it multiplies the matrices of the bodyparts the joint is joining then operates with some scale and bending(?) vectors from the joint's data(for doao is called some d3d9 method i can't identify), then it's added to some base (?morph)target and swaps the location vector shown in the indices list.

has anyone before broke in the doa joints format?
Hello, my friend, can you share your Noesis script, we look forward to your doa3 script appeared, thank you
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