Re: Cyberpunk 2077 Noesis script
Posted: Thu Dec 31, 2020 12:29 am
At least for the iguana, it seems that the weight to bone index is off by one? All the bones i select show a weight of the next one in line.



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def LoadModel(data, mdlList):
matList = []
texList = []
###just above commitTriangles in vertLoop
fName = os.path.basename(rapi.getInputName())
meshName = fName.split(".")[0]
texPath = dir +"\\textures\\"+meshName+"_d01.dds"
material = NoeMaterial("submesh"+str(i), "")
rapi.rpgSetMaterial("submesh"+str(i))
material.setTexture(texPath)
matList.append(material)
###rapi.rpgCommitTriangles***
mdl.setModelMaterials(NoeModelMaterials(texList, matList))
###mdlList.append(mdl)***

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[
"base\\characters\\head\\ma\\h0_732_ma_c__middle\\textures\\h0_732_ma_c__middle_d01.xbm",
"base\\characters\\head\\ma\\h0_732_ma_c__middle\\textures\\h0_732_ma_c__middle_n01.xbm",
"base\\characters\\head\\ma\\h0_001_ma_c__basehead\\textures\\h0_001_ma_c__basehead_tyger_d04.xbm",
"base\\characters\\common\\skin\\face\\h0_000_ma_c__base_nd.xbm",
"base\\characters\\head\\ma\\h0_001_ma_c__basehead\\textures\\h0_001_ma_c__basehead_rm01.xbm",
"base\\characters\\common\\skin\\face\\h0_000_base__tintcolormask.xbm",
"base\\characters\\common\\skin\\face\\h0_001_ma__wrnkl_stretch_n.xbm",
"base\\characters\\common\\skin\\face\\h0_001_ma__wrnkl_squash_n.xbm",
"base\\characters\\common\\skin\\face\\h0_001_ma__wrnkl_blood_mask_u.xbm",
"base\\characters\\main_npc\\kojima\\h0_001_ma_a__kojima\\textures\\h0_001_ma_a__kojima_d01.xbm",
"base\\characters\\main_npc\\kojima\\h0_001_ma_a__kojima\\textures\\h0_001_ma_a__kojima_n01.xbm",
"base\\characters\\head\\ma\\h0_001_ma_c__basehead\\textures\\h0_001_ma_c__basehead_valentino_d04.xbm",
"base\\characters\\head\\ma\\h0_001_ma_c__basehead\\textures\\h0_001_ma_c__basehead_d04.xbm",
"base\\characters\\head\\ma\\h0_001_ma_c__basehead\\textures\\h0_001_ma_c__basehead_n01.xbm",
"base\\characters\\head\\ma\\h0_001_ma_c__basehead\\textures\\h0_001_ma_c__basehead_d01.xbm",
"base\\characters\\head\\ma\\h0_001_ma_c__basehead\\textures\\h0_001_ma_b__basehead_d03.xbm",
"base\\characters\\head\\mba\\h0_000_mba_c__basehead\\textures\\h0_000_mba_c__basehead_d01.xbm",
"base\\characters\\common\\character_customisation_items\\tattoos\\face\\textures\\head_tattoo__tygerclaw_01_d01.xbm",
"base\\characters\\common\\character_customisation_items\\tattoos\\face\\textures\\head_tattoo__tygerclaw_01_e01.xbm",
"base\\characters\\common\\character_customisation_items\\tattoos\\face\\textures\\head_tattoo__valentino_01_d01.xbm",
"engine\\textures\\small_white.xbm"
]
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{
"CMaterialInstance": {
"Normal": "base\\characters\\head\\ma\\h0_732_ma_c__middle\\textures\\h0_732_ma_c__middle_n01.xbm",
"baseMaterial": "base\\characters\\common\\skin\\character_mat_instance\\male\\head\\male_head_02_ca_limestone.mi",
"Albedo": "base\\characters\\head\\ma\\h0_732_ma_c__middle\\textures\\h0_732_ma_c__middle_d01.xbm",
},
"CMaterialInstance": {
"CavityIntensity": 0.25,
"DetailRoughnessBiasMin": 1,
"MicroDetailInfluence": 1,
"MicroDetailUVScale02": 8,
"Normal": "base\\characters\\head\\ma\\h0_732_ma_c__middle\\textures\\h0_732_ma_c__middle_n01.xbm",
"BloodColor": {
"Blue": 0,
"Alpha": 0,
"Green": 0,
"Red": 0
},
"DetailRoughnessBiasMax": 0.8500000238418579,
"TintColorMask": "base\\characters\\common\\skin\\face\\h0_000_base__tintcolormask.xbm",
"Detailmap_Squash": "base\\characters\\common\\skin\\face\\h0_001_ma__wrnkl_squash_n.xbm",
"Roughness": "base\\characters\\head\\ma\\h0_001_ma_c__basehead\\textures\\h0_001_ma_c__basehead_rm01.xbm",
"Detailmap_Stretch": "base\\characters\\common\\skin\\face\\h0_001_ma__wrnkl_stretch_n.xbm",
"TintColor": {
"Blue": 83,
"Alpha": 255,
"Green": 149,
"Red": 131
},
"DetailNormalInfluence": 1,
"MicroDetailUVScale01": 20,
"DetailNormal": "base\\characters\\common\\skin\\face\\h0_000_ma_c__base_nd.xbm",
"TintScale": 0.379,
"baseMaterial": "base\\characters\\common\\skin\\character_mat_instance\\male\\head\\male_head_npc_06_limestone_tyger.mi",
"Albedo": "base\\characters\\head\\ma\\h0_001_ma_c__basehead\\textures\\h0_001_ma_c__basehead_tyger_d04.xbm",
"Bloodflow": "base\\characters\\common\\skin\\face\\h0_001_ma__wrnkl_blood_mask_u.xbm",
"SkinProfile": "skip"
}
}
}I believe this is it:- base\entities\cameras\3dmap\3dmap_* (found in gamedata archive)
Попытаться изменить значение nameToIndex,0 в строке 328 скрипта на nameToIndex,1.Piranjak wrote: ↑Fri Jan 15, 2021 2:43 am Hi all, I'm having a problem which I assume is probably caused by something small and obvious, but I know basically nothing about this. I mean, really.
I got the mesh files I want with CP77Tools and put the python script in Noesis so it's all set, but when I try to open the mesh files it tells me they cannot be previewed. If I try to extract them I get the error "couldn't find a suitable buffer file". Any advice?

Sadly still having the same issue, but thank you for taking the time.micro777 wrote: ↑Fri Jan 15, 2021 9:19 amПопытаться изменить значение nameToIndex,0 в строке 328 скрипта на nameToIndex,1.Piranjak wrote: ↑Fri Jan 15, 2021 2:43 am Hi all, I'm having a problem which I assume is probably caused by something small and obvious, but I know basically nothing about this. I mean, really.
I got the mesh files I want with CP77Tools and put the python script in Noesis so it's all set, but when I try to open the mesh files it tells me they cannot be previewed. If I try to extract them I get the error "couldn't find a suitable buffer file". Any advice?
Try changing the nameToIndex,0 value in script line 328 to nameToIndex,1.
indOffFlag = buildFlagFromNames(["teOffset","Uint32"],nameToIndex,1)
![]()
I am having the same issue, and your fix is sadly not working. I tried creating the file, just in case if it wasn't able to initially create the file, but it doesn't seem to work.micro777 wrote: ↑Fri Jan 15, 2021 9:19 amПопытаться изменить значение nameToIndex,0 в строке 328 скрипта на nameToIndex,1.Piranjak wrote: ↑Fri Jan 15, 2021 2:43 am Hi all, I'm having a problem which I assume is probably caused by something small and obvious, but I know basically nothing about this. I mean, really.
I got the mesh files I want with CP77Tools and put the python script in Noesis so it's all set, but when I try to open the mesh files it tells me they cannot be previewed. If I try to extract them I get the error "couldn't find a suitable buffer file". Any advice?
Try changing the nameToIndex,0 value in script line 328 to nameToIndex,1.
indOffFlag = buildFlagFromNames(["teOffset","Uint32"],nameToIndex,1)
![]()
Same here. Noesis asks for the .rig file, but even selecting what appears to be the correct file, nothing happens. Says that the rig file is invalid and keeps asking for it. If you cancel the selection, nothing is exported nor previewed.nekoboinick wrote: ↑Sat Jan 16, 2021 2:13 amI am having the same issue, and your fix is sadly not working. I tried creating the file, just in case if it wasn't able to initially create the file, but it doesn't seem to work.micro777 wrote: ↑Fri Jan 15, 2021 9:19 amПопытаться изменить значение nameToIndex,0 в строке 328 скрипта на nameToIndex,1.Piranjak wrote: ↑Fri Jan 15, 2021 2:43 am Hi all, I'm having a problem which I assume is probably caused by something small and obvious, but I know basically nothing about this. I mean, really.
I got the mesh files I want with CP77Tools and put the python script in Noesis so it's all set, but when I try to open the mesh files it tells me they cannot be previewed. If I try to extract them I get the error "couldn't find a suitable buffer file". Any advice?
Try changing the nameToIndex,0 value in script line 328 to nameToIndex,1.
indOffFlag = buildFlagFromNames(["teOffset","Uint32"],nameToIndex,1)
![]()