Spotlight: Señor Casaroja's Noesis

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

Post by Demonsangel »

There is no nesting, that's one of the annoying things.

After a certain amount print() the noesis debugger hangs untill it's done runnign code and then prints out evertything it didn't yet print out. But if it never finishes or hangs...

So I can't actually know if perhaps there is a loop that never ends.
My code currently does a while not data.checkEOF():
with a data.seek(size-12)
Guess I could try to see if the .tell() after the chunk isn't larger(or negative) than the one before the chunk.

EDIT: ugh, I misread 1 byte somewhere so in the loop it read size as 0 somewhere, so it kept looping over the same chunk forever and thus locking up :P
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Re: Señor Casaroja's Noesis

Post by finale00 »

I always write to an external file if I need to examine what I'm reading in.
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Re: Señor Casaroja's Noesis

Post by LeonSK »

Some one plz post a link to tutorials and tools needed so i can learn how to import some models in noesis. 8D
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Re: Señor Casaroja's Noesis

Post by finale00 »

Tutorial section has a couple guides from chrrox. I think...those are really all you need to figure out how to use noesis to import models. Textured meshes at least. Would be cool to see a similar guide for bones and animations.

It would be logical

1: start by getting the meshes - good enough for screenshots
2: now add the bones and skin the model - now you can actually do stuff with it
3: now add the animations - if you're lazy to make your own
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Re: Señor Casaroja's Noesis

Post by Demonsangel »

Lets say I have 9k triangles and 3k vertices and just for the example I need to create "vertex groups" every 500 vertices.

How would I do this in Noesis? I know how to do it if I had the triangle groups, but I don't see a way to do it with vertex groups without looping through all triangles to see which vertex is where and create the groups like that (but seems really inefficient).
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Re: Señor Casaroja's Noesis

Post by chrrox »

if the format you are working on is structured like i think it might be i usually read the vertex points in the groups i need then subtract the face number from the face id read.
not sure what format you are working on tho.
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Re: Señor Casaroja's Noesis

Post by Demonsangel »

So I'd have to loop through all the triangle to cut them in groups, since all vertices and traingles are 1 large pool. Okay, thanks.
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Re: Señor Casaroja's Noesis

Post by chrrox »

you can still use the rapi interface with this method
here is something i have done

faceData = []
for a in range(0, meshInfo[5]):
face = bs.readUShort() - meshInfo[2]
faceData.append(face)
faceBuff = struct.pack(">" + 'H'*len(faceData), *faceData)
rapi.rpgCommitTriangles(faceBuff, noesis.RPGEODATA_USHORT, meshInfo[5], noesis.RPGEO_TRIANGLE, 1)
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Re: Señor Casaroja's Noesis

Post by finale00 »

Demonsangel wrote:So I'd have to loop through all the triangle to cut them in groups, since all vertices and traingles are 1 large pool. Okay, thanks.
The indices look like this?

Code: Select all

[<-----into vertex group 1----->][<-----into vertex group 2----->] ....
Or are they just random?
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Re: Señor Casaroja's Noesis

Post by itoikenza »

could someone provide me with as .noekin map of ff7ac cloud from dissidia 1?
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Re: Señor Casaroja's Noesis

Post by howfie »

In Noesis export of OBJ, it gives group names of

g 0
g 1
g 2
etc.

and so on. Some modelers don't like numeric names. Was wondering if you can change that to

g m0
g m1
g m2
etc.

or

g group0
g group1
g group2
etc.
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Re: Señor Casaroja's Noesis

Post by HeliosAI »

Not sure if this is the right topic but well...it's about this program so

Is there a way to export the environments from Final Fantasy 7: Crisis Core with their vertex colors? .fbx seems to export them but when i import it to 3ds max there are no vertex colors. I also tried .dae because i read it supports vertex color data too but Noesis doesn't give me any .dae file (it just exports the textures) while there isn't any error message.
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Re: Señor Casaroja's Noesis

Post by MrAdults »

howfie wrote:In Noesis export of OBJ, it gives group names of

g 0
g 1
g 2
etc.

and so on. Some modelers don't like numeric names. Was wondering if you can change that to

g m0
g m1
g m2
etc.

or

g group0
g group1
g group2
etc.
I'll look into it, which importer(s) are choking on numbered names?
o0Crofty0o wrote:Not sure if this is the right topic but well...it's about this program so

Is there a way to export the environments from Final Fantasy 7: Crisis Core with their vertex colors? .fbx seems to export them but when i import it to 3ds max there are no vertex colors. I also tried .dae because i read it supports vertex color data too but Noesis doesn't give me any .dae file (it just exports the textures) while there isn't any error message.
FBX and DAE both store vertex colors. I just tested exporting a FF7CC map model to DAE and it works fine, so I don't know what your issue is there. Try looking for write errors in the output log, and perhaps try making sure your destination path has no unicode characters. The old FCollada lib compiled into Noesis is not unicode-friendly. As for FBX, lack of vertex colors would be the importer's fault, you can see that the data is properly stored if you reload the FBX in Noesis.
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Re: Señor Casaroja's Noesis

Post by finale00 »

Any idea what I"m doing wrong?
viewtopic.php?p=76829#p76829

I messed around some more but eventually gave up lol
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Re: Señor Casaroja's Noesis

Post by MrAdults »

finale00 wrote:Any idea what I"m doing wrong?
viewtopic.php?p=76829#p76829

I messed around some more but eventually gave up lol
Sorry, I missed that. You just need to move your immNormal3f call above the immVertex3f call. immVertex3f is what commits the vertex with all of the other active vertex components. Remember that you just need to make one of the component calls with None as well if you want to clear it out for the next committed vertex.
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