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Re: Señor Casaroja's Noesis
Posted: Tue Sep 04, 2012 1:18 am
by finale00
line 21
Should it be 'w'? As it creates a new merger file each time.
Then again, if it was 'a', then there isn't really a feasible way to clear it out without manually deleting it I guess.
But people probably don't mind deleting it everytime they need a new one.
Re: Señor Casaroja's Noesis
Posted: Tue Sep 04, 2012 3:38 am
by MrAdults
Yeah, the desired behavior is to create a new file each time, since the script is writing out a whole .noesis scene file for each merge set. You can adjust the script to do whatever you want though, including read out of a mesh index file or whatever else.
Also, I just made it so mergeBones 2 can be used to re-apply relative transforms after collapsing the skeletons together (3.91 is up with that behavior), that fixes the messed up head orientations in the models you and chrrox have sent me. Here's an updated .noesis sample.
Code: Select all
NOESIS_SCENE_FILE
version 1
physicslib ""
defaultAxis "0"
object
{
name "node0"
model "c001.mdl"
offset "(0 0 0)"
rotate "(0 0 0)"
}
object
{
name "node1"
mergeTo "node0"
mergeBones "2"
model "h001.mdl"
offset "(0 0 0)"
rotate "(0 0 0)"
}
I've also attached an updated merger script which changes the MERGE_BONES behavior to reflect the new functionality.
Re: Señor Casaroja's Noesis
Posted: Tue Sep 04, 2012 7:34 pm
by Demonsangel
This is a wet dream come true.
Re: Señor Casaroja's Noesis
Posted: Tue Sep 04, 2012 7:48 pm
by Darko
MrAdults wrote:Yeah, the desired behavior is to create a new file each time, since the script is writing out a whole .noesis scene file for each merge set. You can adjust the script to do whatever you want though, including read out of a mesh index file or whatever else.
Also, I just made it so mergeBones 2 can be used to re-apply relative transforms after collapsing the skeletons together (3.91 is up with that behavior), that fixes the messed up head orientations in the models you and chrrox have sent me. Here's an updated .noesis sample.
Code: Select all
NOESIS_SCENE_FILE
version 1
physicslib ""
defaultAxis "0"
object
{
name "node0"
model "c001.mdl"
offset "(0 0 0)"
rotate "(0 0 0)"
}
object
{
name "node1"
mergeTo "node0"
mergeBones "2"
model "h001.mdl"
offset "(0 0 0)"
rotate "(0 0 0)"
}
I've also attached an updated merger script which changes the MERGE_BONES behavior to reflect the new functionality.
What I understand about this tool is that you have to have the models you need inside of hte folder, but only those models you want merged, if not, all the models you have inside of your game folder will be shown together.
See ya.
Re: Señor Casaroja's Noesis
Posted: Wed Sep 05, 2012 2:34 am
by MrAdults
3.92 has a new mergeBones option. When it's set to 3, the actual geometry will also be transformed by the relative matrices after the bone collapse. This allows you to bolt models together via bone collapse. For example, with the DOAX2 models, you could do something like this:
Code: Select all
NOESIS_SCENE_FILE
version 1
physicslib ""
defaultAxis "0"
sharedAnims "1"
object
{
name "node0"
model "0000_vtn1.tpr"
}
object
{
name "node1"
mergeTo "node0"
mergeBones "2"
model "0018_vtnAA.tpr"
}
And it would get you this result:
Now you can do this:
Code: Select all
NOESIS_SCENE_FILE
version 1
physicslib ""
defaultAxis "0"
sharedAnims "1"
object
{
name "node0"
model "0000_vtn1.tpr"
}
object
{
name "node1"
mergeTo "node0"
mergeBones "3"
renameBone "bone000" "bone006"
renameBone "bone001" "bone011"
renameBone "bone002" "bone028"
model "0018_vtnAA.tpr"
}
And get this result:
The renameBone entries are important here, because the head model has 3 bones, for the center and each eye. Those bones correspond to bones 6, 11, and 28 in the main skeleton. You can see this by looking at which bones are which in the data viewer. So renaming the head bones to match the desired bones in the body will then collapse the skeletons correctly into each other.
Re: Señor Casaroja's Noesis
Posted: Sat Sep 08, 2012 2:49 pm
by Devilot
do you think support for those games:
Legacy of Kain defiance
Lord of the Rings Conquest
could eb added? there is no known extractor/viewer for them save 3d ripper dx and that messes up the uv maps.
Not to mention Metal Gear Solid HD collection.
Re: Señor Casaroja's Noesis
Posted: Sun Sep 09, 2012 7:16 pm
by finale00
Is there a full-screen preview option?
Re: Señor Casaroja's Noesis
Posted: Tue Sep 11, 2012 8:07 pm
by MrAdults
Detachable preview window has been on the todo list forever, I've just been neglecting it. I'll see if it makes sense to move it up in the queue.
Re: Señor Casaroja's Noesis
Posted: Fri Sep 14, 2012 8:14 pm
by orbbu
Hi,
Is there a way in Noesis to batch render image previews from 3d models ?
Re: Señor Casaroja's Noesis
Posted: Fri Sep 14, 2012 8:51 pm
by howfie
Hey Rich, are you planning on looking at the Tekken TT 2 files? The XBox360 ones are nearly the same model format as Tekken 6, but the archive structure has changed. Now all NDXR, NTXR, and BONE sections tend to be grouped together. I wrote a program, bintonmd, that extracts the sections in order as they appear in the bin files. Looks like this:
The models and textures are all viewable by noesis, but the _BONES files are not. Apparently, your NMD code won't preview BONE unless there is geometry in the NMD as well. So I wrote a second program, mergenmd, where the user picks a model file, a texture file, and a bone file, and it creates a merged Tekken 6 NMD file that is viewable by Noesis and loads everything fine as shown below.
But, it is tedious searching for the right bone file since it is not viewable in Noesis. Some are obvious, like 171_model, 172_texture, and 173_bones, but many are not obvious.
To support Tekken TT2, you wouldn't have to really do much except make an NMD file with a BONE section in it only (as the first offset pair in the NMD file) viewable in noesis. This way, no one has to go through and figure out their new archive format.
Regards,
Steve
Re: Señor Casaroja's Noesis
Posted: Fri Sep 14, 2012 11:18 pm
by MrAdults
Yeah, chrrox already told me the format is pretty much the same, and sent me some sample files. I'll get around to looking at and supporting them soon. I haven't had a chance to work on Noesis again since I pushed the last release out.
Re: Señor Casaroja's Noesis
Posted: Mon Sep 17, 2012 8:59 pm
by Mr.Mouse
And you also have the Lost Planet 2 files to look at

Re: Señor Casaroja's Noesis
Posted: Wed Sep 26, 2012 10:23 am
by Devilot
I don't remember, is Vagrant Story (psx) supported?
Re: Señor Casaroja's Noesis
Posted: Thu Sep 27, 2012 11:37 am
by itoikenza
What about 360's ssf4?
Re: Señor Casaroja's Noesis
Posted: Sun Sep 30, 2012 3:46 am
by MrAdults
I still haven't gotten to any of the new file formats or a good bit of core functionality I've been wanting to implement. But I finished the binary find in files tool plugin. The plugin DLL is attached in a zip, put the DLL file in the Noesis\plugins directory and you'll have a new Binary Find in Files tool accessible from the Noesis tools menu.

I made a $fileofs$ macro in case anyone has a hex editor that can accept an offset from the commandline. I don't, but that would be very handy to have. If you leave the launch syntax as "$filename$" and associate the given filetype with Noesis, also, doubleclicking it in the binary find results will automatically try to open it in Noesis. Which might also be useful if you're writing a format script and want to try opening files with certain chunks/tags in them.
I think everything else should be pretty self-explanatory usage-wise.
Edit: Updated plugin (tool_bindfind_r2.zip is attached), and added a "Match case" option.