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Re: Señor Casaroja's Noesis

Posted: Tue Oct 02, 2012 11:34 am
by Mirrorman95
Just saying, on August 15th 2011, on page 4 of the MSET Research topic, Revelation released download/file.php?id=4632 , which is an update to his KH2 Noesis plugin that improves a few things and introduces animation support. The Noesis plugins page still links to the old March 2011 version of the plugin, so that's why I thought to mention it.

Re: Señor Casaroja's Noesis

Posted: Tue Oct 02, 2012 1:59 pm
by Devilot
thanks :) is it only for KH2 or also Kh1 anims?

Re: Señor Casaroja's Noesis

Posted: Wed Oct 03, 2012 7:17 am
by Mirrorman95
Devilot wrote:thanks :) is it only for KH2 or also Kh1 anims?
No, only Yaz0r's ModelViewerDX (version 3) can process KH1 animations. Also, the KH2 animations need to be decompressed into ASETs by kkdf2's animation tool before Noesis can run them.

Re: Señor Casaroja's Noesis

Posted: Sun Oct 07, 2012 3:17 am
by MrAdults
I haven't updated that plugins page in forever. I'd like someone to maintain a page on the wiki or something for it, there are dozens of scripts and plugins now that I've missed altogether.

Re: Señor Casaroja's Noesis

Posted: Sun Oct 07, 2012 7:55 am
by Devilot
MrAdults wrote:I haven't updated that plugins page in forever. I'd like someone to maintain a page on the wiki or something for it, there are dozens of scripts and plugins now that I've missed altogether.
this looks like a great idea. I was certain only 4 plugins at all were available for noesis.

Re: Señor Casaroja's Noesis

Posted: Sun Oct 07, 2012 8:41 am
by Dinoguy1000
I would love to have some help with the wiki; I currently don't have the time to do much more than just deleting spam and blocking the spambots (and on that note, for anyone that might want to help out, if the title blacklist on the wiki gives you problems, I'm the one to yell at =) ).

Re: Señor Casaroja's Noesis

Posted: Wed Oct 10, 2012 6:55 pm
by MrAdults
Someone just has to do the work of searching through the forums for all the Noesis python scripts people have posted, and the few native plugins. (mostly from revelation, but I know someone else posted an OGRE native plugin somewhere in this thread too, and I think 1 or 2 other people have made native plugins for assorted things) If someone can gather everything up, I'd be happy enough to start a wiki page on it myself. I just haven't had the time/motivation to find everything, and I know I've flat out missed a lot of stuff too since I haven't been checking the forums very vigorously for the last 6-12 months.

Side note, the new Noesis build adds Jedi Knight/Mysteries of the Sith support. You'll want to use Noesis to extract all of your GOB/GOO files in-place (in the game's directory structure), because for cross-asset dependencies (such as MAT files needing the CMP/colormap files, 3DO/JKL files needing MAT files, etc.) Noesis will automatically try to search in relative paths, so if you have all of the GOB/GOO files extracted with default extraction paths it should just work.

Edit: Oh, and finale00, you should be happy to know that this build also has a fullscreen preview option. (View->Fullscreen)

Re: Señor Casaroja's Noesis

Posted: Wed Oct 10, 2012 10:14 pm
by finale00
lol awesome, full screen.

I did this some time ago, only spent maybe 15 mins or so and then never really looked at it again
http://wiki.xentax.com/index.php/Model_Import_Plugins

Re: Señor Casaroja's Noesis

Posted: Thu Oct 11, 2012 12:21 am
by Dinoguy1000
Aah, you're Tsukihime on the wiki, aren't you?

Re: Señor Casaroja's Noesis

Posted: Thu Oct 11, 2012 1:15 am
by Mirrorman95
MrAdults wrote:Someone just has to do the work of searching through the forums for all the Noesis python scripts people have posted, and the few native plugins. (mostly from revelation, but I know someone else posted an OGRE native plugin somewhere in this thread too, and I think 1 or 2 other people have made native plugins for assorted things) If someone can gather everything up, I'd be happy enough to start a wiki page on it myself. I just haven't had the time/motivation to find everything, and I know I've flat out missed a lot of stuff too since I haven't been checking the forums very vigorously for the last 6-12 months.

Side note, the new Noesis build adds Jedi Knight/Mysteries of the Sith support. You'll want to use Noesis to extract all of your GOB/GOO files in-place (in the game's directory structure), because for cross-asset dependencies (such as MAT files needing the CMP/colormap files, 3DO/JKL files needing MAT files, etc.) Noesis will automatically try to search in relative paths, so if you have all of the GOB/GOO files extracted with default extraction paths it should just work.

Edit: Oh, and finale00, you should be happy to know that this build also has a fullscreen preview option. (View->Fullscreen)
If you're looking for Python scripts, finale00's hoard can be found at https://www.dropbox.com/s/7stlpd4qvkq3096 .
I also added the latest versions of all the Revelation dll plugins I could find to https://www.dropbox.com/sh/les911yjlc9zxp9/HPbXapUV8c .

Re: Señor Casaroja's Noesis

Posted: Thu Oct 11, 2012 5:08 pm
by Demonsangel
I should try going through his list to see if I can add bones and animations.

Re: Señor Casaroja's Noesis

Posted: Thu Oct 11, 2012 7:02 pm
by finale00
Please do. While I tell myself I will look into it eventually, "eventually" never comes because I quickly lose motivation lol
I usually just map out the general structure into different methods and just leave it at that...

Re: Señor Casaroja's Noesis

Posted: Thu Oct 11, 2012 7:52 pm
by itoikenza
MrAdults, i hope you didn't forget to work on a model pose saving feature (saved per frame of a new animation). would love it since...
my kinect seems busted! Still working on building up the cash to buy 2 qumarions. 1 for each of us. they currently only ship to japanese addresses, but that'll change.

Re: Señor Casaroja's Noesis

Posted: Fri Oct 12, 2012 7:13 pm
by MrAdults
itoikenza wrote:MrAdults, i hope you didn't forget to work on a model pose saving feature (saved per frame of a new animation). would love it since...
my kinect seems busted! Still working on building up the cash to buy 2 qumarions. 1 for each of us. they currently only ship to japanese addresses, but that'll change.
I did that quite a long time ago. I added an "Append" checkbox next to the record button. If you check it, it will append the animation you record to the existing animation(s) in the model. This way you can append motion segments, or you can append single frames by just setting the record duration to the length of a single frame, and you can still use the countdown delay if you want to get things in place before the frame is snapped.

Edit: By the way, Mr.Mouse, I finally looked at LP2 today. It's more like MVC3's mod format than DMC4/RE5/LP1/etc.'s mod format, and my MVC3 loader is currently big-endian only (and my LP2 data is little) plus there are still a few other differences (mainly in the way materials are handled in LP2), so it's a slight pain in the ass to add LP2 support even though the data is laid out relatively plainly. It's going to have to wait until I have some of the other things cleared from my todo list.

Re: Señor Casaroja's Noesis

Posted: Fri Oct 12, 2012 7:20 pm
by itoikenza
thanks, can i position the model via data viewer's bones, then record the pose? or is it only the kinect i can record from, in other words is there a way to turn off tracking and keep the kinect interface on?

edit: figured it all out, nevermind. still i should be able to make animations without having the kinect plugged in, but it is what it is. right?