Spotlight: Señor Casaroja's Noesis

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

Post 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?
Last edited by itoikenza on Fri Oct 19, 2012 10:52 pm, edited 1 time in total.
Tribalizer
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Re: Señor Casaroja's Noesis

Post by Tribalizer »

Alright how to phrase this.

I'm looking for an expert's opinion on the format of what I assume hold the character model/textures from Captain America: Super Soldier. The info I'm looking for is for someone to spend a couple of minutes looking at the formats and gauge how hard working with them would be. Even though I really would like the models if it would take an absurd amount of time to get them I'd have to say to let it go. There are only 28 models (29 if you count the 2 shield instances as separate) and only 12 of them are "important" characters. Not exactly a good haul, especially if the script is a pain to make. Looking for closure really.

Thanks for reading!

Edit: I have edited my above thread to include renders and concept art of the characters in the game to give an idea of what's in the files.
Darko
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Re: Señor Casaroja's Noesis

Post by Darko »

Lol there was an update of noesis and nobody has said something:

http://oasis.xentax.com/index.php?content=downloads

See ya.
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Demonsangel
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Re: Señor Casaroja's Noesis

Post by Demonsangel »

Autoupdate :>
wardialer
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Re: Señor Casaroja's Noesis

Post by wardialer »

first of all thanks for noesis. sorry to be a pest, but is there a way to get animations out of FFXIII-2? i've been reading posts for the last couple of days and couldn't see any info on it. i already got models and (swizzled) textures out of the xbox360 version... do i need the ps3 version to get the right textures and/or animations?

right now i got 3,116 ps3.trb and ps3.imgb files from unpacking the BIG .bin file. should i be looking in the other .bin files or am i missing a step?

thanks in advance.
MrAdults
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Re: Señor Casaroja's Noesis

Post by MrAdults »

I tend to be sneaky with new releases. Or I'll just post about them on twitter if there's anything of real note in them. There's also an auto-update feature, like Demonsangel mentioned. (for anyone that didn't know, you can enable automatically checking for updates when Noesis starts up, it's under the persistent settings in the data viewer)

FF13 animations aren't supported. I never got around to trying to figure the format out.

As long as I'm posting, here's new stuff from the quiet releases I've made recently:
-3.96 - Added HL1 MDL import support.
-3.96 - Added a "Snapshot" button to the Kinect dialog.
-3.96 - Fixed multiple memory leaks in JK support.
-3.96 - Fixed a possible crash when reporting memory leaks.
-3.96 - Improved memory management for MD3 export, also capping import frame count when necessary.
-3.96 - Added NOEUSERVAL_SAVEFILEPATH to compliment NOEUSERVAL_FILEPATH.
-3.95 - Added support for bone-only NMD files.
-3.95 - Fixed a potential crash on export with no geometry.
-3.95 - Added Castlevania Dracula X Chronicles .res extraction support.
-3.95 - GMO's which do not contain internal textures now use the correct external material reference names.
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kingfisher13
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Re: Señor Casaroja's Noesis

Post by kingfisher13 »

Hey, I just thought I would pop in and say what a great program this is. I have been working on Bayonetta models, and for the most part, it displays them perfectly. There is one problem, though: I am trying to port these models to XNALara, and in order to do that, I need them in 3ds Max. I have Max 2010 Design.

The problem is, when I export to any format, usually FBX or Collada, it doesn't import into Max properly. Basically, none of the textures import with the mesh, so I end up with a useless mesh. The mesh doesn't even import with texture coordinates, so the materials window is blank, leaving no clues as to where certain textures are supposed to go. Is there a way around this? How can I import models properly? I would prefer to use Collada, as I exported a bunch of models from over 2000 files in that format, and going back and searching through all of those again would be a pain. Is there a way to have Max import with textures properly mapped and renderable?

I have tried the internal Autodesk Collada plugin, as well as Open Collada- neither one imports properly.
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Mirrorman95
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Re: Señor Casaroja's Noesis

Post by Mirrorman95 »

MrAdults wrote:I tend to be sneaky with new releases. Or I'll just post about them on twitter if there's anything of real note in them. There's also an auto-update feature, like Demonsangel mentioned. (for anyone that didn't know, you can enable automatically checking for updates when Noesis starts up, it's under the persistent settings in the data viewer)

FF13 animations aren't supported. I never got around to trying to figure the format out.

As long as I'm posting, here's new stuff from the quiet releases I've made recently:
-3.96 - Added HL1 MDL import support.
-3.96 - Added a "Snapshot" button to the Kinect dialog.
-3.96 - Fixed multiple memory leaks in JK support.
-3.96 - Fixed a possible crash when reporting memory leaks.
-3.96 - Improved memory management for MD3 export, also capping import frame count when necessary.
-3.96 - Added NOEUSERVAL_SAVEFILEPATH to compliment NOEUSERVAL_FILEPATH.
-3.95 - Added support for bone-only NMD files.
-3.95 - Fixed a potential crash on export with no geometry.
-3.95 - Added Castlevania Dracula X Chronicles .res extraction support.
-3.95 - GMO's which do not contain internal textures now use the correct external material reference names.
HL1 support is such exciting news! I can confirm that it works:
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BBSFM and KH2FM+ saves are compatible with KH2.5. viewtopic.php?t=13424
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Re: Señor Casaroja's Noesis

Post by RacingFreak »

Great work !

Any chances of getting the dxripper py plugin updated to work with NinjaRipper? Would be greatly appreciated :)
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Re: Señor Casaroja's Noesis

Post by MrAdults »

3.97 introduces lots of new features and makes tool scripts much more flexible and powerful with the ability to instantiate modules for manipulating data.
-3.97 - Added rapi.toolLoadGData, rapi.toolFreeGData, rapi.toolSetGData, rapi.toolExportGData, rapi.toolGetLoadedModelCount, and rapi.toolGetLoadedModel. These functions are intended for tool scripts, and allow loading/saving/manipulating any kind of supported (models, textures, etc.) data.
-3.97 - Added noesis.instantiateModule, noesis.freeModule, and noesis.setModuleRAPI. These functions allow you to insantiate modules and set the active rapi module context, and are intended for use with tool scripts.
-3.97 - Added noesis.getSelectedFile to get the path of the currently selected file in the Noesis browser.
-3.97 - Added noesis.loadImageRGBA and noesis.saveImageRGBA. These are mainly for convenience, as the same functionality can be achieved with the new module instantiation and tool methods.
-3.97 - Added a "Use memory mapping" persistent setting. This may result in a barely-detectable performance penalty in some situations, but will utilize 64-bit address space for some of the Noesis interfaces in order to circumvent some 32-bit memory limits.
As an example, I've attached a script that generates a model from a heightmap and automatically loads it.
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finale00
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Re: Señor Casaroja's Noesis

Post by finale00 »

lol lots of cool things. Were these the kinds of things on your mind when you first developed noesis?
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Re: Señor Casaroja's Noesis

Post by MrAdults »

I think when I first developed it, I was only thinking about supporting a bunch of different model/texture formats, and I wanted a framework that made it easy for me to do so. The plugin system came quite a bit later, and the Python support quite a bit after that. Now it's become very convenient for all kinds of different purposes. I was just writing a script to generate a mesh from some old Nasa MOLA topography data earlier today, and it's pretty awesome that I can do that sort of thing on a total whim now with just a short Python script while automatically supporting every format for input/output that Noesis already supports. (not to mention the crapload of rapi/noesis module methods that make it way easier)

Also, new update today, I fixed a shitload of bugs last night, and I added a Gaussian blur function. Attached are my latest tool scripts for generating height meshes, blurring images, and merging models. (you will need the latest Noesis to run the former 2, the heightmap script now has a blurring option too)
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Satoh
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Re: Señor Casaroja's Noesis

Post by Satoh »

Noesis is literally tied with blender for my favorite 3D application. And blender only gets that high because I can make things from scratch in it.

It would probably win outright if I just had the patience to learn the API... I'd be able to import all these formats I've been documenting over the years finally.

I personally would like to thank you MrAdults, for this brilliant contribution to humanity.
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Re: Señor Casaroja's Noesis

Post by RacingFreak »

Much appreciated MrAdults!

Would be great to see .m3g 3D models support.
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Re: Señor Casaroja's Noesis

Post by Satoh »

Ah...erm... eh... Something seems to be wrong with Noesis' Collada exporter... all the files I'm getting are 0 bytes... no errors. It acts like it normally does, but the file is completely empty.

PSK and the other formats I tested export fine... Can anyone confirm this is an issue?

I just updated to the newest version of Noesis.
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