Brilliant, thanks!MrAdults wrote:The auto-reload thing was added because WRS wanted it, but it's disabled by default because most users won't need/want it, and I didn't want to impose the overhead of a filesystem hook when it's not needed
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Spotlight: Señor Casaroja's Noesis
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WRS
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Re: Señor Casaroja's Noesis
Useful tool links:
- Dinoguy1000
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Re: Señor Casaroja's Noesis
MrAdults, I don't suppose you could add support for *.CAR and *.3DF files from Carnivores, Carnivores 2, and Carnivores Ice Age? I can send you example files if you need them. (If you're willing to put a bit more work into it, it'd also be nice to see what you can support of the *.MAP and *.RSC formats, though these change between Carnivores and C2/CIA, and I unfortunately haven't gotten around to writing them up on the Carnivores wiki yet (though, again, I can send you sample files if needed); I'd also appreciate any comments you may have on the wiki coverage of the *.CAR/*.3DF formats)
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MrAdults
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Re: Señor Casaroja's Noesis
I can add it down on my todo list, but that means it could be months/years before I get to it, because that todo list is massive already. And I just applied for another salary job, so my Noesis work is going to slow to a crawl again soon once I actually start working fulltime. I'm probably going to be moving across the country soon too, assuming I get one of the jobs I want.
It looks like those 2 formats are already generally figured out, though, so anyone with C/C++ or Python ability could write a Noesis plugin/script for them.
It looks like those 2 formats are already generally figured out, though, so anyone with C/C++ or Python ability could write a Noesis plugin/script for them.
- Dinoguy1000
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Re: Señor Casaroja's Noesis
That's fine; if I was really that worried about seeing them supported (and serious about learning Python
), I'd try my hand at writing plugins for them myself (and I may yet, if I ever find the motivation =D ).
In the meantime, as you said, if anyone else wants to try their hand at it, they're more than welcome to.
And yeah, having the original source code to the games (well, most of it, at least) definitely helps out there.
(it also helps that they look to me to be fairly simple as model formats go (though note the disclaimer: I'm anything but knowledgeable about model formats, so I could be very mistaken))
In the meantime, as you said, if anyone else wants to try their hand at it, they're more than welcome to.
And yeah, having the original source code to the games (well, most of it, at least) definitely helps out there.
- Mirrorman95
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Re: Señor Casaroja's Noesis
When will ps2 vif tag support be added to the python side of Noesis?
BBSFM and KH2FM+ saves are compatible with KH2.5. viewtopic.php?t=13424
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chrrox
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Re: Señor Casaroja's Noesis
He is busy right now it will get added when he has time.
Don't worry once its added ill support it but you should not pester him about it.
Don't worry once its added ill support it but you should not pester him about it.
- lionheartuk
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Re: Señor Casaroja's Noesis
Ah this tool just gets better and better with every update.
I was just wondering if you might at any point be able to add support for Breath of Fire IV's .EMI format, all files including spritesheets audio, possibly 3D models too, are all in these .Emi files, MultiEx has a script to extra the files within those but it just drops out noname files with no extension.
Look forward to the next update, great work with Noesis.
I was just wondering if you might at any point be able to add support for Breath of Fire IV's .EMI format, all files including spritesheets audio, possibly 3D models too, are all in these .Emi files, MultiEx has a script to extra the files within those but it just drops out noname files with no extension.
Look forward to the next update, great work with Noesis.
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Kaem
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Re: Señor Casaroja's Noesis
Mr.Adults, I have a fault with FF12 models, well... mostly in the animations, when I import some .ff12a file in NOESIS i see animation but with 'lag', u know why it can this happen?
It happen in all ff12a files
PD: I have Noesis 4.02
EDIT: I want to clarify of the 'lag', for example, if an animation has 400 frames i only see 10-11 frames in motion.
I tried to export an animation to other formats as .md5mesh and .md5anim for see in 3DSMax, but same thing happens and the mesh is destroys when the animation play.
It happen in all ff12a files
PD: I have Noesis 4.02
EDIT: I want to clarify of the 'lag', for example, if an animation has 400 frames i only see 10-11 frames in motion.
I tried to export an animation to other formats as .md5mesh and .md5anim for see in 3DSMax, but same thing happens and the mesh is destroys when the animation play.
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rubening
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Re: Señor Casaroja's Noesis
i was wondering if you could try to take a look at these animation files from Resident Evil 5
http://www.mediafire.com/?i4kogaeizv4060s
are re5 chris redfield action animations(mot file), the LMT is the pack of all the animations, but in the folder you got the other exported. would be nice if you make noesis able to export them in an known format for 3dsmax/maya/motionbuilder etc..?
please?
other question about resident evil 5 models. when i import the mod file there, is there a way we can move the vertexes in this program? and save the "MOD" file back to the default format?
http://www.mediafire.com/?i4kogaeizv4060s
are re5 chris redfield action animations(mot file), the LMT is the pack of all the animations, but in the folder you got the other exported. would be nice if you make noesis able to export them in an known format for 3dsmax/maya/motionbuilder etc..?
please?
other question about resident evil 5 models. when i import the mod file there, is there a way we can move the vertexes in this program? and save the "MOD" file back to the default format?
- Tosyk
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Re: Señor Casaroja's Noesis
nice tryrubening wrote:i was wondering if you could try to take a look at these animation files from Resident Evil 5
http://www.mediafire.com/?i4kogaeizv4060s
are re5 chris redfield action animations(mot file), the LMT is the pack of all the animations, but in the folder you got the other exported. would be nice if you make noesis able to export them in an known format for 3dsmax/maya/motionbuilder etc..?
please?
other question about resident evil 5 models. when i import the mod file there, is there a way we can move the vertexes in this program? and save the "MOD" file back to the default format?
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rubening
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Re: Señor Casaroja's Noesis
did anyone try it already? xD i'm too late?Tosyk wrote:nice tryrubening wrote:i was wondering if you could try to take a look at these animation files from Resident Evil 5
http://www.mediafire.com/?i4kogaeizv4060s
are re5 chris redfield action animations(mot file), the LMT is the pack of all the animations, but in the folder you got the other exported. would be nice if you make noesis able to export them in an known format for 3dsmax/maya/motionbuilder etc..?
please?
other question about resident evil 5 models. when i import the mod file there, is there a way we can move the vertexes in this program? and save the "MOD" file back to the default format?
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Demonsangel
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MrAdults
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Re: Señor Casaroja's Noesis
People have been asking for me to add Metal Gear Rising because it's the same format as Bayonetta/Vanquish/etc. I just got around to taking a look at some files, it's similar but the model header is quite different and I'm guessing so are the draw structures and material mappings. But I didn't look that far. So, that won't be making it into the next release. I'm on day 6 of some kind of terrible disease that I assumed was the flu until it started trying harder and harder to kill me instead of going away, and I've gotta move my family to Texas in less than 2 weeks, and as I stared at my hex editor in an addle-minded fever haze I realized I must be completely insane to be looking at hex right now. Sorry to disappoint. I'll get to it one day.
