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Spotlight: Señor Casaroja's Noesis
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pixellegolas
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Re: Señor Casaroja's Noesis
One big problem I guess is when you have for example .x files without an archive you are almost saying "please use as you will". But when we open zipped archives and convert model formats that are internal to for example fbx we are really stepping on toes....with high heels.
If a company goes through the whole trouble of creating their own format, their own archives with their own passwords they are sending quite a clear statement "don't touch, please play game, but don't touch the source".
I guess it all comes down to actually asking a company if it is ok and it will probably be 1 in a million that says yes.
On top of my head I see YO FRANKIE from blender that has given us all archives and stating, USE THEM! MOD THEM!
I saw a guy on Unity forum who made a nice FPS package that he sold. The only problem was that he used models from Army of two and it was very clear it was does models. He lost his account....
If a company goes through the whole trouble of creating their own format, their own archives with their own passwords they are sending quite a clear statement "don't touch, please play game, but don't touch the source".
I guess it all comes down to actually asking a company if it is ok and it will probably be 1 in a million that says yes.
On top of my head I see YO FRANKIE from blender that has given us all archives and stating, USE THEM! MOD THEM!
I saw a guy on Unity forum who made a nice FPS package that he sold. The only problem was that he used models from Army of two and it was very clear it was does models. He lost his account....
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Mr.Mouse
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Re: Señor Casaroja's Noesis
As a side note, Google Adsense shut down their ads on our forum.xentax.com domain, because of violation of copyright rules. Claiming this as an example: viewtopic.php?t=2870
So you see, we walk the thin line here, and Google decided for us and turned against our thin line.
So you see, we walk the thin line here, and Google decided for us and turned against our thin line.
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finale00
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Re: Señor Casaroja's Noesis
Your arguments are only biased to your own favor.Dazz wrote:I will promise you that I will now choose not to use the application, because I simply don't agree with the owner and I hate to actually use something by somebody who doesn't see the alternative perspective of helping people, which has on many occasions been agreed by the companies that that content includes.
There are definitely companies that see benefit to resource extraction. To modding their games. To reverse engineering their tools. You kind of have to reverse the models if you want to mod the models.
When we talk about modding, some companies even encourage players to mod their games because they recognize the value that it brings to their product and they may find some hidden talent through these modding ventures that they otherwise would not have found through standard hiring processes. Does this mean all companies feel the same way? Definitely not. Blizzard even took pro-active steps to eliminate modding in their newest games and stated that in interviews. They probably didn't really like it when people wrote a SC2 model viewer.
There are companies where management is run by people that have no idea what it's like to develop a game or even play a game, and there are probably companies where management is run by "SOFTWARE SHOULD BE FREE, SO WE SHOULD PROVIDE TOOLS TO HELP THEM" advocates.
But does *every* company you ask for permission say the same thing?
Do you ask permission from every company that you decide to share resources from?
It doesn't matter if the majority of companies think it's cool.
It doesn't matter if you're helping people or not.
Because the real problem is one guy coming out and shutting you and everything down.
While you may be willing to take that risk, clearly MrAdults is not interested in getting tied up with such a mess cause there's no benefit for him from all of this anyways. It's not like the noesis users know anything about it besides "a tool for ripping game models"
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Demonsangel
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Re: Señor Casaroja's Noesis
I'm getting the bone data for the HoMM6 .gobj format currently like this:
but it appears that not matter what the angles (rotate) are it doesn't effect the outcome when I create a NoeBone from these mat43 and later call rapi.multiplyBones on the armature. (I left out the code which skips the parts between the data)
Am I using these functions wrong?
Code: Select all
for i in range(numBones):
x,y,z=self.data.read('3f')
rotate=self.data.read('3f')
rotate = NoeAngles(rotate)
bone=rotate.toMat43()
bone.__setitem__(3,(x,y,z))
bones.append(bone)
Bones=[]
for i in range(numBones):
id = self.data.readShort()
Bones.append(NoeBone(i,str(i),bones[i],None,id))
Bones = rapi.multiplyBones(Bones)
Am I using these functions wrong?
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Mr.Mouse
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Re: Señor Casaroja's Noesis
To add to my comment, they shut us down TODAY. Just so you know.Mr.Mouse wrote:As a side note, Google Adsense shut down their ads on our forum.xentax.com domain, because of violation of copyright rules. Claiming this as an example: viewtopic.php?t=2870
So you see, we walk the thin line here, and Google decided for us and turned against our thin line.
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Dazz
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Re: Señor Casaroja's Noesis
Off topic but I'm not going to put anything more into the debate since it's obvious where we all stand, but you can look at alternatives to Adsense - try CPMStar, they're gaming related. Their rates are very up and down but they seem all right and pay on time. But only to paypal.Mr.Mouse wrote:To add to my comment, they shut us down TODAY. Just so you know.Mr.Mouse wrote:As a side note, Google Adsense shut down their ads on our forum.xentax.com domain, because of violation of copyright rules. Claiming this as an example: viewtopic.php?t=2870
So you see, we walk the thin line here, and Google decided for us and turned against our thin line.
Sorry to go off topic, just thought it might help you out.
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MrAdults
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Re: Señor Casaroja's Noesis
Demonsangel: Are you actually attaching the bones to a model? If you are, then the only thing that comes to mind is maybe you're dealing with bad rotations/matrices or everything is identity so that it looks the same either way.
Edit: Also forgot to mention, I just put a build up with a fix for your other blend problem.
Edit: Also forgot to mention, I just put a build up with a fix for your other blend problem.
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inevitable
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Re: Señor Casaroja's Noesis
is there an easier way to get ssf4 360 models into noesis?maniacoloco wrote:ok, here is the ritual to get fully rigged ssfiv models. Ok, we need:
emotosmd by magnum
kensou's tool
riggomatic by magnum (http://z6.invisionfree.com/Resident_Evi ... 11075&st=0)
the latest sfiv assets viewer
noesis
Basically what we're gonna do is to convert a ssfiv emo object file to sfiv obj file with kensou's tool and then convert it to smd with emotosmd. After that, just convert the original emo object to obj and convert that object to smd with noesis. import the boneless smd in max studio and just rotate it to have the same exact position as the "damaged" smd (yes, the smd gotten with the converted edmo). In the last instance what you need to do is to open riggomatick, select the base model where the vertex weights data and bones are gonna be taken, and select the boneless smd where we want to place that data. The result is a correct full rigged smd model.
For how to run the tools, check this forum and that re forum.
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howfie
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Re: Señor Casaroja's Noesis
Wow, the only thing bad I see there is a couple DEAD links to rapidshare.Mr.Mouse wrote:As a side note, Google Adsense shut down their ads on our forum.xentax.com domain, because of violation of copyright rules. Claiming this as an example: viewtopic.php?t=2870
So you see, we walk the thin line here, and Google decided for us and turned against our thin line.
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Demonsangel
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Re: Señor Casaroja's Noesis
I updated Noesis but I can't seem to get the lightmap to show.MrAdults wrote:Demonsangel: Are you actually attaching the bones to a model? If you are, then the only thing that comes to mind is maybe you're dealing with bad rotations/matrices or everything is identity so that it looks the same either way.
Edit: Also forgot to mention, I just put a build up with a fix for your other blend problem.

About the bones viewtopic.php?p=70520#p70520
This is one of the bonedata as I get them:

float 0-2 = x,y,z
I used float 3-5 as NoeAngles.
But when I skip floats 3-5 and use floats 6-8 which are clearly different from the previous 3 the bones stay exactly the same as in the the first pic in the link to the HoMM6 topic.
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MrAdults
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Re: Señor Casaroja's Noesis
Well, I know that custom blend modes on lightmap materials are definitely working, I tested it with the Quake 2 script. So I'd imagine it's something else, like you didn't set the LMUV's, which you need to do for it to render that LM pass, even if they're the same as the regular UV's.
If anything those first 4 floats look like a quaternion, or 3-5 is a scale, and 7-9 could be radians, or 6-8, hard to say just looking at raw data. Either way, you definitely aren't using the values right. And if you are feeding those values in directly as Euler angles that would be why you can't see anything. If anything they're radians, you have to scale them into Euler range. (to do so, multiply each value by noesis.g_flRadToDeg) But they might not be radians either.
If anything those first 4 floats look like a quaternion, or 3-5 is a scale, and 7-9 could be radians, or 6-8, hard to say just looking at raw data. Either way, you definitely aren't using the values right. And if you are feeding those values in directly as Euler angles that would be why you can't see anything. If anything they're radians, you have to scale them into Euler range. (to do so, multiply each value by noesis.g_flRadToDeg) But they might not be radians either.
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finale00
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Re: Señor Casaroja's Noesis
1: I just read an article on bitmaps, pixel formats, and indexed palettes and feel enlightened, but how do I actually work with palettes in noesis? I see functions related to getting and applying palettes, but not sure how to use them in practice. I imagine one would have to parse a palette file to actually get the colors?
2: Also for mipmaps, while it probably isn't useful to import the smaller versions, is there a way to put all of the images together in one big image? Like the examples on wiki: http://en.wikipedia.org/wiki/Mipmap
Then I can verify that the value I'm looking at it actually the mipmap count without having to scroll through the textures (which I just noticed you've implemented the scrolling feature lol)
3: it seems like RGB24 bitmaps might be compressed using RLE. Is there a way to quickly check if that's the case?
4: Bug report: Whenever noesis crashes it generates dozens of crash reports and automatically sends them.
2: Also for mipmaps, while it probably isn't useful to import the smaller versions, is there a way to put all of the images together in one big image? Like the examples on wiki: http://en.wikipedia.org/wiki/Mipmap
Then I can verify that the value I'm looking at it actually the mipmap count without having to scroll through the textures (which I just noticed you've implemented the scrolling feature lol)
3: it seems like RGB24 bitmaps might be compressed using RLE. Is there a way to quickly check if that's the case?
4: Bug report: Whenever noesis crashes it generates dozens of crash reports and automatically sends them.
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Demonsangel
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Re: Señor Casaroja's Noesis
MrAdults wrote:Well, I know that custom blend modes on lightmap materials are definitely working, I tested it with the Quake 2 script. So I'd imagine it's something else, like you didn't set the LMUV's, which you need to do for it to render that LM pass, even if they're the same as the regular UV's.
If anything those first 4 floats look like a quaternion, or 3-5 is a scale, and 7-9 could be radians, or 6-8, hard to say just looking at raw data. Either way, you definitely aren't using the values right. And if you are feeding those values in directly as Euler angles that would be why you can't see anything. If anything they're radians, you have to scale them into Euler range. (to do so, multiply each value by noesis.g_flRadToDeg) But they might not be radians either.
Code: Select all
for i in range(numDrawCall):
numFaceDraw = drawCallFace[i]
# idxBuff = idxBuffer[:numFaceDraw*6]
# idxBuffer=idxBuffer[numFaceDraw*6:]
rapi.rpgSetMaterial(self.matList[matID[i]].name)
if matID[i] in MatEmis:
rapi.rpgSetLightmap(MatEmis[matID[i]].name)
rapi.rpgSetOption(noesis.RPGOPT_TRIWINDBACKWARD, 1)
# rapi.rpgCommitTriangles(idxBuff, noesis.RPGEODATA_USHORT, numFaceDraw*3, noesis.RPGEO_TRIANGLE, 1)
rapi.immBegin(noesis.RPGEO_TRIANGLE)
idxSF = idxSP[:numFaceDraw*3]
idxSP=idxSP[numFaceDraw*3:]
for idx in idxSF:
rapi.immUV2s(vertBuff,16+idx*64)
rapi.immLMUV2s(vertBuff,16+idx*64)
rapi.immVertex3hf(vertBuff,idx*64)
rapi.immEnd()
mdl=rapi.rpgConstructModel()
Edit: Is there a way to add Lightmap UV without using rapi.imm ?
Last edited by Demonsangel on Sat Apr 07, 2012 6:40 pm, edited 1 time in total.
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itoikenza
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Re: Señor Casaroja's Noesis
this was posted by me, I signed up again cause of the extremely long delay in password recovery. Now someone please help?inevitable wrote:is there an easier way to get ssf4 360 models into noesis?maniacoloco wrote:ok, here is the ritual to get fully rigged ssfiv models. Ok, we need:
emotosmd by magnum
kensou's tool
riggomatic by magnum (http://z6.invisionfree.com/Resident_Evi ... 11075&st=0)
the latest sfiv assets viewer
noesis
Basically what we're gonna do is to convert a ssfiv emo object file to sfiv obj file with kensou's tool and then convert it to smd with emotosmd. After that, just convert the original emo object to obj and convert that object to smd with noesis. import the boneless smd in max studio and just rotate it to have the same exact position as the "damaged" smd (yes, the smd gotten with the converted edmo). In the last instance what you need to do is to open riggomatick, select the base model where the vertex weights data and bones are gonna be taken, and select the boneless smd where we want to place that data. The result is a correct full rigged smd model.
For how to run the tools, check this forum and that re forum.
