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wasn't expecting anyone to compile it... but rather maybe make a python script from it instead . the code is always changing and I wouldn't expect anyone other than myself to be able to get it working . there is also the issue of weights... OG bones are useless without OG weights; best to wait for chroxx to update his script.
I was trying compile it, as a way of understanding some extraction concepts from it. However, Bone location itself sometimes provides me great reference of understanding designers intention of making characters to animate. I could have create bones myself and bind it, but kind of wanna follow the original status much as possible.
Hope that Chroxx updates new scripts for bones and weights. Better try something, rather than just waiting~.
Darko wrote:I could load them by replacing the texch header (??) for another tmc file header, but the textures are wrong:
You have to attach the xpr2 header to the tmcl files and then you can view them correctly using Chrrox's xpr2 noesis plugin from here; viewtopic.php?f=18&t=8102
Darko wrote:I could load them by replacing the texch header (??) for another tmc file header, but the textures are wrong:
You have to attach the xpr2 header to the tmcl files and then you can view them correctly using Chrrox's xpr2 noesis plugin from here; viewtopic.php?f=18&t=8102
I edited Chrrox's doa5 noesis to make something that opens those 7* texch files, I only changed one single value so all credit goes to Chrrox. There's probably a lot more redundant code that could be deleted but I don't know how to do it without breaking it.
Just give the 7* files the extension .tex and the B* files tmcl as usual.
I might start adding the texture names to the google documents.
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rman2 wrote:I edited Chrrox's doa5 noesis to make something that opens those 7* texch files, I only changed one single value so all credit goes to Chrrox. There's probably a lot more redundant code that could be deleted but I don't know how to do it without breaking it.
Just give the 7* files the extension .tex and the B* files tmcl as usual.
I might start adding the texture names to the google documents.