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Search found 14 matches
- Sat Apr 21, 2012 7:09 pm
- Forum: 3D/2D models
- Topic: [NOESIS] Titan Quest
- Replies: 85
- Views: 20253
Re: [NOESIS] Titan Quest
Here's the link to the site that made me finally understand quaternions today: http://iquilezles.org/www/articles/quaternions/quaternions.htm The data from the animations is in joint space as far as I can tell and not parent-relative, so you have transform (multiply) it with the bone matrix from the...
- Sat Apr 21, 2012 7:14 am
- Forum: 3D/2D models
- Topic: [NOESIS] Titan Quest
- Replies: 85
- Views: 20253
Re: [NOESIS] Titan Quest
I've got the complete animation frame format now (all values in bone space and not premultiplied):
Code: Select all
Vec3 Offset (xyz)
Vec4 Rotation1 (xyzw Quaternion)
Vec3 Scale (xyz)
Vec4 Rotation2 (xyzw Quaternion)
- Fri Mar 23, 2012 9:08 pm
- Forum: 3D/2D models
- Topic: [NOESIS] Titan Quest
- Replies: 85
- Views: 20253
Re: [NOESIS] Titan Quest
The animations should transform the existing bones for each frame. To play an animation, a program has to do the following: 1. Transform all vertices with the inverse bone matrix so the bones all equal the unit vector. (Noesis already does this, judging by the screenshots.) The mesh resulting from s...
- Sun Mar 18, 2012 11:10 am
- Forum: 3D/2D models
- Topic: [NOESIS] Titan Quest
- Replies: 85
- Views: 20253
Re: [NOESIS] Titan Quest
You're right, I didn't notice that there was no "mass" parameter. The animations don't use Euler angles, at least not directly. I at some point had a program to output an animation where one bone's rotation values would increase at different speeds and the bone was rotating around the axes...
- Sat Mar 17, 2012 10:30 am
- Forum: 3D/2D models
- Topic: [NOESIS] Titan Quest
- Replies: 85
- Views: 20253
Re: [NOESIS] Titan Quest
The only things that should matter for weapon attachments are the AttachPoint values in the body mesh. It's basically just another bone that marks the origin of the attached entity. The matching attachment point in the weapon mesh may be an additional transformation. I don't know anything about that...
- Tue Mar 13, 2012 2:37 am
- Forum: 3D/2D models
- Topic: [NOESIS] Titan Quest
- Replies: 85
- Views: 20253
Re: [NOESIS] Titan Quest
Tamschi: For the drawcalls is it defined somewhere when I'm supposed to read bone indices? Some files don't have bones and so they skip that part. I'm thinking of looping through the entire file once listing all the sections and then seeing if there's a section 6 for bones in the file, but if it's ...
- Sat Mar 10, 2012 9:40 pm
- Forum: 3D/2D models
- Topic: [NOESIS] Titan Quest
- Replies: 85
- Views: 20253
Re: [NOESIS] Titan Quest
There's a Bone_Head in the body mesh too. I'm pretty sure you can just use the bones from the body mesh and only use the data from the attached mesh for the bone map.
It's the same with helmets and most armor. Weapons are attached to the AttachPoints from the text data instead.
It's the same with helmets and most armor. Weapons are attached to the AttachPoints from the text data instead.
- Fri Mar 09, 2012 8:42 pm
- Forum: 3D/2D models
- Topic: [NOESIS] Titan Quest
- Replies: 85
- Views: 20253
Re: [NOESIS] Titan Quest
Face 3065 is {3538, 3537, 3526}.
- Fri Mar 09, 2012 7:37 pm
- Forum: 3D/2D models
- Topic: [NOESIS] Titan Quest
- Replies: 85
- Views: 20253
Re: [NOESIS] Titan Quest
Wich one is it? I'll try to open it in MeshView.
- Tue Mar 06, 2012 9:01 pm
- Forum: 3D/2D models
- Topic: [NOESIS] Titan Quest
- Replies: 85
- Views: 20253
Re: [NOESIS] Titan Quest
It makes perfect sense if you only want to push the mesh to the GPU. Otherwise you'd have to rearrange the weights each time the mesh is loaded into the game.
- Tue Mar 06, 2012 8:24 pm
- Forum: 3D/2D models
- Topic: [NOESIS] Titan Quest
- Replies: 85
- Views: 20253
Re: [NOESIS] Titan Quest
If there is more than one draw call, the same bone id in the vertex weights can point to different bones. You really need to edit the weights to make it 100% compatible.
A bone id of 255 in the vertex weights means no bone, but the weight value isn't always 0.0 if the id is 255.
A bone id of 255 in the vertex weights means no bone, but the weight value isn't always 0.0 if the id is 255.
- Tue Mar 06, 2012 5:37 pm
- Forum: 3D/2D models
- Topic: [NOESIS] Titan Quest
- Replies: 85
- Views: 20253
Re: [NOESIS] Titan Quest
Tamschi, I'm having trouble understanding the function you sent to get the vertex weight, especially with the info about shaders. Couldn't I just get the vertex weight out of the vertex data? No, that won't work. The bone indices in the vertex data map to the bone slots in the draw call, not the bo...
- Sun Mar 04, 2012 6:33 pm
- Forum: 3D/2D models
- Topic: [NOESIS] Titan Quest
- Replies: 85
- Views: 20253
Re: [NOESIS] Titan Quest
I don't know if this works, but there are noesis.NOESISTEX_DXT1, noesis.NOESISTEX_DXT3 and noesis.NOESISTEX_DXT5 constants that you can use instead of noesis.NOESISTEX_RGBA32. The format should be somewhere in the DDS header. A few .tex files don't have reversed mip maps, so you have to check that f...
- Sat Mar 03, 2012 6:30 pm
- Forum: 3D/2D models
- Topic: [NOESIS] Titan Quest
- Replies: 85
- Views: 20253
Re: [NOESIS] Titan Quest
Here's some info on the animation frames that's currently not in the TQ.Animation.dll source: Basically, each frame is an array of 14 32bit floats. 0, 1, 2: Position offset vector. Default: {0, 0, 0} 3, 4, 5: These seem to rotate the bone. The bone changes size if you use more than one. Default: {0,...