Important information: this site is currently scheduled to go offline indefinitely by end of the year.
Search found 238 matches
- Sat Apr 20, 2013 5:41 pm
- Forum: General game tools
- Topic: Spotlight: Señor Casaroja's Noesis
- Replies: 1830
- Views: 596835
Re: Señor Casaroja's Noesis
Muchas gracias Señor Casaroja! ٩(-̮̮̃-̃)۶ Oh, and say hi to the donkeys for me. EDIT: Finally got the skeleton looking right, but I'm curious why I had to do this: if i==0: boneList.append(NoeBone(i+1, boneName, mtrx, None, boneParent)) else: boneList.append(NoeBone(i, boneName, mtrx, None, bonePare...
- Sat Apr 20, 2013 3:53 am
- Forum: General game tools
- Topic: Spotlight: Señor Casaroja's Noesis
- Replies: 1830
- Views: 596835
Re: Señor Casaroja's Noesis
What's the "Rich" way ( ) of reading an inverse transposed matrix?
- Thu Apr 18, 2013 5:55 am
- Forum: General game tools
- Topic: Spotlight: Señor Casaroja's Noesis
- Replies: 1830
- Views: 596835
Re: Señor Casaroja's Noesis
Awesome! And thanks for the tip. I'm still new to Python and it seems like all the videos out there leave out things like bytes and bytearrays. Actually anything that someone might use in an importer for that matter. 〴⋋_⋌〵
- Thu Apr 18, 2013 5:29 am
- Forum: Tutorials
- Topic: [Help] MaxScript
- Replies: 1
- Views: 2560
Re: [Help] MaxScript
You would use a "for" or "while" loop, but of course you'll need to understand the basic structure of your file. With a while loop you'll need to keep it check with a loop condition that will return false at some point or else you'll get stuck in an infinite loop. There's a bunch...
- Thu Apr 18, 2013 4:32 am
- Forum: General game tools
- Topic: Spotlight: Señor Casaroja's Noesis
- Replies: 1830
- Views: 596835
Re: Señor Casaroja's Noesis
On 360, ubyte indices are usually a big-endian 32-bit uint, that's why they look backwards. But ubyte weights are commonly the same, which means it just works. But if they aren't using ubyte weights, you probably need to endian-swap your 4 bytes of indices yourself. I think I have a native function...
- Wed Apr 17, 2013 5:59 pm
- Forum: General game tools
- Topic: Spotlight: Señor Casaroja's Noesis
- Replies: 1830
- Views: 596835
Re: Señor Casaroja's Noesis
Cool! Thanks! I should have mentioned those 2 questions weren't related. The 2nd one is concerning a X360 game. I'm porting it to Noesis from Maxscript and I've imported plenty of characters so I know the weights - index matching is correct. EDIT: Based on the print out, this appears to reverse the ...
- Wed Apr 17, 2013 2:24 am
- Forum: General game tools
- Topic: Spotlight: Señor Casaroja's Noesis
- Replies: 1830
- Views: 596835
Re: Señor Casaroja's Noesis
I just started learning Noesis and was wondering if I could get an example usage of rapi.unpackPS2VIF. Also, with the vertex data I'm looking at, the last few bytes are weights then bone indices, except..... they're numbered/matched w1, w2, w3, w4, b4, b3, b2, b1. It's the order of the bone indices ...
- Tue Apr 16, 2013 4:16 am
- Forum: 3D/2D models
- Topic: [Request] Dirge Of Cerberus Final Fantasy VII models
- Replies: 146
- Views: 66960
Re: [Request] Dirge Of Cerberus Final Fantasy VII models
It'll import the skeleton and all the vertex data. Like I said, I was going to try skinning the vertices to the bones and see what happened, but I forgot how the skinning code works and got busy trying to keep the weeds from taking over my yard and then my allergies went nuts and almost killed me to...
- Sat Apr 13, 2013 8:15 pm
- Forum: 3D/2D models
- Topic: [Request] Could use guidance on PS2 hex files
- Replies: 5
- Views: 1608
Re: [Request] Could use guidance on PS2 hex files
Yeah, even though that 8.7MB file has some textures in it, there's 1,987 (good year) references to tif files
and references to a bunch of other files as well. If there's geometry in there, I'm still too much of a newb to figure it out.
and references to a bunch of other files as well. If there's geometry in there, I'm still too much of a newb to figure it out.
- Wed Apr 10, 2013 7:37 pm
- Forum: 3D/2D models
- Topic: [Request] Dirge Of Cerberus Final Fantasy VII models
- Replies: 146
- Views: 66960
Re: [Request] Dirge Of Cerberus Final Fantasy VII models
Well, sans almost everything actually. ಥ_ಥ
But by God all the offsets are in there and it parses the data pretty quick! ┌( ಠ_ಠ)┘
But by God all the offsets are in there and it parses the data pretty quick! ┌( ಠ_ಠ)┘
- Tue Apr 09, 2013 2:17 am
- Forum: 3D/2D models
- Topic: [Request] Could use guidance on PS2 hex files
- Replies: 5
- Views: 1608
Re: [Request] Could use guidance on PS2 hex files
I'm not sure what to make of that.
Those numbers between the Fs look like 1 byte values, but I'm not sure.
It doesn't look like a geometry data though. Also it looks like the file pointer is at 0x17.
The values should be aligned to 4 byte boundaries,i.e., 0x18.
Those numbers between the Fs look like 1 byte values, but I'm not sure.
It doesn't look like a geometry data though. Also it looks like the file pointer is at 0x17.
The values should be aligned to 4 byte boundaries,i.e., 0x18.
- Sat Apr 06, 2013 10:16 pm
- Forum: 3D/2D models
- Topic: [Request] Dirge Of Cerberus Final Fantasy VII models
- Replies: 146
- Views: 66960
Re: [Request] Dirge Of Cerberus Final Fantasy VII models
Well I was going to try out the skinning, but I forgot how it works in Maxscript. :bleh: Maybe someone else can check it out...... ( The extension ms is not allowed? ) F*** it, here's the code: clearListener() fname = getOpenFileName \ caption:"Dirge of Cerberus: Final Fantasy VIIl" \ type...
- Fri Feb 08, 2013 2:02 am
- Forum: Tutorials
- Topic: Maya py script
- Replies: 9
- Views: 5545
Re: Maya py script
It's a sad day when digital cookies aren't enough.
Ugh, forums are too complicated - Python is easier.
Ugh, forums are too complicated - Python is easier.
- Thu Feb 07, 2013 7:30 pm
- Forum: Tutorials
- Topic: Maya py script
- Replies: 9
- Views: 5545
Re: Maya py script
Thanks chrrox!
- Thu Feb 07, 2013 1:30 am
- Forum: Tutorials
- Topic: Maya py script
- Replies: 9
- Views: 5545
Re: Maya py script
Dinoguy1000 wrote: Because it's a damn sight harder to make docs worth anything than it is to simply make some illustrative source code (as I'm sure just about anyone who's done both will tell you).