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by Kerilk
Wed Sep 11, 2019 8:06 pm
Forum: Game Archive
Topic: Astral Chain package
Replies: 44
Views: 15718

Re: Astral Chain package

No this is still wip and the enum is not used.
See discussion there:
https://github.com/Kerilk/noesis_bayonetta_pc/issues/11
by Kerilk
Wed Sep 11, 2019 6:19 pm
Forum: Game Archive
Topic: Nier Automata
Replies: 136
Views: 103440

Re: Nier Automata

If you can use Linux ( Ubuntu for Windows is fine) you can use the tools there: https://github.com/Kerilk/bayonetta_tools

You should also be able to use the tools using Ruby for Windows but I haven't done so in a long time.
by Kerilk
Wed Sep 11, 2019 5:40 am
Forum: Game Archive
Topic: Astral Chain package
Replies: 44
Views: 15718

Re: Astral Chain package

Well there are other binary templates for Astral chain wmb files in the same directory. You can also decode bxm files (which are binary xml files) using the Bayonetta 2 bxm.bt (mind the byte ordering though). Motion formats are also known.
by Kerilk
Wed Sep 11, 2019 2:04 am
Forum: Game Archive
Topic: Astral Chain package
Replies: 44
Views: 15718

Re: Astral Chain package

I was working through the file format on my own and worked out all of pkz and most of DAT file structure but I couldn't figure out what the 5th table was for in DAT files and it seems maybe unneeded? The first 4 were for offsets, file type, file name, and size, but I couldn't for the life of me fig...
by Kerilk
Sat Aug 31, 2019 8:56 pm
Forum: Game Archive
Topic: Astral Chain package
Replies: 44
Views: 15718

Re: Astral Chain package

unk4 could be: typedef enum { T_1D, T_2D, T_3D, T_Cube, T_1D_Array, T_2D_Array, T_2D_Mulitsample, T_2D_Multisample_Array, T_Cube_Array } texture_type_t; so 8 would be T_Cube_Array But that could be completely wrong. Also the textures from CubeMap have 7 mip map, while those from FogLUT have 1, but s...
by Kerilk
Sat Aug 31, 2019 7:10 pm
Forum: Game Archive
Topic: Astral Chain package
Replies: 44
Views: 15718

Re: Astral Chain package

There are volume textures in sta/ra_00.dtt, maybe they can give you some insight about the unknown texture info fields. I am trying to match them to https://github.com/aboood40091/BNTX-Injector/blob/master/globals.py but for now I am rather unsuccessful. I was hoping it was some kind of BNTX that ha...
by Kerilk
Sat Aug 31, 2019 5:20 pm
Forum: Game Archive
Topic: Astral Chain package
Replies: 44
Views: 15718

Re: Astral Chain package

WTA
Table 3 are flags for the game
Table 4 are hashes to reference textures in materials
by Kerilk
Sat Aug 31, 2019 8:49 am
Forum: Game Archive
Topic: Astral Chain package
Replies: 44
Views: 15718

Re: Astral Chain package

The model/animation format is identical to Nier's. Texture format is unknown to me. I added support for Astral Chain to my noesis plugin. If someone can help me with the texture format (FOURCC is "XT1\x00") I should be able to add it to the plugin. https://github.com/Kerilk/noesis_bayonett...
by Kerilk
Fri Mar 01, 2019 12:35 am
Forum: 3D/2D models
Topic: Bayonetta PC
Replies: 10
Views: 6292

Re: Bayonetta PC

You need to delete the original bayonetta.dll in the plugins folder for the bayonetta_pc.dll to work. If noesis asks you to open a file for animations then it is my plugin loading the model. For whatever reason I was not notified of your post. The github bugtracker of the plugin is also a good place...
by Kerilk
Sun Jan 13, 2019 8:05 am
Forum: 3D/2D models
Topic: Noesis Animations
Replies: 2
Views: 2523

Re: Noesis Animations

I only used animations in Noesis using the c++ interface (https://github.com/Kerilk/noesis_bayonetta_pc), but nonetheless the process should be similar in python: for each animation : - create a (local) transform matrix for each bone of the model - create an animation out of the matrices using rpgAn...
by Kerilk
Sun Nov 25, 2018 9:21 pm
Forum: 3D/2D models
Topic: Any one help~Import Nier Automata motion file to blender
Replies: 9
Views: 6217

Re: Any one help~Import Nier Automata motion file to blender

The real reason for using the signed representation of the data is that the exponent needs to be signed due to the subtraction. You avoid unnecessary casting that would obfuscate the code. This code is derived from the one Phernost gave here: https://stackoverflow.com/questions/1659440/32-bit-to-16-...
by Kerilk
Sun Jul 08, 2018 1:14 pm
Forum: General game tools
Topic: Spotlight: Señor Casaroja's Noesis
Replies: 1830
Views: 597992

Re: Spotlight: Señor Casaroja's Noesis

Any idea why lightmap don't move with the model? https://s33.postimg.cc/8gamz0exr/Lightmap.png They also don't disappear when you skip the rendering of the corresponding mesh in the data viewer. Edit: Using another pass for the lightmap and using the NMATFLAG_USELMUVS flag does the trick, rather tha...
by Kerilk
Thu Jun 28, 2018 11:16 am
Forum: General game tools
Topic: Spotlight: Señor Casaroja's Noesis
Replies: 1830
Views: 597992

Re: Spotlight: Señor Casaroja's Noesis

I am still working on my Bayonetta 1/2, Vanquish, Nier Automata (let's say PG now) plugin and I would like to know how to blend two materials with a ratio given by the red component of the color vertex buffer. I think I would need to use material expressions for this to work but I couldn't find exam...
by Kerilk
Mon Jun 11, 2018 5:27 pm
Forum: 3D/2D models
Topic: Any one help~Import Nier Automata motion file to blender
Replies: 9
Views: 6217

Re: Any one help~Import Nier Automata motion file to blender

I have added Nier Automata models and motions to the plugin. I can confirm that the motion format is identical to the one used by Bayonetta2. Track 14 and 15 are used for bones which are not in the model, so perhaps they are used to change the camera settings?
by Kerilk
Mon Jun 11, 2018 5:22 pm
Forum: Game Archive
Topic: Nier Automata
Replies: 136
Views: 103440

Re: Nier Automata

Thanks to delguoqing and DEElekgolo and everybody I forgot to mention (sorry about that) work on the model format I have implemented support for Nier Automata's model to my noesis plugin. It is including animation support as the animation format used is identical to Bayonetta 2. Notice that material...