Important information: this site is currently scheduled to go offline indefinitely by end of the year.

Spotlight: Señor Casaroja's Noesis

General game file tools that are useful for more than one game
dragoncrest
ultra-n00b
Posts: 5
Joined: Sun Sep 21, 2014 4:47 pm
Has thanked: 6 times

Re: Spotlight: Señor Casaroja's Noesis

Post by dragoncrest »

I use Noesis to export animation in Fantasy 8.
But ... in Noesis, it can view 400 frames of animation. When i export to fbx and open it in unity or maya, it only have 300 frames.
Where the last 100 frames have gone? :(
User avatar
lionheartuk
double-veteran
double-veteran
Posts: 749
Joined: Tue May 16, 2006 10:55 pm
Location: Everywhere
Has thanked: 34 times
Been thanked: 42 times

Re: Spotlight: Señor Casaroja's Noesis

Post by lionheartuk »

dragoncrest wrote:I use Noesis to export animation in Fantasy 8.
But ... in Noesis, it can view 400 frames of animation. When i export to fbx and open it in unity or maya, it only have 300 frames.
Where the last 100 frames have gone? :(
Try changing mayas frames per second, and also try changing the amount of visible frames in the maya timeline.
dragoncrest
ultra-n00b
Posts: 5
Joined: Sun Sep 21, 2014 4:47 pm
Has thanked: 6 times

Re: Spotlight: Señor Casaroja's Noesis

Post by dragoncrest »

I checked again in Maya and i saw it have full animation. Frame number in Noesis display different from frame number in Maya.
Another problem, when i export bone animation and open it in other softwares, the y-axis is negative. How can i revert that?
User avatar
lionheartuk
double-veteran
double-veteran
Posts: 749
Joined: Tue May 16, 2006 10:55 pm
Location: Everywhere
Has thanked: 34 times
Been thanked: 42 times

Re: Spotlight: Señor Casaroja's Noesis

Post by lionheartuk »

dragoncrest wrote:I checked again in Maya and i saw it have full animation. Frame number in Noesis display different from frame number in Maya.
Another problem, when i export bone animation and open it in other softwares, the y-axis is negative. How can i revert that?
Usually on import, in the case its a DAE or FBX you'll have the option in the importers settings to Change from Y up to Z up for example, or -Y to +Y.

Note: Z-up is really common, a fair few game engines use it, especially Japanese ones, along with Unreal Engine.

Additionally you could just change your softwares up axis to the same as the file, this way your exports will import ok into any game engine without you having to fiddle with export import settings.
User avatar
DGIorio
beginner
Posts: 25
Joined: Sun Jan 10, 2016 11:12 pm
Has thanked: 4 times
Been thanked: 19 times

Re: Spotlight: Señor Casaroja's Noesis

Post by DGIorio »

Hello,

How can I use rapi.toolExportGData to export textures to .dds? I got it working for models, but when exporting textures it says "invalid model". It seems that it's supposed to work with textures too.
-3.97 - Added rapi.toolLoadGData, rapi.toolFreeGData, rapi.toolSetGData, rapi.toolExportGData, rapi.toolGetLoadedModelCount, and rapi.toolGetLoadedModel. These functions are intended for tool scripts, and allow loading/saving/manipulating any kind of supported (models, textures, etc.) data.
I also tried to use saveImageRGBA, but my image format are DXT1 and DXT5.

Thanks in advance.
User avatar
Tosyk
double-veteran
double-veteran
Posts: 1027
Joined: Thu Oct 22, 2009 10:24 am
Location: Russia, Siberia
Has thanked: 269 times
Been thanked: 154 times
Contact:

Re: Spotlight: Señor Casaroja's Noesis

Post by Tosyk »

is there a way to load .smd with long bone names? right now all the names becoming just 'boneXXX' therefore converted models loses their connection with animation.

it botheres me for long time and I still can't find workaround
Thank you for all you do here
my blog | my forum
chrrox
Moderator
Posts: 2602
Joined: Sun May 18, 2008 3:01 pm
Has thanked: 57 times
Been thanked: 1422 times

Re: Spotlight: Señor Casaroja's Noesis

Post by chrrox »

Tosyk wrote:is there a way to load .smd with long bone names? right now all the names becoming just 'boneXXX' therefore converted models loses their connection with animation.

it botheres me for long time and I still can't find workaround
that normally happens when there are duplicate bone names.
User avatar
Tosyk
double-veteran
double-veteran
Posts: 1027
Joined: Thu Oct 22, 2009 10:24 am
Location: Russia, Siberia
Has thanked: 269 times
Been thanked: 154 times
Contact:

Re: Spotlight: Señor Casaroja's Noesis

Post by Tosyk »

chrrox wrote:
Tosyk wrote:is there a way to load .smd with long bone names? right now all the names becoming just 'boneXXX' therefore converted models loses their connection with animation.

it botheres me for long time and I still can't find workaround
that normally happens when there are duplicate bone names.
so you telling that a single name duplication causes renaming of the whole bone name list?
Thank you for all you do here
my blog | my forum
User avatar
Tosyk
double-veteran
double-veteran
Posts: 1027
Joined: Thu Oct 22, 2009 10:24 am
Location: Russia, Siberia
Has thanked: 269 times
Been thanked: 154 times
Contact:

Re: Spotlight: Señor Casaroja's Noesis

Post by Tosyk »

so is there's workaround regarding loosing bone names when open SMD in noesis?
it's critical, because local hero daemon working with SMD format in his projects
Thank you for all you do here
my blog | my forum
Kerilk
beginner
Posts: 38
Joined: Sun Aug 27, 2017 2:08 pm
Has thanked: 9 times
Been thanked: 37 times

Re: Spotlight: Señor Casaroja's Noesis

Post by Kerilk »

Is there a way to have some meshes start hidden in the data-viewer? Namely I have shadow meshes that share material with others so I cannot rely on hiding the material (which seems possible), but most of the time I don't need to see them.
num421337
ultra-n00b
Posts: 8
Joined: Mon Apr 05, 2010 11:46 pm

Re: Spotlight: Señor Casaroja's Noesis

Post by num421337 »

I'm trying to extract textures and models from the game JoJo's Bizarre Adventure: Ougon no Kaze which is a capcom game. I have found a few files that look to have tm2 files in them but they are compressed or otherwise scrambled in some way. Any chance you would be able to help me with this? I am looking to translate the entire game. I have already found multiple files with standard shift-jis text in them that have been editable through hex editing, but some things are just images
User avatar
Tosyk
double-veteran
double-veteran
Posts: 1027
Joined: Thu Oct 22, 2009 10:24 am
Location: Russia, Siberia
Has thanked: 269 times
Been thanked: 154 times
Contact:

Re: Spotlight: Señor Casaroja's Noesis

Post by Tosyk »

is it possible to preserve material and textures path/names within model when converting from PSK into FBX?
tuns out that FBX preserves only material names as meshes material names AND diffuse texture.

p.s.: must say that I love command mode!
Thank you for all you do here
my blog | my forum
User avatar
Tosyk
double-veteran
double-veteran
Posts: 1027
Joined: Thu Oct 22, 2009 10:24 am
Location: Russia, Siberia
Has thanked: 269 times
Been thanked: 154 times
Contact:

Re: Spotlight: Señor Casaroja's Noesis

Post by Tosyk »

Is it possible to add a feature to locally rotate selected bones on export?

Btw, isn’t it right place for feadback here? Almost none of my question on how this beautiful program work weren’t answered.
Thank you for all you do here
my blog | my forum
meganmi
advanced
Posts: 41
Joined: Sat Jul 25, 2015 3:31 pm
Has thanked: 9 times
Been thanked: 6 times

Re: Spotlight: Señor Casaroja's Noesis

Post by meganmi »

Tekken 7 models are flipped on the X axis, how do I make Noesis correctly view the mesh?
User avatar
Tosyk
double-veteran
double-veteran
Posts: 1027
Joined: Thu Oct 22, 2009 10:24 am
Location: Russia, Siberia
Has thanked: 269 times
Been thanked: 154 times
Contact:

Re: Spotlight: Señor Casaroja's Noesis

Post by Tosyk »

please fix the issue with -scale options when converting into FBX:
fbx_scale_error.jpg
here's a sample and ASCII plugin:
https://drive.google.com/file/d/1BV7fsM ... sp=sharing
You do not have the required permissions to view the files attached to this post.
Thank you for all you do here
my blog | my forum
Post Reply